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OSR Class: Mystic of the Lucre Uncounted

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"Gold is no metal, it is life. Gold is food in people's bellies, the strength in a soldier's arm, the foundation of thrones and the slayer of kings. Gold, my flock, is power." - Theodric Kolemnos, High Usurer of the Gilded House
The Gilded House is an ancient cult in my Egradus campaign who provide banking services across the known world. Their order is small but it is tightly wound into the fabric of most societies. You can deposit money in one of their temples, travel to the other side of the world and withdraw it (minus their fee, of course) without issue. Cult priests are also known as reliable and dependable legal witnesses for outsiders, despite the cult's bribery-laden, Byzantine internal politics.
The majority of the initiated are kept into the dark as to the inner workings of the temples, but all of them are ancient structures often out of place with the newer buildings surrounding them. Several thieves claim to have pilfered from the Gilded Houses (whic…

OSR Class: Mystic of the Eightfold Weaver

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"Lay your web and cast it wide, leave them nowhere they can hide, lay them low with one swift bite, hold them close in endless night." - Sendarian children's rhyme.
One of my players made a pact with an atavistic spider deity. What better test case for a Mystic class? As you can probably guess, this one is going to be quite spider-y. See my previous post for Mystic base rules.

Mystic: Eightfold Weaver You are a disciple of the Eightfold Weaver, your actions need no explanation.

Additional Starting Equipment: 50' of rope.
Perk: You Save vs poison with 2 Boons.

Drawback: You can only eat arthropods.

Minor Miracles:
1. You can speak to spiders. They'll remember mundane things, i.e. prey items, temperature changes, airflow and other things that a spider might generally notice. This doesn't mean they're friendly.
2. You can make 50' of held rope or chain as durable as spider-silk for a number of minutes equal to your level. You must hold the rope/chain and con…

OSR Class: Mystic

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"I hear the song of the celestial heavens, and the music is cacophonous. It is strange but I find comfort in its dissonance..." - Farseer Taldeer, Dawn of War: Dark Crusade.
Clerics annoy me. The GLOG has essentially solved same-y wizards given how easy it is to build a host of different magic schools each with their own cantrips, perks and drawbacks, but clerics remain annoyingly bland. Skerples has posted on how stock D&D clerics are Sunday School miracle workers and this sums up my dislike of clerics - there's no variety between the devotees of different gods and they all play pretty much identically. In addition, Vancian magic being what it is, a cleric simply gets an allotted amount of spells per day and that's that. The rules don't feature anything about clerics being penalised or rewarded for following or going against the tenets of their faith. This leads to PCs for whom religion should feature heavily just playing as a slightly less tank-y fighter wi…

OSR Class: Wizards

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This is my take on the base for GLOG wizard classes. It's pretty similar to the baseline but with a few changes. My thoughts will be presented in italics.

I like the spells-as-elementals approach of the GLOG - spells are essentially semi-domesticated animals that take up residence in a wizard's brain and spell formulae are ways to entice spells to roost there. However, my own Egradus setting treats them a little differently, as will Pike & Shotte - due to a reality-warping calamity eons in the past (caused by some apocalyptic, biblical war or a creation of the Divine run amok) energy from the chaotic void that the world/universe was previously shielded against now infiltrates and moves through our reality. Those who are attuned to it can sense and mould this energy into spells, but the process is fraught with danger as the energies of chaos are anathema to an ordered, material universe. Magic Dice represent the amount of power that a wizard can safely use - their mind auto…

OSR Class: Sin Wizard

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"Sin is the measure of Divine punishment inflicted upon His wayward children. Those who repent their sins are saved in glorious life everlasting, those who do not are cast aside, and those who revel and wallow in sin will suffer eternal torment in the hereafter." - Saint Wheldon, 'On the Nature of Sin and Man'
I liked my Sin Eater class too much to not GLOG-ify it. I couldn't think of a good way to adapt Blight into this class so I have left it out and made it a purely wizard-based class, tweaked to be a bit more evil-witch-y.
While the Sin Eater is more of a tragic martyr type, Sin Wizards are outlaws who specialise in curses and hexes. While any renegade wizard will be referred to as a 'witch', Sin Wizards are most likely to be labelled with such a moniker by virtue of their powers.
They live on the outskirts of society, ever hunted by the Church and fearful nobles. Despite this they sometimes latch on to isolated communities as sages, healers and even …

OSR: Character Races

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Having chatted with my players, we've made the collective decision to GLOG-ify my Egradus setting. The Pike & Shotte classes I've been working on have been designed to work with the generally Early Modern-ish setting - firearms, blackpowder and other such things - but I've needed to get a set of races sorted to satisfy my players' demands for weird and wonderful things to choose from (before they inevitably choose humans anyway, the sods). Skerples has made an excellent table of d50 OSR Races and has nailed the format for presenting them. Mine will be done in much the same fashion - flavourful perks and drawbacks, and a choice of stat to reroll.

The existing choices in my Lamentations of the Flame Princess-based game are: human, elf, dwarf, halfling, orc, and beast-man. The majority of the races presented below will be beast-man types (similar to Skerples' -lings). Beast-man forms are generally humanoid with animal features, but this may vary depending on what …

OSR Class: Oracle Wizard

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"The arcane currents are dangerous and unpredictable, true, but a learned man may find insight and knowledge within such mysterious deeps." - Marius Helden, oneiromancer to King Ven II of Myrland.
More wizards! This one is a norn-ish, oracle, fortune teller type. Boons & Banes are of course borrowed from Shadow of the Demon Lord, others are credited where appropriate.
All wizards harness the power of the arcane that infests and permeates the veil between worlds. Wizards of the Orthodox schools are known for their flashy, though undeniably effective, spells and their knowledge of scholastic lore. The Moderati knit flesh and draw poison with a touch - haughty, pious, and secure in their mastery of the physical body. But it is the Oracles who delve deepest into the well of power.
There is no overarching school of Oracle wizards, though covens and choirs of them are formed here and there. They are singular individuals who came into their powers through a variety of ways, all…