Wednesday, August 3, 2022

GLOG Class: The Fetcher

 

dominuself

 

Class: Fetcher

Starting Equipment: Ceremonial robes, traveling robes, dagger, good sandals, a wolf's skull Binding

Starting Skill:D4 1:Architecture 2:Tactics 3:History 4:Mythology

A: Fetch, Yield

B: Bind, Soul Burn

C: Weld Reality, Balance the Scales

D: Legend Lore, Break the Scales

+1 Fetching Die (FD) per template that you posses

Fetch

The anima mundi does not end, and all that once was can be again. The wheel of time will keep turning, the fabrics from which fate is spun run eternal and in all directions. All that has been can be recalled by those who know how to fetch them back from the world soul and flow of history itself. As a Fetcher, you are able to fetch back objects and creatures from the flow of time and make their legend tangible in your hands, if only for a time. 

You have a number of FD equal to your template, and for each FD you posses you can fetch back another individual object/creature henceforth known as a fetch-soul. When you fetch, roll the FD you want to spend. If you are fetching an object, that's how many hours it lasts for. If you are fetching a creature or person, that's how many minutes they remain for. On a roll of a 1-3, the FD are refreshed and return to your pool. 4-6 and they are burnt and gone for the day. Mishaps occur on doubles, dooms on triples.

In order to fetch something, you need to have a specially prepared remnant of the fetch-soul- a Binding. This could be the hilt of a legendary blade, the skull of a barbarian king, bricks from a long ruined bridge, etc. It takes an action to perform a fetch, but if the fetch-soul has an action then it can take it immediately after being fetched. 

Creatures that are fetched will follow the commands of the Fetcher regardless of their ability to speak or hear. If the creature can speak the same language as the Fetcher then they can converse with the creature having all the memory that it possessed at the time of its death. When a person is fetched, they will materialize with whatever equipment/gear that would have been consistent for them to have used in life, including magical items.

If you utilize the Soul Burn or Balance the Scales features and fetch something in a single action that is more than twice your HD then the fetch-soul will be able to save and act independently.

The Fetcher is not reaching through time and removing the person or object from the past, they are fetching the idea and legend from history and recreating it in its prime and in the flesh.

Yield

You can prematurely release a fetch with an action.

Bind

It takes more than a broken blade to convince history to remake it. A Fetcher can ritually Bind a remnant with its fetch-soul given time and supplies and create a Binding. This cannot be done in secret, is obvious when being performed, and if performed on an unwilling creature will require twice the cost.

Use Cases, the fetch-soul being bound is a:

Creature: Each HD requires 100gp and one day. If the creature has magical properties or is a spellcaster, increase cost appropriately.

Item: For each function or bonus of the item it will take 100gp and one day. For example, if the item is a 50ft rope, that's 100gp and one day. If it's a sentient 50ft rope that's 200gp and two days.

Building: Every 50 square feet of construction is 100gp and one day. If there are magical or unique features this can double the price. 

Once completed, the Binding is an object that takes up a single item slot. All remaining pieces near the Binding will be wrapped up into the Binding itself. If you are Binding a dead queen's fetch-soul to her skeleton's skull, the entire skeleton is consumed in the process and results in just the skull remaining as the Binding. If you are Binding a house to its doormat, the entire house must be consumed in the Binding. 

Negotiating the cost of a Binding is encouraged.

Soul Burn 

You can burn your own life essence in exchange for more FD. You can choose to lose five attribute points from any attributes in exchange for 1 FD. This FD will not refresh and will always count as burnt. Attribute points burnt in this way naturally recover at a rate of 1/day.

Weld Reality

When you fetch something, you can choose to burn all FD and make the fetch last until the next day/when your FD are refreshed.

Balance the Scales

You can burn objects of value in exchange for bonus FD. These FD will always be treated as having been burnt. For each 100gp or 1 HD of sacrificial creatures (properly prepared) being burnt you will get 1 FD that must be used immediately.

Legend Lore

Once per day, you can fetch without a Binding.

Break the Scales

As with Weld Reality, when Balancing the Scales or Soul Burning you can burn all of your FD and make the fetch permanent. Paying double the cost of the fetching in FD will negate any mishaps, but not dooms.

Mishaps:

1: The fetch-soul will not obey commands and will act independently

2: FD used in the Fetching are all burnt

3: The fetch goes a bit wrong and you only manage to fetch part of the fetch-soul

4: You sent something instead of fetching, lose templates x d4 HP

5: You sent something instead of fetching, lose FD spent attribute points

6: The fetch lasts for only half the time it should have

Dooms:

1: The world soul snaps back like a taut rubber band. Lose the ability to Fetch for FD spent x templates days.

2: Your Fetching tore a hole in reality. FD spent Uncreated aberrations have been created nearby and will seek to destroy you. They do not follow the laws that govern this world.

3: The Demiurge has noticed the inconsistencies in history and has sent an agent to correct them. The highest HD creature from the first monsters manual the DM finds appears nearby and engages in combat. Defeat them or be Unmade.

A Binding example:

Example: Jared Impkicker was slain by a giant and is famous in legend for his magical kicking boots. He's long rotted, but you manage to find his skull and prepare the Binding. Jared only had 1 HD in life, but because of his magical kicking boots the cost of the Binding is 200gp and 2 days.  

The Fetcher can be pretty versatile and range from a magic item summoner to a monster summoner or even just a dude who carries half a town in his backpack. For integration purposes, Bindings can be used as orbs or wands or staves etc. from the wonderful GLOG item enchantment post

This class was inspired by this and this and some Tel'aran'rhiod residue left in the back of my skull. I figured why evolve into monsters when you can collect them all?

With one last Thunderbolt, Pikachu brings down the Fearow and saves the town. Ash runs up to Pikachu and the two celebrate as Brock and Misty arrive and the group rejoices. Brock sets up dinner and the group gets to chatting as Ash severs the spinal column of the Fearow and starts the long process of ritually engraving it with gold and arcane strictures while considering which of his other Bindings he should send to Professor Oak to make room for Fearow.

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