"Red alert, gang! Turns out that compassion, justice, and singing those church songs actually brings you closer to God. Turns out that we're all a part of God, separated long ago and gradually returning to God by destruction of the ego. Your only shot is to embrace materialism, have lots of beef and wine, and never say the name of God. Then, spend as much money as you can on yourself and your mates.
I wish it wasn't so, but if you want to resist the God-That-Is, you've got to keep it sleeping."
A continuation of the Catching-Harvest campaign pitch.
art by George Cattermole |
Hepticove
Requires a fabric crown, a manacle, a knife, a beard, a comb, some clean underwear, and three pieces of swag.
For every level of Hepticove attained, get +1 to saves.
- C: Prominence, Awareness of God, +2 MD
- D: Education, +1 MD
Prominence: When there is injustice, people look to you. At will, you can make yourself the most prominent or least prominent member of a group.
Awareness of God: The top of your head is a special spot. It warns you when God is near. When you chant a drinking song, you can sense the presence and general direction of nearby divinities. You know magic and can study spells. The first time you become a hepticove, you learn two spells from the list below.
Education: When you send someone to speak for you, they speak with your grace. Both of you make any called-for charisma rolls, and they take the higher. Your students come to you to resolve disputes. You can always cite scripture for your purposes. You can get together a gang of 1d13 disciplines, but they're not exactly reliable.
The Spells (d8)
1. Ego: gain [sum] temporary HP and Turn spirits of [dice] HD or fewer.
2. Attachment: resurrect something dead for [dice] or fewer hours that has [sum] intelligence or less.
3. Lust: track someone by scent for [dice] hours. Get +[sum] to notice details about them but -[sum] to
resist their deceptions.
4. Greed: Know the way to acquire any valuables or other desired objects within [dice]x30 feet.
5. Anger: for ten minutes, the next [sum] times someone tries to attack you, you get to attack them first.
6. Injustice: create a reserve of [sum] iniquity points that you an retroactively add to someones' rolls to:
flee authorities, break bonds, or incite those with evil intent.
7. Effability: cease all sounds within [sum] feet of you, except blasphemies.
8. Reality: move something of a size relative to the amount of MD invested up to [dice] miles:
1 a sword, 2 a person, 3 a wagon, 4 a city block, 5 a mountain
Mishaps
Whenever you roll doubles on your MD when casting a spell, or whenever you learn a godly spell, save vs. curses or suffer an enlightenment. Roll a d8 and consult the Hepticove spell list. You are unable to express the sin that the rolled spell is named for. If you know that spell, the DM will replace it with some more virtuous spell and you cannot relearn the old power. If you roll a sin you've already lost, lose the top sin on the list that you do possess.
Losing access to any four sins is deemed unplayable, but that's a decision for each table to make. For each oppressive reign of terror or for each saint martyred, you may regain a sin.
Some Swag from the Criminal World
- Really Good Hair of the Dog: imbibe to suppress 1d4 fatigue for five hours. For a hepticove and only a hepticove, you can replace your next MD roll with a d4 or a d8. If you roll a d8 and get a 7, treat it as a 6 and a 1 for the purposes of mishaps. If you get a 8, treat it as a 6 and a 2.
- Ring of Holding: a sharp 9-inch throwing ring that deals 1d6 damage, rolling an extra d6 whenever you roll a 6. While it's sticking out of a person or a fresh corpse, you can reach inside the ring to retrieve or store objects, filling a volume equal to a coffin fit to your exact dimensions.
- Torture Wheel: makes you popular with your subjects. Said to be able to make saints recant their faith, but examples from history are lacking.
- Sword of the Self: dark sabre, in which your reflection stands, always ready to reassure you that you are on the right course. Deals 1d8 damage and confers +1 MD each day.
- Power Box: polished stone ark, perfectly square. Can only be opened by someone who knows what it is. When it is opened, someone who is not present immediately dies. Inside is a new Sin, and a new hepticove spell that can be learned immediately. Engravings on the outside give a clue to the context.
- Pillar of Wisdom: a wooden pole with a little platform at the top. While preaching from the top of this pole, a hepticove may decide the first MD roll they make that day, provided they haven't touched the ground since sunrise.
- Beggar's Shoes: or rather, formerly beggar's shoes.
Love this class a lot!
ReplyDeleteThe spells especially are excellent, as is the opening idea!
I feel like I know this guy as well.
ReplyDeleteQuite excellently amusing, rich in GLOG.
ReplyDeleteNote to self: https://roguish.wordpress.com/2022/04/10/a-sermon-in-praise-of-thieves-and-thievery/
ReplyDelete