Lawful Awful

The Watchers are secret society of humans who have pledged themselves to the cause of the Grigori. The communicate with each other through coded messages and dreams, arranged by their angelic patrons. Most Watchers are just regular people with eccentric religious views and a casual disregard for the kind of bodily harm their masters tend to cause, but a few have been transformed as a reward for their service.

Soteriomancer
HD 2-10 Speed human
Armor none Attack staff
Morale 10 Alignment Lawful

Magicians who have sworn to aid the Grigori. They are often members of Albion’s occult aristocratic class, keeping their allegiances secret as they sabotage their fellows and excavate sleeping angels.

Soteriomancers function as magicians with levels equal to their HD. They know a number of Spiritualism spells equal to half their level and can expend any prepared spell to cast Refine Corpus instead.

Refine Corpus
The caster transforms a single human within 10 ft into a more virtuous being. The caster can apply half their level to the target’s saving throw if they so choose. This miracle has 7 variations. Soteriomancers acquire a new variation every level in ascending orders. 

  1. Subtly alters the brain structure of the target, preventing them from ever sleeping again. The target may make a Save vs Magic; on a success, they no longer need to sleep anyway. On a failure, they will suffer the effects of sleep deprivation until they go mad and die.
  2. Sublimates the target’s digestive organs into nothing. The target may make a Save vs Magic; on a success, they can subsist purely on aether and no longer need to eat or drink. On a failure, they will die or thirst and starvation during the days to come.
  3. Destroys the ability of the target’s body to regulate its temperature–they no longer produce body heat and cannot sweat or shiver. The target may Save vs Magic; on a success, they are completely untroubled by any temperature a natural climate can produce; on a failure, they die of hypothermia over the next few hours as their body becomes room temperature.
  4. The target’s lungs and associated respiratory organs dissolve into intangible golden dust. The target may make a Save vs Magic; on a success; they no longer need to breath. On a failure, they will quickly suffocate.
  5. The target no longer ages. The target may Save vs Magic; on a success, they may enjoy their new immortality. On a failure, this stasis prevents their body from healing itself–all wounds they suffer become permanent and all damage they take affects their maximum HP
  6. The target becomes perfectly androgynous and biologically sexless. The target may Save vs Magic; on a success, they become immune to Charm spells. On a failure, they henceforth automatically fail all Saves vs Poison/Death.
  7. The target must Save vs Magic or be enthralled by the soteriomancer, pledging themselves to the cause of the Grigori with no thought of previous alliance. They also undergo the seven previous versions of Refine Corpus, one per Turn in ascending order, automatically succeeding each saving throw. On the seventh Turn, they transform into an angel with HD equal to their level rounded to the nearest multiple of 3. 

Lazarene Knight
HD 1-10 Speed human
Armor none Attack sword
Morale 12 Alignment Lawful

from Darkest Dungeon

The body of a great warrior, mummified and possessed by the soul of a particularly virtuous Watcher. They wear winged golden armor, and beneath are wrapped in bandages anointed with myrrh. All Lazarene Knights carry a massive bronze jar and their back, which they use to capture souls and spirits. Knights can be Turned as undead, which is the subject of a number of heated theological debates.

Lazarene Knights can cast Soul Harvest at will. Captured souls are trapped in the Knight’s jar and Charmed/infatuated with the angel that raised the Lazarene Knight from the dead. When encountered, Knights start with d6+1 souls in their jar.

A Knight can expend 1 soul to do any of the following:

  • Send the soul to the Hereafter that creates a pillar of golden fire that deals d6×half HD of the soul
  • Have the soul animate and control a number of HD of undead equal to its own HD. This purges any disease, decay, and corruption from the bodies.
  • Send the soul to possess someone. This functions as the Bewitch/Charm Person spell. 
  • Allow the soul to possess them. This heals the Knight for d6×half HD of the soul, and causes the Knight to speak in first person plural.

Albion Jobs and Hangout Session 2

I lost the notes and posts where I kept track of everything, so I’m eyeballin’ it and will do a better job this time.

Session 1: 150 XP, £100 each for the ornamental Roman armor
Session 2: 600 XP, £200 for the various goods you stole, and £1500 to be divided among you for bringing the courtier back. You also have the Engine of Avode and a barge called The Pike. You just got back to Queen’s Crossing. 

You owe Madam Eugenia £50 for rent, and she’s posted the following jobs:

From the Royal Society
A team of scholars has disappeared on an expedition to Osric’s Tor. £1,500 for returning them alive; £750 for returning their remains. We will also pay for any antiquities safely recovered from the site. Speak Professor Lately at the Queen’s College for the particulars. 

From Magus Banister
Some prole saw a carbuncle scuttle into the abandoned grotto at old Stockade Hill. Get me its Carbuncular Matrix before those simpering pretenders from the Zoological Society do. 
£2,000.

SESSION RECAP
Scavenger’s Weir is a town that consists of a network of islands connected by a series of weirs and bridges. The party was hired by the Postmaster of Queen’s Crossing to find some missing couriers.

  1. The people of Scavenger’s Weir were weird and pushy. Mr. and Mrs. Clasp, the town’s mayoral couple, REALLY INSISTED that they have the party for tea. Tilda the Summoner slipped away to visit an ex-nun the Clasps had badmouthed, and who had tried to get them a message.
  2. Mrs. Clasp tried to force the rest of the gang to eat her food. They got into a fight with her, and she proved to be a lot tougher than her delicate exterior would suggest, especially after said exterior cracked away beneath their weapons, revealing something approximately like the following. Her attacks make the party slow and sluggish.
  3.  Tilda the Summoner comes back with Sister Joanna, nun of the Queen Mother. She then summons a salamander, which burns down the house. Mrs. Clasp runs out with the party, reassuming her disguise. Nobody bothers to rescue the explains that she’s a demon, looking for a device stolen from her, which she had tracked here. She hadn’t been able to spirit the device out of town, because the Scavengers were abusing it to rob people and guarded it jealously. 
  4. Tilda’s salamander breaks from her control, and the party subdues it.
  5. Joanna, seeing Mrs. Clasp as a demon, fights her. They both end up in the water. The ruckus from the burning house attracts the attention of the townspeople, who lock the party up in a warehouse. 
  6. They escape with their cell-mate (one of the missing couriers), managing to acquire the key and kill both of their guards. Tilda summons the salamander, which again breaks from her control and sets the warehouse on fire.
  7. Hearing the Scavengers coming, they flee through a hidden trapdoor the courier points out to them, leading to the interior of the island.
  8. They fight their way past some Scavengers. Jessica the Vampire the blood one while he was dying. As they walk down the passage, he reanimates and attacks them, but is killed.
  9. The remaining townspeople, having heard the ruckus (guns are loud!), holed themselves up in the final room. They’re open fire when the party opens the door, so they throw all their loose gunpowder and shot into the room and send Tilda’s salamander after it. The explosion kills all of them, as well as the fighter Bartholomew III (I think?). 
  10. The party finds a large, conch-like device, filled with gears and with an X on it. Goldenloin the warlock calls on Penemue to translate the inscription on it, which reads “ENGINE OF AVODE/THAT DEMON OF LANGUOR”
  11. Through experimentation, they find that the X is a Roman numeral, and that it will put people to sleep if they feed it 10 HP worth of blood. People that have given into temptation associated with Avode (presumably the real name of Mrs. Clasp) are particularly susceptible. 
  12. They use the Engine of Avode on the townspeople who were waiting in the ruins of the warehouse, and took a scavenged barge back to Queen’s Crossing.

LESSONS LEARNED

  1. I’m going to do initiative by phase. Initiative determines who goes first within a phase.. I’m terrible with initiative and fitting monster actions logically within a round, so hopefully the extra structure will help. Brendan’s Final Castle playtest made me like the phase system.
    1. Ranged attacks
    2. Melee attacks
    3. Magic. If you want to cast a spell and you’ve taken damage that round, make a save or roll on a calamity table.
  2. The Engine of Avode is pretty powerful, but it will attract a lot of unpleasant attention. Haven’t tried something like that before (they sure never saw Avode die, did they?), but we’ll see how it goes. Politicking and navigating various factions is an important part of Albion, so having magic items be the center of a power struggle fits.

Golems of Goriat

Self-sufficient magical devices constructed by the ancient people of Goriat. In ages past, golems farmed, built, and manufactured for their masters, but the only golems left today are engines of destruction.
 

 Chlorolisk
A vine-wrapped porcelain skeleton, its ribcage packed with dirt and seeded with cursed orchids. Chlorolisks are not sentient, and the formulas inscribed on the insides of their skulls compel them to kill everything they see.
HD 8 Speed human
Armor plate Attack unarmed d8
Morale 12 Alignment Neutral

  • Sow. When a Chlorolisk strikes an enemy with a melee attack, it forces seeds into their flesh. 
  • Effloresce. Chlorolisks can cast Plant Growth at will. Growing seeds embedded in an enemy’s flesh deals d6 damage for every successful Chlorolisk melee attack the target has suffered this combat. 
  • Mindless. Chlorolisks are in a fight or looking for one. Retreat, ambush, or sabotage are beyond them. 

Goliath
A sandstone colossus with a stylized eye inscribed in its sphereical head. Each Goliath contains the soul of an ancient criminal, imparting it with limited intelligence and a tendency to hoard.
HD 10 Speed ½ human
Armor plate Attack flare d20
Morale 10 Alignment Neutral

  • Scry. Goliaths can cast Clairvoyance at will.
  • Flare. Goliaths can produce gouts of brilliant flame from their eye, dealing d20 damage at shortbow range.
  • Greed. Goliaths contain the souls of those executed for theft and graft. The lingering avarice of these ghosts compels Goliaths to any valuables they come across, despite the fact that material wealth is useless to such a creature. 

Hex Vessel
A large clay pot that walks about on four spidery arms, illuminated by a torch-bright blue flame that hovers over its mouth. Hex vessels are animated by the ghosts of insufficiently talented sorcerers, and are most easily persuaded of Goriat’s golems. 
HD 4 Speed 1.5 × human
Armor leather Attack flame d6
Morale 6 Alignment Neutral

  • Birth. Hex vessels are golematric incubators and have a 1 in 6 chance of disgorging an inkling each Round.
  • Cowardice. Hex vessels never participate directly in combat and only fight when cornered.

Inkling
Child sized golems constructed from hexed ink and sublimated shadow.  Though they possess a doglike susceptibility to affection, inklings are also the cruelest of the golems.
HD 2 Speed 1.5 × human, climb
Armor none Attack claws d4
Morale 8 Alignment Neutral

  • Viscous. Inklings can squeeze through any space larger than a coin.
  • Permeable. Inklings take d4 damage per Round in lightless environments as their substance bleeds off into the ambient darkness.

the weather in Goriat is lovely this time of year

Almost finished with the first chunk of Albion, but I have been less and less happy with and more and more stressed about it lately, which means it is time to think about other things for a while.

You are on the remote Isle of Goriat. Centuries ago, the island’s technologically advanced ancient inhabitants tried to capture Goriat’s tutelary wind deity for long-forgotten but assuredly unsavory purposes. This killed off most of them, and the god’s been missing ever since. Goriat is now cut off from the rest of the world, because without the god there are neither wind nor currents for hundreds of miles around the island.

You are in Hame, the last surviving settlement on Goriat, located where the River Wry flows into the sea. Most of Hame’s several hundred residents survive on subsistence farming and fishing, but you’re different. You scavenge for treasure in the ruins your ancestors built.

      CHARACTER CREATION
      Attribute scores work like LotFP:

      from lamentations of the flame princess

      Attribute/Skill checks
      Roll a d20 under Relevant Attribute+Relevant Skill. Always fail on a 20. You get a +1 to your class skills every odd level, including level 1.

      List of skills:
      Athletics
      Charm
      Dowse
      Lore
      Mechanics
      Medicine
      Perception
      Profession (pick a specialty, like singing or smithing or masonry)
      Nature
      Scare
      Sleight of Hand
      Stealth

      JOBS

      • You have HD equal to your level. Reroll them every time you rest. Add your Constitution modifier to the total.
      • There are no saving throws, only ability checks. Skills can help you out in certain save-like situations (Lore to resist magic, Nature to resist disease, etc)
      • Experience is based on DCCRPG. It takes 10 * level additional XP to reach the next level. Fights, heists, delves, and so on net you 1-4 XP each.

      from Bravely Default

      Warrior
      Class skills: Athletics + 1 more of your choice
      Equipment: You can use any weapon or armor.
      Every odd level, you get +1 to attack rolls. Every even level you get +1 to damage rolls.
      Choose a specialty:
      Virtue: You know one random boon as an ascetic
      Anger: You can rage (deal double damage, take half damage, advantage on Strength checks) for one fight per day.
      Simplicity: You deal d6+1 damage with your unarmed attacks. Your base AC when not wearing Armor is 14.   

      Beast Child

      from persona

      Class skills: Nature + 1 more of your choice
      Equipment: You cannot use metal weapons and are untrained in the use of armor. 
      Beast Children can turn into animals. In order to be able to turn into an animal, a Beast Child must possess a trophy, acquired by defeating the creature in a fight, such as a scale, fang, or piece of hide. The animal can be of any level, and trophies always count as significant items for purposes of encumbrance. When a Beast Child changes shape, only their trophies change with them. All other equipment falls to the ground.

      You can either start as an animal with a human trophy or an animal with a human trophy. Pick from dog, crow, spider, or monkey.

      from suikoden
      from suikoden

      Shaman

      Class skills: Lore  + 1 more of you choice
      Equipment: You can use simple weapons and are untrained in the use of armor.
      Go here. If I don’t get around to fixing it, summoning a spirit takes a number of Rounds equal to its HD, not hours.

      from Disgaea

      Specialist
      Class skills: See below
      Equipment: You can use simple and martial weapons and are trained in the use of light armor.
      You start with 4 skill points, to distribute among any skills you wish. You gain 2 more skill points every time you gain a level.

      Ascetic/Monk/Nun

      from tactics ogre: wheel of fortune

      Class skills: Dowse + 1 more of your choice
      Equipment: You can use simple weapons and are not trained in the use of armor.
      You start with 2 random boons from the longer list. You can learn more by reading sutras, liturgies, and exegeses, or training under an abbot. To cast a boon, you must chant the associated prayer, mantra, or passage of scripture. For each Round of chanting, there is a 1 in 6 chance the boon will take effect. 

      EQUIPMENT
      You start with 1 weapon d8+Cha mod things. You can carry a number of significant items equal to your Strength score. You are assumed to have the bags necessary to haul this stuff around.

      Weapons
      Ranged weapons automatically come with 12 pieces of ammunition.

      • Simple weapons deal d6-1 damage. They are usually improvised tools, such as staves, pitchforks, wrenches, or baseball bats.
      • Martial weapons deal d6 damage. They are designed to kill, and include short swords, axes, pikes, bows, and most firearms
      • Expert weapons deal d6+1 damage. They require special training or two hands, and include fancy swords, crossbows, battleaxes, and stuff like sniper rifles or flamethrowers.

      Armor

      • Light armor gives you AC 14+Dex mod AC
      • Heavy armor gives you AC 16 AC
      • Shields give you +1 AC   

      Gear 

      1. Two-way radio
      2. Solar-powered lamp (recharges with 1/hour of sunlight, but lasts as long as 1 torch)
      3. 4 torches
      4. Bag of ball bearings
      5. Toolkit
      6. Portable computer
      7. 1 stick of dynamite
      8. map of the island
      9. 1 week’s worth of rations
      10. a mule
      11. 50′ of rope
      12. bottle of propitiatory wine
      13. sack of golden lotus powder
      14. first aid kit
      15. Ritual kit (useful for summoners)
      16. Holy symbol (useful for monks)
      17. Grappling hook
      18. 12 pieces of extra ammunition 
      19. Compass
      20. 3d6 dollars.

      GORIAT 20 QUESTIONS 

      1. What is the deal with my cleric’s religion?
        • Ascetics draw on the celestial power of Heaven through prayers, chants, and mantras. The particular divinity is up to you, but the deities of heaven usually pertain to the sun, sky, and stars.
        • Shamans draw their power from the capricious spirit allies, whose natures and abilities are innumerable. People tend to be super suspicious of shamans though–they don’t like spirits being brought into town.
      2. Where can we go to buy standard equipment?
        • The Hamely Bazaar! I abstractify (???) equipment purchasing, unless you’re buying something interesting.
      3. Where can we go to get platemail custom fitted for this monster I just befriended?
        •  The people of Hame have little tolerance for those who traffic with the creatures of the wild, but Blacksmith Artesse might be able to hammer something together if you do him a favor on the side.
      4. Who is the mightiest wizard in the land?
        •  There are no wizards left of Goriat, though the rogue shaman Gnomon and his mortal enemy Sister Naomi have the greatest supernatural power.
      5. Who is the greatest warrior in the land?
        •  Sir Belvedere (not a knight in any legal sense) is Hame’s monster-hunter du jour. Well equipped, in the possession of many followers, and possessing a keen eye for licensing, Belvedere is universally considered an absolute dick by the adventuring crowd.
      6. Who is the richest person in the land?
        • Money only does so much on Goriat, but the Argus family has the most of it. There farms and livestock are almost suspiciously fecund.
      7. Where can we go to get some magical healing?
        • The ascetics of the Abbey or the shamans of the Empty Shrine, both a day’s travel from town, are your best bet.
      8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?
        1. See above
      9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
        1. Monks and nuns can acquire the mantras for new boons at the Abbey, while shamans can acquire new summoning rites at the Empty Shrine. Both would require pretty significant favors.
      10. Where can I find an alchemist, sage or other expert NPC?
        • The engineers and hackers Hame tend to hang out at Artesse’s garage.
      11. Where can I hire mercenaries?
        1. Just post a bulletin in Hame. Don’t expect anyone on top of their game, though.
      12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
        • Even the town is subject to incursions from animals, spirits, and rogue golems, so carrying weapons is accepted and expected. Magic is tolerated, but openly summoning or commanding spirits in Hame is a bad idea.
      13. Which way to the nearest tavern?
        • The Fountain of Dust is Hame’s preeminent watering hole and inn. There are nicer digs out there, but they’ll cost you more.
      14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
        •  The Ocularium, a rogue clay golem
        • Bathsheba, a freakishly large cougar with a commensurate appetite.
      15. Are there any wars brewing I could go fight?
        •  Not really. There’s a bandit encampment parked on a desert spring to the northwest, though.
      16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
        •  The Iron Ring in Hame holds a year-long tournament with weekly fights.
      17. Are there any secret societies with sinister agendas I could join and/or fight?
        • Mmmmmmaybe
      18. What is there to eat around here?
        •  Vegetables! Chicken and fish if you can pay!
      19. Any legendary lost treasures I could be looking for?
        • Anyone who can find Goriat’s lost wind god has a ticket off the island.
        • The legendary gun Ultima Ratio
        • The Night God’s Bow
      20. Where is the nearest dragon or other monster with Type H treasure?
        • Far to the north is a tower that juts from the earth like a nail from flesh. It is terribly tall and terribly dark and only terrible things live inside.

        Lamentations of the Fifth Princess

        I actually like having a robust skill system. I don’t like players using skills to bludgeon past making choices. As a compromise, my new golden rule is: The player always explains their in-game actions, then the Referee tells them what skill they use. Saying “I use [skill]” means you automatically fail your next roll.

        Still using LotFP HP, XP, and Spells. Using 5e’s equipment, skill, and armor system.

        Your proficiency bonus equals 2. Increase it by 1 every 4 levels, or just use the 5e Player’s Handbook. Everyone is assumed to be proficient in armor; only Fighters, Barbarians, and Paladins are proficient with weapons.

        Fighters

        • add their proficiency bonus to attack rolls, rather than level
        • add their proficiency bonus to Strength and Dexterity saving throws 
        • Fighters can make a number of attacks on their turn equal to half their proficiency bonus, rounded down.

        Barbarians

        • Add their proficiency bonus to attack rolls
        • add their proficiency bonus to Strength and Constitution saving throws
        • Barbarians take half damage, deal double damage, and have advantage on Strength checks when they rage. They can rage once per short rest.
        • XP as Fighter

        Paladins

        • Add their proficiency bonus to attack rolls
        • Add their proficiency bonus to Constitution and Wisdom saving throws
        • Once per short rest, paladins can cast spells a cleric spell with a level less than or equal to half their level, rounded up
        • Spell Save DC = 8+proficiency bonus+Wis modifier
        • XP as Fighter

        Specialists

        • Have a number of mastered skills/tools  equal to half their proficiency bonus, rounded down. Specialists have advantage by default on mastered skills.
        • Start with 2 extra skills and 2 extra tools/languages
        • When they attack a surprised or inattentive enemy, they add their proficiency bonus to the attack roll and roll an extra number of damage dice equal to their proficiency bonus. 
        • add their proficiency bonus to Strength and Dexterity saving throws 

        Magic-user/Magician

        • Spell Save DC = 8+proficiency bonus+Int modifier
        • know a number of cantrips equal to their proficiency bonus. You can choose cantrips from any class list, but it can’t cause damage or shed light. You can still choose Produce Flame, but it deals d6 damage and doesn’t deal increasing damage.
        • add their proficiency bonus to Intelligence and Wisdom saving throws

        Summoners

        • Add their proficiency bonus to Ritual Checks instead of their level
        • can Turn Spirits once per short rest
        • add their proficiency bonus to Wisdom and Charisma saving throws

        Warlocks

        • Favor Save DC = 8+proficiency bonus+Cha modifier
        • Know a number of additional languages equal to half their proficiency bonus, rounded down.
        • add their proficiency bonus to Intelligence and Charisma saving throws

        Background
        Pick four skills and a total of two tool and language proficiencies. Pick a background ability from the 5e basic pdf or handbook, whichever is available. If you have an idea that’s not in the book, let me know and we can work it out. Then give your background a name that explains how you have these skills (Scholar, Beggar, Assassin, whatever)

        Skills

        • Persuasion and Deception are now Charm
        • Athletics and Acrobatics are now just Athletics. 
        • Survival and Nature are now one skill. The only reason you’d have both is to distinguish a hunter from a botanist, and I don’t fucking care about that. 
        • Insight and Investigation are gone.
        • Performance is gone

        Animal Handling
        Arcana
        Athletics
        Charm
        History
        Intimidation
        Medicine
        Perception
        Nature
        Religion
        Sleight of Hand
        Stealth

        Tools
        In addition to the default:
        Barber’s tools
        Dowsing Rod
        Medic’s kit
        Voice (I know it’s not a tool, but I don’t like Performance as a skill, and an Albion without opera singers in no Albion at all)

        Languages
        Picking a language from this list means you can read it and speak it. Everyone already speaks English, so pick it again if you want to be literate.

        Ara Gorash, language of abomination 
        Britonnic,  the old tongue of Albion
        Elegaic, language of the greater dead
        English
        Enochian, language of angels
        Fol, language of the fairies
        Lament, language of the lesser dead and the damned
        Mew, the language of cats

        Albion Encounter Tables

        Albion’s wilderness encounter tables use 3d6. I like the distribution on this–the tail ends of the bell curve have scary/useful NPCs, while the middle bits have more common monsters and criminals.

        Another trick I’m interested in trying is having monster/NPC behavior tied to the number you encounter. For example, if the Referee determines that the party encounters d6 goblins, a roll of 2 or less means that you meet 2 goblins fleeing from something else on the encounter table, while a roll of 5 or more means they are hauling a little extra treasure after a victory. This lets you vary encounters more without relying in longer tables or lots of extra dice rolling.

        3d6 In the windy moors of Albion…

        • 3: The Morrígan (ancient Britonnic war-witch, majordomo of the House of Death, potential warlock signatory)
        • 4: Merchant with 2d6 bodyguards; if there are 9+, they plan on robbing their employer
        • 5: Noble with 2d6 bodyguards; if there are 9+, they are transporting a prisoner
        • 6: d6+3 knights; if there are 7+, they have sworn fealty to the lord of the nearest domain; on a 6-, they are on a mission from a distant domain
        • 7: d6+3 Watcher Cultists
        • 8: Shepherd (armed with a gun) with d6+1 Albion hounds and 3d6 sheep
        • 9: Malkin (enormous, evil cats)
        • 10: 2d6 bandits; if there are 10+, they are hauling £2d100 in trade goods
        • 11: 2d6 wolves; if there are 10+, they are attacking another creature on this table
        • 12: 2d6 Britons; if there are 7+, they are being pursued by constables
        • 13: Spakehound
        • 14: d6 Wights
        • 15: 2d6 Vampires, level equals 13-No. Appearing. Masquerading as (1-Nobles 2-Magician and servants 3-Bandits 4-Knights)
        • 16. 2d6 Werewolves, level equals 13-No. Appearing. Masquerading as (1-Bandits 2-Britons 3-Merchant and bodyguards 4-Hunters)
        • 17. Magician and d6 bodyguards. If there are 4+, the magician intends to use them in a ritual
        • 18. Lady of Joy-forgotten (sybaritic fairy-noble recently banished from her domain by a rival aristocrat)

        propagating my incompetence

        Edited the new warlock, but that doesn’t warrant a whole post on it own. I’ve been trying to get this patron system right for over two years, ever since I tried to glue World of Dungeons magic onto LotFP when one of my players cut a deal with The Man With A Clock For A Face.

        With aching slowness, I am teaching myself InDesign. Here’s a thing I made for practice. Thinking my post-Albion project will be a monster hunt/pokécrawl.

        painting by John Singer Sargent

        illustrations by Harry Clarke

        pdf is available here

        Warlock 3.0

        Warlock, a class for Lamentations of the Flame Princess
        HP, XP, and Saving Throws as Magic-user

         

        Albion crawls with failed divinity: fallen angels, dethroned fairy queens, rogue incubi, all the exiles and rejects of Faerie and the Hereafter. While most look upon these beings as gods or demons, to be feared or adored, warlocks are those cunning or foolish individuals who instead see opportunity. Eschewing the hard study of magicians and the enlightenment of clerics, warlocks rely on their talent as rhetors to broker deals with these beings. All power they gain is through trade, and so they must constantly perform servies or find payments for their patrons. This struggle often pushes warlocks into the ranks of Albion’s freelancers and mercenaries.

        The locus of a warlock’s magical power is her contract, which contains the seals and signatures of every spirit with which she has formed a pact. Contracts describe the kinds of requests signatories will grant, as well as the kinds of tasks the warlock will perform in return. Signatories reward warlocks who have proved their worth and make a greater range of favors available as they gain levels.

        A warlock starts with a contract with a single spirit. She may add any number of spirits to her contract, but must first find them and make them signatories, usually in return for a some sort of service.

        A warlock can request favors from her signatories as often as she wishes. However, spirits are fickle; they may grant the request without question, demand payment, or punish the warlock for pestering them unless appeased in some way. Warlocks do not need to settle their debts to signatories immediately, but outstanding obligations sour a spirit’s disposition and make it more difficult to extract favors from them.

        Signatory: Old Queen Mab
        She was ancient when the heath lay deep beneath the sea.
        Sphere: Curses
        As the sometime Queen of Faerie, Mab above all else desires revenge against the King of Roses Red, who deposed her, and the supposed allies who let him. When she speaks with her vassals, she seizes control of a nearby animal or weak-willed human and speaks through their mouth.

        The Curse of Many Lances
        Prerequisite: 1st level Warlock
        Mab inflicts a curse of the warlock’s design that pertains to lances, bleeding, wounds, or impalement.

        The Curse of Stitched Eye
        Prerequisite: 3rd level Warlock 
        Mab inflicts a curse of the warlock’s design that pertains to dreams, insomnia, sleep, or sleep walking.

        The Curse of Eternal Darkness
        Prerequisite: 5th level Warlock
        Mab inflicts a curse of the warlock’s design that pertains to darkness, night, occlusion, or the color black.

        The Curse of Chains
        Prerequisite: 7th level Warlock 
        Mab inflicts a curse of the warlock’s design that pertains to bondage, chains, imprisonment, limitation, or servitude.

        The Curse of Changed Flesh
        Prerequisite: 9th level Warlock 
        Mab inflicts a curse of the warlock’s design that pertains to metamorphosis or any other sort of bodily transformation.

        For the Referee
        When a warlock calls on their signatory, the Referee makes a reaction roll to determine their initial disposition. Most favors should be no more effective than a spell a magician of the warlock’s level could cast. If they are more powerful, apply a penalty; signatories should grant extravagant requests either in modified form or in return for very difficult or dangerous services.

        Feel free to apply bonuses or penalties based on the situation—favors that align with a signatory’s goals (or at least amuse them) might get a bonus, while those that offend a signatory’s sensibilities might receive a penalty.

        • Malicious: The signatory harms the warlock or otherwise complicates their situation in a manner pertaining to their Sphere, and the warlock takes a -1 penalty to the next reaction roll with this signatory
        • Annoyed: The signatory harms the warlock or otherwise complicates their situation in a manner pertaining to their Sphere
        • Bored: The signatory does nothing.
        • Interested: The signatory is inclined to grant the warlock’s request
        • Cooperative: The signatory is inclined to grant the warlock’s request, and the warlock gains a +1 bonus to the next reaction roll with this signatory.

        Once the Referee has made the reaction roll, the warlock must actually convince their signatory to perform the favor. This proceeds like any other conversation with an NPC. The warlock says what they want, the signatory states their price, and then they haggle. However, this requires a great deal of extemporizing, so here is a heuristic to use if you get stuck:

        There are three broad classes of things signatories want: Sacrifices, Rituals, and Services. Agreeing to perform a Ritual or Sacrifice each increases a signatory’s reaction by 1 step. Agreeing to perform a Service has a variable effect, depending on its difficulty and complexity, but a Service that takes a session to complete should increase the signatory’s reaction by two steps.

        Warlocks do not need to perform Sacrifices, Rituals, or Services immediately, but for every outstanding Ritual or Sacrifice, the warlock takes an cumulative -1 penalty to signatory reaction Rolls. Services cause a -2 penalty to signatory reaction rolls.

        Rituals
        When a warlock offers to perform a Ritual in negotiation, roll on the following table to determine which the signatory wants.
        Performing a ritual takes 1 Turn and requires chalk and incense.

        1. Perform a ritual over the body of a recently slain foe, claiming their soul for the signatory.
        2. Perform a ritual to summon an agent of the signatory into the area.
        3. Perform a ritual to banish a rival’s influence from the area.
        4. Perform a ritual to attune the area to the signatory’s sphere.
        5. Perform a ritual to erase all evidence of the signatory’s meddling.
        6. Capture someone nearby and compel or convince them to swear a binding oath, making them an agent of the signatory.

        Sacrifices
        When a warlock offers to perform a Sacrifice in negotiation, roll on the following table to determine which the signatory wants.
        Sacrifices take 1 Round. Sacrificing a live, healthy goat (1 Turn) takes the place of any Sacrifice.

        1. Blood: d6+level damage
        2. Flesh: d4 Strength damage
        3. Grace: d4 Dexterity damage
        4. Judgment: d4 Wisdom damage
        5. Nous: d4 Charisma damage
        6. Time: incapacitated for d6 Turns
        7. Vigor: d4 Constitution damage
        8. Wit: d4 Intelligence damage 

        Services
        Queen Mab’s services usually involve some of the following:

        Objects

        1. Explosives
        2. Poison
        3. Regalia
        4. An exquisite meal
        5. A curse
        6. An ancient and enchanted weapon
        7. A treaty from times primeval
        8. A parasol
        9. A gown
        10. A rose

        People

        1. A spy
        2. A knight
        3. A child
        4. A cook
        5. A maid
        6. A shepherd
        7. A lord or lady
        8. An ambassador
        9. A magician
        10. The King of Roses Red

        Incidents

        1. Sabotage
        2. Assassination
        3. Marriage
        4. Sowing the earth with salt
        5. Framing someone for a crime
        6. Transformation
        7. Defenestration
        8. Decapitation
        9. Burial
        10. A feast

        Locations

        1. A busy kitchen
        2. A terrible prison
        3. A haunted barrow
        4. A decaying castle
        5. A splendid ballroom
        6. The cold and empty moor
        7. The Kingdom of Faerie
        8. A moonlit glade
        9. A backwater village
        10. A haberdashery

        Dispositions

        1. A hated rival
        2. A friend betrayed
        3. A wrathful widow(er)
        4. A murderous parent
        5. An erstwhile ally
        6. An aging guardian
        7. A fading beauty
        8. A vengeful victim
        9. An old friend
        10. A loyal servant

          Albion Hangout Play Report 1

          THE SUSPECTS
          Goldenloin
          Murderous 10 year old eunuch warlock; has a contract with the mad angel Penemue

          Bartholomew III
          Pseudo-noble conman fighter with a taste for forbidden romance

          Jessica
          Androgynous vampire; howling fop; carries a parasol and a coffin

          Janet Snakehole (erm)
          Bartholomew III’s pseudo-noble conwoman partner-in-crime; possesses unspecified talents, possibly has a gift for assassination

          Korgan/Kergan/Can’t remember his name
          Gnarled mystic; wearer of loincloths; warlock bound to Old Queen Mab, the fairy of malediction

          THE CRIMES
          The party begins in Queen’s Crossing, where they elected to take on the job posted by the town’s Postmaster, which required them to venture to the tiny village of Scavenger’s Weir to find out why all couriers sent there have vanished. They decided to take the somewhat more dangerous route through Albion’s untamed Greywood, on the southern/eastern side of the River Dour. After about half a day’s travel, they see a watchtower peeking over the trees and decide to investigate, coming upon an old Roman fort in suspiciously good repair.

          Janet and Jessica sneak forward as the rest of the party hangs back. Janet steps on a branch (i.e. Jeremy immediately fails his Stealth check), and the guards in the fort’s watchtowers call out. They receive her enthusiastically (i.e. I rolled an 11 on their Reaction check) and demand that she join forces with them.

          Jessica leaps from her hiding spot and suggests that they work for the party instead. In response, a woman in resplendent centurion armor bursts out of the gate (followed by several disheveled “Praetorians” mumbling in execrable Latin) and tells Jessica to stop talking and sit down. She introduces herself as the Empress Henrietta and demands that the party join her or die. That such an earthy personage in such martial gear call herself Empress  “offends Jessica’s imperialist sensibilities”, and the vampire says that she is no head of state. Henrietta’s lackeys gasp, and she tries to stab Jessica in the face. There’s a fight, with highlights as follows:

          • Goldenloin swears fealty to Henrietta in the middle of the fight and tries and fails to stab her in the back after she retreats upon being shot in the neck.
          • Jessica gets laid out by a well-placed bullet, while Bartholomew III is reduced to 0 HP. He tries to revive her by wringing the blood from his wound into Jessica’s mouth, which doesn’t work until after the fight.
          • Korgan catches up with the party, calls upon Old Queen Mab to impale his enemies with lances, and she sucks out his vitality instead.
          • Henrietta gets increasingly wild-eyed and shouty

          The battle ends when Janet staves in Empress Henrietta’s head with a pistol grip. The Empress’ soldiers immediately give up, and start drinking and playing dice in the corner of the fort as soon as they can. Bartholomew III rings squeezes some of Henrietta’s blood into Jessica’s mouth, who manages to revive. The ex-legionaries tell Jessica that the Empress was once Professor Henrietta Lately at the Royal Society, according to the monogram she brought with her, before she decided to set out into the wilderness in pursuit of Empire. They were once bandits, but she tore out their bosses jugular with her teeth and scared them into submission. The party finds an aged, mangy horse, painted white and burdened with poorly gilted riding tack, which they use to carry the potentially valuable antique armor they lifted from the Empress dethroned.

          They follow the river onward and encounter a crumbling, partially submerged keep slumping into the water. After a brief investigation, Goldenloin calls upon the knowledge of Penemue to determine how safe spending the night in the keep would be. Upon doing so, he discovers a scrimshawed skull behind a piece of rubble, which reads as follows:

          My dearest Goldenloin,

          I have considered your proposal and would like to accept, but I’m afraid you must lend me some of your sanity in return.

          –your friend, P.

          Goldenloin accepts the terms (takes d4 Wisdom damage) and sees that the keep is dangerous, but not insurmountably so. Bartholomew III bravely asserts that his fate is not to die in some keep, and plunges onward with the party in tow. They go down a set of steps into a large, empty antechamber, with another flight of stairs leading deeper, which they take. About 10 feet down, a howling, pallid man charges Bartholomew, and they grapple on the ground as the party looks on. Jessica tries to stab the man, but sees multiple pinprick scars on his neck, and realizes he is “the help” of some vampire. As he says this, a soaking wet, muck-covered woman in antique finery emerges from the gloom and welcomes Jessica as an equal (rolled really high reaction rolls this session). She also thanks Jessica for bringing so many snacks. Jessica apologizes and says that the party isn’t ripe yet–like cheese, humans are best eaten aged. The vampire accepts this explanation, crushes the head of her thrall with a spiked heel for his rudeness, and drags him into the dark by a leg. More importantly, she promises to leave the party alone and will let them stay in her empty antechamber.

          They leave the following evening, which allows Jessica to travel about without suffering in the sunlight. While they rest, goes on a jaunt for a meal, and by a great deal of luck comes upon a Dr. Adelphus and his hirsute bodyguard MR CRUSHMORE, surveying land for possible purchase. Jessica Charms Mr. Crushmore, and Dr. Adelphus leaves his enamored bodyguard in disgust.

          The party bypasses any more potentially complicating encounters and arrives at Scavenger’s Weirat sunrise (I said sunset, but that was wrong). It is a small town, consisting of a series of houses perched atop islands, with bridges and weirs crisscrossing in between. A newly constructed palisade surrounds the party of the town on the banks. Ezekiel, the guardsman, reluctantly lets the party in at the feeble sight of Goldenloin crying for food, despite the protests of Mrs. Chamberlain, a hunched and powerfully built woman adorned with a great number of guns.

          ~~TUNE IN NEXT TIME FOR THE INCIDENT(?) AT SCAVANGER’S WEIR~~
          RETROSPECT
          I’m honestly a big softy when it comes to player death, and whenever I have strict rules about it, I put them in place really erratically. I’d rather have more generous rules I enforce fairly and consistently.
          Adapted from 5e:
          • 1 or more HP means you’re hale ‘n’ hearty
          • If you HP is between 0 and half your negative Constitution score, rounded up, you are dying. You can roll to recover on each of your turns. Roll a d20. On a 10+, you enjoy 1 success. On a 9-, you suffer 1 failure. After 3 successes, you are back to 1 HP. After 3 failures, you die
          • Vampires don’t bleed out, so when their HP is between 0 and half their negative Constitution score, they are simply unconscious. However, they can’t recover on their own either. If they are fed HP in blood worth half their Con score, they wake up with 1 HP
          • If you have less HP than half your negative Constitution score, you die
          • Enemies have no problem hitting you while you’re down

          There is now a Medic skill. Everyone has a 1 in 6 chance of succeeding, and Specialists can improve it like any other skill. Succeeding a Medic check gives a patient an additional recovery success, while failing one gives them an additional recovery failure.

          I’m also really liking reaction rolls. The party was really lucky this session, and I think I could represent ambivalent or friendly reactions in more interesting ways, but I think having randomly determined hostility makes things better, overall.

          Advanced Angelology

          RUMORS

          1. The Grigori Fell because they gave knowledge to humanity before the divinely appointed time.
          2. Even the angels do not know why they were banished from Heaven.
          3. The Grigori live in the Sunless Lands because it is closer to Paradise.
          4. The Grigori are actually just demons. They look like that to confuse you.
          5. The Grigori snatch people up and take them to Heaven, in hopes that God will forgive them
          6. If the Grigori catch you, they will whisper spells into your ear until you think like them.
          7. The Grigori see out of the eyes of their Watchers
          8. If you become a Watcher, the Grigori will carry you to Heaven when you die
          9. If you become a Watcher, the Grigori will eat your soul when you die
          10. There are exactly 2401 Grigori in the world.
          11. If you use a Grigori’s weapon, it will hunt you down for stealing it.
          12. The Grigori fight endlessly against the legions of Hell.
          13. Out in the wilderness, there’s a paradise built by angels.
          14. The Grigori are secretly allies with the legions of Hell.
          15. Some Grigori are buried underground, trapped there when they Fell.
          16. The fairies are children of the Grigori
          17. The giants are children of the Grigori
          18. If you swear yourself into their service, some Grigori will tell you their secrets
          19. Grigori can’t be harmed by humans.
          20. The hearts of the Grigori are giant jewels.

          Angel/Grigori
          HD: Variable
          AC: 18/Armor Gematria
          Damage: Angelic Weapon, based on sphere
          MV: 1.5x Unencumbered human (fly and hover)
          Alignment: Lawful, duh

          Angels’ abilities are determine by their Sphere, Domain, and Weapon. They always have goals related to their domain; Angels of Love will try to matchmake while Angels of the Truth will try to bring old crimes to light. They are unsubtle, react with violence when opposed in any way, and have such a poor understanding of human anatomy that they can easily kill someone on accident. The Grigori are not stupid, however, and often work through human proxies.
           
          Armor Gematria: Angels do not take damage that is a multiple of or contains the same digit as their sphere. So an Angel of the Sixth Sphere would suffer no HP loss if their attacker rolled 6, 12, 16, or 18 damage. Angels of the First Sphere only take damage that is a multiple of 13 or 666.

          SPHERE

          1. First Sphere: 21 HD
          2. Second Sphere: 18 HD
          3. Third Sphere: 15 HD
          4. Fourth Sphere: 12 HD
          5. Fifth Sphere: 9 HD
          6. Sixth Sphere: 6 HD
          7. Seventh Sphere: 3 HD
          8. Reroll, has lost its weapon

          DOMAIN

          1. Artifice
            • Can cast Major Creation at will without the material component
            • Can cause any man-made device to cease function
          2. Death
            • Those who see its dreadful countenance must Save vs Poison or be reduced to 0 HP
            • Can Speak With Dead and Animate Dead at will
            • While in line of sight of the angel, when any creature makes a saving throw that would prevent instant death, they roll twice and take the lower result
            • While in line of sight of the angel, all HP recover is as half as effective.
          3. Dreams
            • Immune to sleep spells. 
            • Can physically enter dreams
            • Can cast Sleep and Change Self at will. 
            • Can create a waking dream at will. This functions as casting Phantasmal Supergoria, except that the illusion can consist of any number of objects and creatures with no volume restriction and can target all creatures in line of sight of the angel. Watchers, though insane, generally retain their sense of fair play and will not dream anyone into the bottom of the ocean or the center of the Earth unless they’re really angry.
          4. Fire
            • Immune to heat and flame. 
            • Wrapped in a fiery shroud with a radius equal to its HD in feet that deals damage equal to its HD per Turn/10 minutes and ignites anything flammable. 
            • Can cast Heat Metal, Resist Fire, and Faerie Fire at will.
            • Can snuff flame with a volume equal to 10*HD in cubic feet.
          5. Fury
            • Can cast Howl of the Moon at full potency at any time. 
            • For every 25% of its HP it loses, the angel doubles in size and deals an extra d8 damage with melee attacks.
          6. Life: 
            • The angel can change its shape into that of any non-magical animal
            • Can create a non-magical animal once per day
            • Can speak with animals
            • Can Charm animals with no saving throw.
            • The angel can raise the dead, though there are Consequences.
          7. Love
            • At will, the angel can make any two sentient creatures in line of sight fall in love with each other; both must Save vs Magic or feel as though they had successfully and simultaneously cast Charm Person on each other. If one saves and the other doesn’t, the love is unreciprocated, and if anyone succeeds on their save to resist the angel’s power, they are forever immune to it.
          8. Mathematics: Once per Turn, the Angel can ban a quantity of numbers equal to 8-its sphere.
            • Whenever a dice roll results in a banned number, the check counts as a failure, the damage counts as 0, or the random roll results in nothing.
            • If you are using a grid, no one can move a number of spaces equal to a banned number
            • Groups with a banned number of members cannot approach the angel; if “1”, “2”, and “4” are banned, a party of 5 combatants could only attack the angel as a group of 3 or 5.
            • While in line of sight of the angel, any representations of a banned number are illegible, and no one can say the number’s name.
            • The angel cannot ban the same number two Turns in row.
          9. Moon
            • Can cast Veil, Disguise Self, and Faerie Fire at will
            • Can cast Reverse Gravity once. 1 in 12 chance each Turn/10 minutes of regaining the ability to cast.
          10. Mercy
            • No one under the gaze of the angel can feel pain. Successful sneak attacks and backstabs go unnoticed
            • Anyone who flees in line of sight of the angel moves twice as fast
            • Anyone under 10% of their maximum HP must Save vs Magic or die every Turn while in line of sight of the angel.
          11. Night 
            • Can cast Darkness at will.
            • Can create a 240 ft diameter circle of Night around itself, a creature, an object or a point in space. At the outermost edge of the area of effect, the sun hangs low on the horizon; halfway to the epicenter, strange constellations and a sickly red moon hang in the sky; at the epicenter, it is as dark as a moonless night. It can maintain a number of these zones equal to its Sphere.
          12. Poetry 
            • Can cast Comprehend Languages and Obscure Languages on any creature it sees at will
            • Can banish prosody–while this is in effect, characters in line of sight of the angel can only perform actions that their players describe in metered or rhyming verse
          13. Prophecy
            • Can cast Quest once a day
            • Can cast Vision with no risk of price or failure once a week
            • Once per Turn/10 minutes, the angel can determine whether or not a creature in line of sight would be successful if they 
          14. Storms
            • Can cast Control Weather at will
            • Can cast Magic Missile in the form of lightning as a Magic-user with as many levels as it has HD
          15. Sea: 
            • Can cast Airy Water, Part Water, Strange Waters Water Breathing, and Water Walk at will. 
            • Can also create a number of gallons of water equal to 10*its HD once; it has a 1 in 6 chance of regaining this ability per Turn/10 minutes.
          16. Sorcery 
            • Knows 3 spells of each spell level from the Magic-user list. Can cast each 1/day
          17. Sun
            • Can cast Light at will
            • Can create a 240 ft diameter circle of Day around itself, a creature, an object or a point in space. At the outermost edge of the area of effect, a warm sun hangs in perpetual daybreak; halfway to the epicenter, the sun is orange and the air unseasonably warm; at the epicenter, the sun is an alarming golden-red and everything is unbearably hot, preventing anyone there from naturally recovering HP and requiring them to drink twice as much water. The center slowly changes into a desert. The angel can maintain a number of these zones equal to its Sphere.
          18. Time 
            • Always Hasted
            • Can create a field of distorted time, Slowing everything but itself within 100 ft
            • Can cast Time Stop and Temporal Stasis 1/day each
            • If you ask nice, it can send you through time
          19. Truth 
            • Always knows when someone is lying or not; whenever someone in their presence lies, they take d6*half Angel’s HD (rounded up) damage, Save vs Magic for half.
            • Constant True Seeing effect
          20.  Two domains; roll twice on this table

            WEAPON
            Determine Weapon CharacteristicsSphere and Damage

            1. Angel of the First Sphere: 2d12 damage
            2. Angel of the Second Sphere: 1d20 damage
            3. Angel of the Third Sphere: 1d12 damage
            4. Angel of the Fourth Sphere: 1d10 damage
            5. Angel of the Fifth Sphere: 1d8 damage
            6. Angel of the Sixth Sphere: 1d6 damage
            7. Angel of the Seventh Sphere: 1d4 damage
            8. Roll again; has lost weapon (if you find a weapon, this means the original owner is dead)

            Device

            1. Hierogram, to be embedded in the wielder’s palm
            2. Halo, activated at will 
            3. Scroll, 1 handed
            4. Trumpet, 1 handed
            5. Sword, 1 handed, can be used as a regular melee weapon for 1d12 damage
            6. Crosier, 2 handed
            7. Bow, 2 handed, can fire mundane projectile as longbow at double range
            8. Icon, human sized and very heavy, business end is an outstretched hand
            9. Armor*, piloted
            10. Chariot*, piloted

            Power

            1. 1d6 uses
            2. 2d6 uses
            3. 3d6 uses
            4. 4d6 uses
            5. 5d6 uses
            6. 6d6 uses

            Adorned With

            1. Beautiful Wings
            2. Exquisite Faces
            3. Slender Hands
            4. Watchful Eyes
            5. Singing mouths
            6. Heavenly Verses
            7. Celestial Diagrams

            Wrought from… (roll twice)

            1. Gold
            2. Silver
            3. Platinum
            4. Jet
            5. Ivory
            6. Alabaster
            7. Chalcedony
            8. Marble

            Medium

            1. Silver Flame
            2. Brilliant Arrows
            3. Spears of Lightning
            4. Invisible Force
            5. Shining Spheres
            6. Spirals of Molten Gold
            7. Burning Words
            8. Crystal Feathers
            Trajectory 

            1. Medium plummets from heavens to target (doesn’t work inside, but will ruin the roof)
            2. Medium launches in a straight line from device 
            3. Medium issues in a cone shape from device
            4. Medium erupts from target’s orifices
            5. Medium erupts from ground beneath target (can’t strike high-flying targets)
            6. Medium forms a circle around user, than lashes outward 

            Miraculous Properties

            Each device has a 1 in 6 chance of having one of the following:

            1. Survivors of this weapon’s attack are branded with a sigil that prevents them from lying
            2. This weapon can take on the shape and properties of any melee weapon at the will of its wielder
            3. This weapon can take on the shape and properties of any ranged at the will of its wielder
            4. Wielder can sacrifice this device to bring the recently dead to life, though there are side-effect
            5. Those slayed by this weapon have a 1 in 6 chance of returning as 1 HP cherubs loyal to the wielder
            6. Wielder can use this device to summon any angel whose true name they know
            7. If the wielder defeats or finds the device’s original owner, they can cast a spell relating to the angel’s domain 1/day
            8. Operates on the principles of warfare gematria; when this weapon’s damage roll is a number that is a multiple of the wielder’s level or HD, double the damage

            *Armor and Chariots
            These work as ships in combat. Armor has 5 SP and a 2 in 6 chance of being able to fly; Chariots have 10 SP and always can fly.