Showing posts with label tweaking. Show all posts
Showing posts with label tweaking. Show all posts

Wednesday, 28 August 2024

Investments and Business Ventures: Yahtzee Edition!

You've been adventuring for months. You're on that sigma grindset. You want to make your money work for you.

Wine, women and song? Loser talk! 
Real winners have a system that works for them. It's not gambling, it's entrepreneurship!
The only way to lose is not to play!




Get in on the ground floor!

State your business, declare your stake, and choose your investment risk.

Stable: 1d6
Risky: 2d6
Wild: 5d6

At the start of every session you are at the table, roll your dice.
Odds decrease, evens increase. Sum them up and your stake changes by the percentage.

Example:
I have a stake in a Risky business. I roll a 3 and a 6. My stake increases by (-3+6) = 3%.



Market Forces!

Take a risk and reap the rewards! 
You're not a gambler! You're a market enabler! You're a job creator!


Doubles:
Roll doubles to gain a special extra effect. Obviously this is only possible at Risky or Wild levels!

1s: Bankrupt! Get ready to cast Sorrowful Zoom Call. Your business has been wound up as a going concern. Sackville-Baggins & Associates is ripping the copper wire out of the walls as we speak. Return to the business location within a reasonable timeframe and you can get half your stake back from the liquidation.
2s: Franchised! There's a branch or outpost of your business in the local area! If not right here then in a conveniently nearby town of your choice! Next time you may reroll one die.
3s: Financial Turbulence: The financial gods declare you to be more risky than hoped. Next time you roll at +1 risk level. If already at Wild, roll an extra d6.
4s: Surprise Merger! Your business and another player at the table's business have merged against the advice of the CMA! Each business affects the other, so if you're not there you get the result of their roll. If you're both at the table, decide whether you roll separately (affecting each other) or together (at a risk level you decide). PLUS your next roll has "roll 1 extra, drop 1".
5s: Local Disruption: -10% value you say? At least, you say?? The DM places a nominally single-session dungeon nearby (monster lair, 5 room dungeon, etc) which has caused this terrible turn of events. Clear the dungeon within a reasonable timeframe and you get to make it up with an extra business roll at the end of the session.
6s: Huge Profits! To the moon baby! Infinite profit is possible in a finite system! Your stake gains an additional +1d100% value!




Yahtzee(tm) Dice(tm)

This isn't a mere startup, it's a moonshot! Your employees are NPCs and those 20 hour days are the price of success! Let's go CEO! Let's become a centicorn!

Yahtzee Hands:
Roll yahtzee dice sets to get extra special extra effects. Yahtzee hands are only possible at Wild level, but you already knew that because you are a seasoned investor!

None: 
Chance. All dice and doubles apply as normal.

3 of a Kind: 
Critical Hit! Double your percentage gain/loss. Double effect is doubled too (ie. bankruptcy grants quarter value on return, huge profits return 1d200% value, etc)

4 of a Kind: 
Brand Power! Everyone in the local area knows the business by name. There’s a significant amount of merch and you’re basically a living colonel sanders. Your business roll adds a permanent additional 6.

Full House: 
Blessed by the Invisible Hand! You got a triple AND a double! Choose to ignore or double the effects of each dice set.

Small Straight (4 in a row): 
Capitalist Questing Beast. The DM places a monster out there which will give you a permanent additional 6 if you kill it. Go forth!

Large Straight (5 in a row): 
Anointed by the Invisible Hand! Every time you roll for your business, you can reroll any number of them and take the new result.

Yahtzee (5 of a Kind): 
Global Domination! 10x value! There is a branch of the business in every large town you come across! Bankruptcy is now impossible - treat a Bankrupt result as +0% value.




PS. Imagine updating your investment rules and realising that they were last created a decade ago.

Saturday, 31 August 2019

Making Magic: Redux


While my previous Wizard Downtime rules worked well enough, in the new post-apocalyptic paradigm I've been speeding up the ol' timeline so we'll get multiple years in-game per year of real time.
This is the exact opposite of a lot of games where you'll play for years and the characters only experience a few months of hooning around killing things.

Hence the very important rejigging of Downtime mechanics to taking place in units of weeks and months rather than days. Spend a month off and you'll get 4 weeks of downtime to be used at your leisure. More on that when I've rejigged the rest of the Downtime rules. For now, magic!




Chaotic Casters

I've spiced this up a bit with some new mechanics, and some juicier potion-making rules that focus on replicating found potions or generating random potions until you get one you like.



Activity
Time Taken
Cost/Spell Level
Copy Spell to Spellbook
1 Week
30 obols
Research Existing Spell
2 Weeks
150 obols
Create New Spell
4 Weeks
300 obols
Potions
1 Week
150 obols
Scrolls
1 Week
300 obols


Basic Gimmick
You're rolling up to three dice, with the size of each die based on the following factors:

Care: Roll 1d6. Improve by taking more time. +1 die size per extra week taken.
Quality: Roll 1d6. Improve by paying for higher quality materials. +1 die size per 100 obols.
Knowledge: If you have access to a library, roll 1d6. Adjust die size by Intelligence Modifier.

ie. Joe Average the Wizard has access to a library and isn't bothering to spend extra time. He rolls 3d6.
Smarto Richpants the Mage is in a town with no library but pays 300 obols for premium materials, and he's got a +3 Int Mod. He rolls 1d6+1d12 since the Quality is higher but without a library he can't put his superior intellect to use.

Roll and look up the result on the relevant table.


Spells
Add a spell to your spellbook, whether that's via copying a spell you have to hand, researching a spell that already exists in the game, or creating a whole new one.


  Roll
  Result
13<
  Success! The Spell is now safely in your Spellbook.
9-12
  Slippery. Roll one less d6 when casting this Spell spontaneously.
5-8
  Seditious. Casting this spell simultaneously releases a Chaos Burst.
4>
  Sentient. The Spell becomes intelligent, taking the form of a Familiar of its choice. 
  Your maximum Mana is permanently reduced by 1. 


Potions
Copy a potion you have to hand, or create a random potion.


  Roll
  Result
13<
  Success! The Potion is complete!
9-12
  Spoilage. Potion will expire at the end of the next month.
5-8
  Soured. Drinking this potion deals 1d6 damage in addition to its effects.
4>
  Explosive! It goes terribly wrong! Take 1d6 damage to each ability score.


Scrolls
Copy a spell you have to hand into a Scroll. Anybody can use a Scroll, but most classes require an Arcana roll to use it.
If an appropriate caster identifies a Scroll with an Arcana roll (or the Identify spell), they Decipher it and don't have to use Arcana to cast it.


  Roll
  Result
13<
  Success! The Scroll is complete! It can be used once before it crumbles to dust.
9-12
  Overcomplicated. Scroll can only be used if Deciphered by an appropriate caster.
5-8
  Indecipherable. Scroll cannot be Deciphered, so must be cast with an Arcana roll.
4>
  Illegible. Scroll is Indecipherable and casts a random spell when used.



MY POTIONS ARE TOO MUCH FOR A BEAST, LET ALONE A MAN!


Clerics

Over half the current party are Clerics, to my delight. They're very very powerful and have some fun gimmicks.
A potential issue with the well-received new Cleric rules is that Clerics lost a few of their more powerful high level spells - namely Cure Disease and Remove Curse - so these are Downtime things now. Honestly it fits better this way - Curing Disease with a snap of the fingers is a little boring.



Activity
Time Taken
Cost
Bless Holy Water
1 Week
Free
Hasten Recovery
1 Week
100 obols
Treat Disease
2 Weeks
200 obols
Transfer Curse
2 Weeks
500 obols
Sanctify Church
4 Weeks
1000 obols


Bless Holy Water
Gain 1 vial of Holy Water per level.
Holy Water burns unholy creatures like undead, demons and elves for 1d8 damage.
Holy Water can be stacked 5 to an encumbrance slot.

Hasten Recovery
Miraculously increase the recovery speed of a person suffering from a lingering injury.
Each Hasten Recovery ritual reduces their recovery time by one week.

Treat Disease
Alleviate the symptoms and halt the progression of all diseases afflicting a person.
At the end of the ritual they may make a Save vs Law against each disease afflicting them, curing that disease on success.

Transfer Curse
Remove a curse from a person and place it into another vessel. The vessel can be any object, living or inanimate, but it must be present for the entirety of the ritual.
If the vessel is a willing person the transfer is automatic. Else the afflicted must pass a Save vs Law to successfully transfer the curse.
If the cursed vessel is ever killed or broken, the curse moves to the one who destroyed it.

Sanctify Church
Consecrate a building or structure to become a Church of your faith.
Churches are consecrated ground and painful for wholly Chaotic beings like demons, elves and undead to enter. Such creatures cannot use their supernatural powers within the area, and corpses in the area cannot be animated.
The sanctification lasts as long as the structure is used as a place of worship, or until the Church is desecrated by destroying the altar.




Discussion

Wizards

Spells
Some mild changes here on top of the timings, most interestingly - the potential to create a sentient spell! Extremely rare if you've got access to a library, but out in the woods with the hedge witches I suppose these things must be more common...
The other downsides are to make it more in-line with the new Mana rules for wizards.

Potions
I don't have enough opportunities to give players random potions, so here's a way for players to brew their own!
Rather than something boring like "brew a single-target spell you know into a potion", this now creates a random potion, or lets you clone a potion you already have. Much improved!

Scrolls
Deciphering is a bit messy. Basically any class can use any scroll with an Arcana roll. To allow MUs to use MU scrolls and Necros to use Necro scrolls without risk, successfully identifying a scroll means you can cast it without risk if it's on-type for your magic.
Full text for identifying scrolls and wands -
Roll Arcana. On success, you identify the spell. 
You also Decipher it if your character class can cast it. You can use Deciphered Spellbooks normally, and cast from Deciphered scrolls as an Action.


Clerics

Holy Water
Clerics can create holy water for free now! Good for fighting demons and elves and undead, so on-brand for Clerics.

Hasten Recovery
With the new Cleric comes the loss of classic Cure spells in favour of a healing pool mechanic. This does mean that there's no Cure Critical Wounds to heal a broken arm or something, so we've got this activity instead.
A team of Clerics healing one person seems pretty Christ-like. Maybe the disciples were Clerics too?

Treat Disease
A classic Cleric job, but in downtime form. Not much more to say really.

Transfer Curse
I never liked that Clerics could just cure a curse. Curses are fun!
So now there's this, which means a curse must be transferred to some other vessel.
The classic Levitican trick of a Scapegoat will totally work though!

Sanctify Church
A fun one because my campaign is going to have a through-thread of spreading across the world and repopulating it, chiefly by settling new towns in the horrible poisoned wastes. New towns need new churches, and this is how to make them!

Monday, 17 June 2019

Magic User Rework: 4 Kinds of Spellcasters.

In the last post we replaced Spell Slots with Mana.

In short:
1 Mana per level, spells can be Bound (memorised) for 1 Mana per Spell Level, or spells can be cast Unbound (spontaneously) at a risk.
Overall you get fewer safe spells per day, but you get far more flexibility and never run out of spells.





Casting Mechanics

I should note that I've changed the base magic rules slightly, mostly for ease of use.

Casting
Declare casting as an Action. The spell goes off at the start of your next turn. During casting you count as Surprised against all attacks.

Changed from "Declare before initiative is rolled, spell goes off at the end of the round". I kept forgetting to ask people to declare spells. Since initiative is rerolled every round, this could get crazy...


Interrupted Casting
If you are damaged mid-cast there are consequences based on your character class.

Down from "if you are damaged or attacked in melee", because if a creature can't hit a wizard standing still with a melee weapon they don't deserve to disrupt anything!


Exp Tracks
All casters - even Elves - use the Magic-User exp track.

Since Elves are on an even keel with the other casters at this point, it seemed unfair to penalise them.


Alright, on with the show.




Caster Classes

I've got 4 Chaotic caster classes in my game.
could just have each class use the exact same core mechanics, but I like the idea that different casters feel different in play and encourage different gameplay styles.


Magic-User: The flexible caster.
The main focus of the Mana system.
Bind spells for safe casting, access to Cantrips, and the ability to create Familiars.
Leave Mana Unbound to cast spontaneously.

Muscle Wizard: The frontline caster.
Increased survivability since Bound spells boost HP and melee attack, and spells are instant-cast so can't be interrupted.
Unbound Mana might be used to overload a powerful punch attack, and spontaneous casting means you could cast more than one Magic Missile Punch per day.

Elf: The spontaneous caster.
Defined by their Heartspell - a level 1 Spell that defines their Elf species.
Cannot Bind Spells, so they always cast spontaneously unless they're casting their Heartspell. Very chaotic!
Spooky Elf powers boost your Heartspell or grant special abilities, but are lost as you spend Mana.

Necromancer: The Vancian caster.
Work best when they do the traditional Vancian memorise-spells-at-start-of-day thing.
Can Unbind spells to do AoE damage, and use Unbound Mana to cast Subjugate Dead.
Reliant on spell components for many of their spells.




Magic-User

Bound Spell Perks:

Cantrips: 
You can tap into the power of Bound Spells for minor magical effects. 
For example Sleep might be used to make someone yawn, or Magic Missile could be used to improve your aim.
When you cast the Spell, you lose access to its Cantrips.

Familiars: 
When you Bind a Spell you may form it into a Familiar.
Familiars are smallish creatures on-brand for the spell - like Shield could be a hedgehog or Spiderclimb might be a spider or gecko.
When you cast a Familiar's spell, you can cast it through that Familiar if you choose. It vanishes once its spell is cast.
Familiars can communicate mentally with you, will obey simple orders, and cannot be harmed.
If you die, all of your extant Familiars go rogue - each erupts as a Summon spell with HD equal to Spell Level and runs amok!


Interrupted Casting:

Bound Spell:
If damaged during the casting of a Bound Spell you release a Chaos Burst.
If you wish, Save vs Chaos to negate the Chaos Burst and re-Bind the spell, effectively putting it back in your head like you hadn't tried to cast it. Otherwise the spell fails and is lost.

Unbound Spell:
If damaged during the casting of an Unbound Spell you risk disaster.
When the spell goes off, roll on the Chaos Conduit table an additional time for each instance of damage. Take the worst result.


Notes:

Themes:
Magic-Users are flexible and the most easily re-themed into a Witch or a Sorcerer or Druid or whatever kind of archetype you like.
Cantrips give the player a lot of leeway to get imaginative with minor effects. As a general rule of thumb these should be about as powerful as the classic (non-5e) cantrips like Blink or Bee.
Familiars have been in the game for a long time, but previously they've been a permanent animal companion who can hold an extra spell. Now they are spells and I'm quite excited about it! If a wizard shows up surrounded by a menagerie you'll know they're dangerous, and also maybe have some hints as to what spells they're packing.

To Bind or not to Bind?
Magic-Users have the most obvious risk/reward to Binding spells.
Bind them for the Cantrips, Familiars and safer casting, or leave your Mana unbound for flexibility.

To Cast or not to Cast?
Similarly, if you've Bound some Spells you have another obvious choice - keep the spell Bound for the perks? Or cast it for the immediate benefits?
We've had one Wizard who kept hold of Magic Missile forever instead of casting it because he liked using a Cantrip that gave him a bonus to Aim.

Interruptions:
Bind a Spell and if you're interrupted the spell is cancelled no matter what, but you've got a chance to retain the spell for later.
Cast spontaneously and there's at least a chance that you'll cast the spell regardless - pour enough Mana into a spontaneous cast and it's impossible to stop it from going off successfully.




Muscle Wizard

Bound Spell Perks:

Muscle Magic:
Your fists are d4 Shanky weapons, and can be dual-wielded (naturally).
Each Bound Spell improves your strength and physique.
You gain +2 HP and +1 to melee attacks per Mana committed to Bound Spells.
You lose these perks as you cast the spells. If you reach 0HP from spellcasting, you fall unconscious from overexertion.


(Un)interrupted Casting:

I Cast Fist:
Your spells are cast instantly via punching, so you can never be interrupted!


Close Range Caster:

Ultimate Muscle:
The maximum range of a spell is 10' - extra distance you run or jump or flash-step to the target - and you are never affected by AoE from your spells.
When you cast a spell you must combine it with an unarmed attack that automatically hits for maximum damage, plus bonus damage equal to Mana consumed in the casting.
You can target yourself or your punched target with the spell, so if you want to target yourself it's best to target an enemy but perfectly ok to punch a wall or small animal or something.
On the other hand, if you want to cast a buff spell on a friend you'll want to make sure they don't have a glass jaw...


Notes:

Themes:
Obviously the Muscle Wizard remains one of the sillier classes, but I've always been pleased by how they work in play compared to a regular M-U. Especially since I've got fond fond memories of POWERLAD.
The theme is obviously to PUNCH. They've got frontline combat buffs, and since they snap-cast their spells they're less vulnerable than other casters in the thick of it.
A new change is that they have to combine a spell with a punch attack. Previously damaging your target was optional, and I'll be interested to see how this works out.
Since Mana is limited compared to Spell Slots, each Mana committed to Bound Spells gives +2 HP. This works out better for the MW in early levels and gets to be on-par with the bonus HP of the previous version by level 7, which is a sweet spot. Plus their attack bonus grows quicker.

To Bind or not to Bind?
Muscle Wizards will usually want to bind all their Mana into their muscles to increase their power and reduce their squishiness.
On the other hand - spontaneous casters can cast in armour and Muscle Wizards can't be interrupted, significantly reducing one of the main risks! I kinda dig the idea of an Armoured Muscle Wizard and the Muscle Wizard's low AC has always been a weakness, so this could shift the balance.

To Cast or not to Cast?
Always a straightforward class - the Muscle Wizard has always had to decide between keeping their spells back (for the HP and attack bonus) and using their spells for immediate effect.




Elf

Heartspell Perks:

Heartspell:
There are 20 species of Elf. Each has one of the standard first level spells as their Heartspell.
It defines their species - the mutations and abilities they gain from the magic infusing their magical forms. As they use their magic, flinging it out into the world, they slowly regress back towards that feeble mortal form.
For each point of Mana in the Elf's Mana Pool, they gain an additional power and mutation from their Heartspell. Current document is here. They lose these gifts as they use up Mana.
When an Elf has 0 Mana in their Mana Pool they lose access to magic - they are human again.

Moondancer:
Elves do not sleep. They regain their full Mana Pool after dancing under the moon for an hour per level. If prevented from doing this somehow, they do not replenish their Mana.
They gain +1 to their maximum Mana Pool when they dance under a crescent moon, and double it under the New Moon.
They take -1 to their maximum Mana Pool when they dance under a gibbous moon, and halve it under the Full Moon.

Casting:
Elves cannot Bind spells. They must cast spontaneously (with all associated risks) if they want to cast anything but their Heartspell.
Their Heartspell, by contrast, is easy. It can be cast instantly as an Action. When they cast their Heartspell the Elf must Save vs Chaos - on failure they spend 1 Mana, otherwise they cast the spell for free.


Interrupted Casting:

Heartspell:
Since a Heartspell is cast instantly as an action, it cannot be interrupted.

Unbound Spell:
If damaged during the casting of an Unbound Spell you risk disaster.
When the spell goes off, roll on the Chaos Conduit table an additional time for each instance of damage. Take all results, but successes don't stack.


Notes:

Themes:

Elves are all about the creepy fae vibes.
Forcing them to be Spontaneous Casters feels thematically on-brand, as does giving them potentially infinite casts of their core Heartspell. Around Elves, watch yourselves.
The effect of the Moon is more powerful than it was in the past, so Elves would do well to ensure they're paying attention to the moon phase. Due to certain incidents my campaign's moon is in a close orbit so you get 2 moon cycles per month. More opportunities for moon madness!
Since Mana is doubled at the new moon, Elves can reach higher power levels more quickly. Exciting! And it forces me to bulk out the Heartspell power list quicker.

To Cast or not to Cast:
Elves, unlike other casters, completely run out of magic when they run out of Mana.
They also gain far more from retaining their Mana than the other classes - powers and mutations that give them cool abilities and make their Heartspell more powerful.
The choice is then - keep my powers? Cast my Heartspell and risk losing a small part of my abilities? Or weaken myself for certain by pouring Mana into a regular spell?

Interruptions:
Heartspells are cast instantly - they're a safe option.
Unbound spells are far riskier. Interruptions risk chaos, but also some certainty. If you've already rolled a Success then you know the spell will go off. The issue is you don't know how many side effects you'll be facing...



Necromancer

Necromancer Spells:

Voice of the Dead:
Many Necromancer spells and abilities require spell components. The most important component is Last Breath - the final breath of a sapient being. These are usually stored in glass vials, and breathing in a Last Breath grants you the Voice of the Dead for ten minutes.

Lesser Dead:
There are three basic flavours of 1 HD Lesser Dead, available to all Necromancers.
Skeleton: Can use weapons. Take 1 damage from non-Smashy attacks.
Zombie: Double HP. Slow - acts at the end of each round. Becomes an area of damaging zombie bits when killed - dealing 1 damage to anyone standing in it. Becomes a fast, intelligent Ravenous Zombie if it eats a brain.
Skin Kite: Doesn’t obey orders. Real bastard. Flies slowly. Takes 1 damage from Smashy attacks. Grapples fleshy targets, dealing 1d6 damage and healing itself to 6 HP per successful Grapple.

Master of the Dead:
Necromancers have the innate ability to raise and control the Dead. Each of these abilities requires the Voice of the Dead.
Animate Dead: Spend X Mana, raise that many lesser Dead minions. Takes 10 minutes.
Subjugate Dead: Spend X Mana, roll Xd6+level and Subjugate that many HD of Dead, weakest first.
Command Dead: Free action. Give your undead orders. Complex orders take a whole Action instead.

Bound Spells:
Necromancers use a unique Necromancer spell list (first couple of spell levels converted for use here based on the book here)
Spells must be Bound to be cast - Necromancers cannot cast spells spontaneously. Unlike other casters, you can bind more than one copy of the same spell.
In addition, many spells require the listed ritual components.
Binding Spells takes an hour. Spend X Mana and bind that many spells. Mana spent this way is lost until the spell is cast.

Casting:
Spells take a round of ominous chanting and rattling and summoning up the souls of the Dead.
Declare you are casting as an Action and the spell goes off at the start of your next turn.
Traditional: Cast the spell and lose it from your mind. Sacrifice 1d6 HP to retain the spell if you wish.
Mana-Boosted: Spend Mana to cast the spell. You retain the spell and count as casting at 1 level higher per Mana spent.


Interrupted Casting:

Death Burst:
If you are damaged while you are casting a spell, A burst of death magic deals 1d6 damage per Mana spent in the casting to you and everything with 10’.
Undead are healed for the same amount.
You lose the spell unless you cast a Save vs Chaos.


Notes:

Themes:
Thematically, Necromancers are encouraged to be careful and plan ahead. If they want spells they need to pack them in advance, otherwise they have to fall back on basic dead-raising Necromancy.
Last Breath is a commodity in the post-apoc economy because there are so few people left, so people use it as a currency. Pretty macabre.

To Bind or not to Bind?
Do you keep your Mana unbound so you can cast your Dead-affecting spells? Or do you bind it into spells, reducing that option?
Once you've bound a spell you can cast it over and over by sacrificing HP, so that's good.

To Cast or not to Cast?
Since there's no passive benefit to retaining spells, the question is more how to cast.
Do you cast it once and lose it from your mind? Or go full blood magic and power the spells with your HP? The choice is yours!




Gimme the Full Thing Already!

Full text, with the "Core Mechanics" integrated, is either in the player-facing Quick Class Breakdowns booklet, or in the latest House Rules Document.

Sunday, 21 April 2019

Cleric Rework - Miracles, Holy War, and You

We killed the spell slots.
Time to kill the spells!


Main Deal

The core of this Cleric class is fundamentally the same as the Generic Cleric from the previous post.
The main change is the removal of the standard Cleric Spell List in favour of three unique Miracles by Religion.
Replacing the whole Cleric spell list with a smaller group of unique Miracles means they can be powerful and thematic.
A minor addition is the Sect Bonus - allowing any character class (including the Cleric) to gain a benefit from their Religion.

Also conveniently it's Easter Sunday today. I didn't intend to time it like this, but it's good timing for Cleric mechanics!



Core Cleric

Core: HD, Saves, Experience per level, etc of a normal Cleric.

Lay on Hands: Heal the wounded by drawing points from your Healing Pool.
Each dawn, roll 1d6 per level + Wis Mod. This is your Healing Pool for the day.
As an action, you can draw points from the Healing Pool to heal as much HP to a touched target.

Religions: You belong to one of several different religious sects. Each Religion has a unique set of Miracles that you can cast, Observances to follow, and a relationship with other faiths.
See Religions below.

Faith: You cast Miracles through Faith.
Your Faith total will change as you cast Miracles and trigger Observances.
At dawn each day, roll 2d6 + level + Wis Mod. This is your starting Faith total for the day.

Miracles: Each Religion has 3 unique Miracles.
Calling forth a Miracle is a normal Action - the Miracle is cast instantaneously.
After you call forth a Miracle, 2d6 and attempt to roll equal to or less than your current Faith total.
  • Success: Your Faith total is set to either the result of the roll or your Cleric level, whichever is higher.
  • Failure: Your Faith total drops to zero, and you can no longer call forth Miracles until your Faith resets at dawn.
Observances: Each Observance is an act that will cause you to gain or lose Faith.
Observances can be triggered once each. After you call forth a Miracle, this resets so you can be affected by each Observance again.

Lead Prayer: As a true Cleric, your passion and truth outshine petty sectarian divides.
When you deliver a Sermon everyone in the congregation unlocks their Sect Bonus, no matter their faith.




Religions

There are many Religions.
They slot into the core Cleric to basically create a bunch of sub-classes.
If you don't want to choose an established Religion, you can work with the DM to create your own.

Each Religion comes with three unique Miracles.
Each Religion comes with a set of unique Observances.
Each Religion grants a unique Sect Bonus.

Miracles are the equivalent of Cleric spells.
Observances make you gain or lose Faith.
Sect Bonus is a permanent perk - explained later to keep this tight.

Here are some examples from my game so you see what I'm on about.
We recently went post-apocalyptic so they're all apocalypse cults.


Hyperchurch of Powerlad

What's their deal?
Lightning, Hammers and Heroism - live up to POWERLAD's example.

Miracles:
  • Sacrifice: Sacrifice your HP to grant it to someone within 50’.
    Plasma-globe lightning connects you, dealing the same amount of Lightning damage to creatures in between (they get a Save vs Blast to avoid).
  • Storm Hammer: You grow huge and buff (+4 Strength Mod). Lightning crackles as a great weapon - the God-Hammer - appears in your hands.
    It deals 1d10 Lightning damage (1d12 with Sect Bonus) and lasts 1 round/level.
  • Storm Shell: Create an electrical barrier against weather effects and airborne particulates. Crossing the barrier deals 1d6 Lightning damage. Lasts 10 minutes/level or until you dispel it.

Observances:

Sect Bonus:
Hammerfall: Hammers you wield deal +2 against all armour types and boost damage die by one size.




Forebearers

What's their deal?
Survive and repopulate the post-apocalyptic world.

Miracles:
  • Abjure Poison: Grant touched target immunity to poisons, toxins, and drugs - even Omnipoison.
    Lasts 1 Turn/level.
  • Forecast: Gain divine knowledge of the current weather systems. See Weather Chart and where the weather is right now. If you wish, also trigger an immediate weather change.
    *This one will make more sense when I've tested my Hexcrawl rules better. Based on this.
  • Enhance Vigour: Prepare a person for the great work of repopulation!
    Touched target is cured of all Disease and become extremely virile/fertile until the next dawn.

Observances:


Sect Bonus:
Endurance: -1 Encumbrance level, minimum zero. Always run at unencumbered speed during a Chase.



Faithless

What's their deal?
Fuck Gods. Burn Heaven. Why worship beings who couldn't stop the end of the world?

Miracles:
  • Silence of God: Reduce target Cleric’s Faith to zero. 50’ range.
  • Abjure Religion: Grant immunity to Lawful magic to everyone within 50’. Lasts 1 round/level.
  • Debate Me!: You and a target within 50' are transported to a pale infinite plane of Law. You are a blinding white soul, they are white, grey or black depending on Alignment.
    You understand each other's needs and drives and if you speak the same language you can communicate.
    You can try to change their mind or compel an action, and if you do so they get a Save vs Law to resist.
    When you return to the world you have only been gone a brief moment.

Observances:

Sect Bonus:
Shatter Faith: +4 to Saves vs Law. At will, cancel the Sect Bonus of everyone within 20’ - even your own and other Faithless.

Yes, there is a "no religion" religion. Is "no religion" a type of religion? Is bald a type of hairstyle? Who can say but God himself?






Tolerance and Apostasy

Different religions have different stances towards each other. Classic. 
Bring holy war into your game with this one neat trick!

While all Religions believe themselves to be the most true, they may put up with other Religions whose beliefs are relatively compatible.
Of course, some Religions are straight up heretical. These Apostate Religions must be shunned.
The most obvious thing is the social impact.
You get a +2 to Reaction Rolls with people of your own religion, and -2 to Reaction Rolls with those who hold your faith to be Apostate.
It's no use trying to hide your faith, people can Just Tell.

The other impact is in Sermons (see below).
Sermons are more effective if you're in a congregation made up of your own Faith, listening to a preacher who is at least Tolerated by your religion.
Sermons are less effective if you're in a congregation made up of filthy Apostates.

Tolerance and Apostasy is not necessarily mirrored, which is fun. You might tolerate someone's faith, but they think yours is complete heresy.

You don't have to do this, but I made a grid for my ones!
There's fluff reasons for everything. eg. the Sinners hold the Enlightened as apostate because their gods clearly left them to die on this poisoned earth, while the Enlightened tolerate the Sinners in turn because their gods clearly saved the Sinners for some greater purpose.

Generally, each Religion holds two as Apostate. Equality, kinda.







Sect Bonus

Religion isn't just for Clerics! If you participate in a Sermon, you too can unlock a special faith ability called a Sect Bonus.
The ability itself is unique per Religion, see examples above.

Sermon:
Every ten minutes of preaching, the preacher and everybody in the congregation rolls a Save vs Law.
If the preacher is from your own or a Tolerated faith, +1 per member of your faith in the congregation.
If there are any members of an Apostate faith in the congregation, -1 per Apostate present.
Passing the Save means you unlock your Sect Bonus.

Sect Bonus:
Once it's unlocked, you retain your Sect Bonus indefinitely.
You lose your Sect bonus if you wield Chaotic magic. This includes casting a spell, using a magic item, or gaining a buff from a Chaotic source.

Lead Prayer:
If a Cleric is leading the Sermon, everyone in the congregation passes their Save automatically.
A party with a Cleric is almost always going to keep that buff... and almost certainly have to listen to a lot of preaching.







Discussion

So this is much more of a departure from the standard Cleric, but seeing as my current group has 3 Clerics right now they've had a bit of playtesting! What a treat!


Bespoke Miracles:
My main takeaway is that it's real fun and they're very powerful. Constraining Clerics to a smaller set of powerful spells means they're more likely to use them, and use them in interesting ways.
The most obvious effect is, of course, that Clerics of different religions feel very different. 

The heroic Hyperchurch Clerics - combat oriented - are very powerful in combat, and even more powerful in combination.
The stoner UFO cult Cleric has been going around abducting enemies and, notably, caused a deadly combat to chill out for long enough for people to escape to safety.

Great fun.


Observances:

In a similar way, the different Observances have made the various Clerics feel unique. The stoner Cleric keeps toking up between miracles, while the Hyperchurch Clerics are always on the look out for people to romance and keep taking their tops off in storms.
And since all Clerics need to give a Sermon to boost their Faith, they're preaching all over the place.
Good times!


Altered Miracle Mechanic:

Getting rid of the spell list means getting rid of spell levels!
Cleric Faith starts at 2d6+level+Wis Mod, with all Miracle Rolls on 2d6.
This means a level 1 Cleric of average Wisdom will start a day with around 8 Faith. That's at least one Miracle, with good odds on another. Especially if you follow your Observances.

A level 7 Cleric with the same Wisdom will be more like 14 Faith at dawn, guaranteed second Miracle! And more importantly - since your Faith resets to the higher of the Miracle roll or your level, a successful roll leaves them with at least 7 Faith after each Miracle. Good odds for chaining many together in the same day.

Something to note is that I'm assuming a de facto level cap of Level 7, so this is a comfortable balance. If you've got Clerics going beyond level 12 they'll essentially have infinite Miracles.
I'm fine with that personally, but it's something to keep in mind if you're the sort of person who doesn't start new characters off at level 1.


Sermons:

I'm pretty jazzed about Sermons and the Sect Bonus.
Since there are Clerics in the party, everyone's constantly boosted by their Religion - perfect!

We haven't experienced the other side of the coin yet - a Sermon by a lay priest.
The intention is to make a mono-religious party gain easy access to their Sect Bonus, and make it mechanically advantageous to shun apostates (or at the very least, make them leave the room).
We'll see how that pans out!

Sermons are required because I think the idea of pausing a dungeon delve for a spot of preaching is funny - especially since they'll have to do it more often if the Wizards keep casting spells and want their boost back.



If you want to see what I've got for my game:
Religion Pamphlet here.
Religion Spreadsheet here.