Wednesday, August 31, 2016

I dreamed a city invincible to attacks

These are two pics I've been working on for the Fracti: Apparati (machine heads) and Logi (word heads). Unfortunately, I am slow at using GIMP to edit the pictures. All the pictures used are at least 100 years old to keep myself on the happy side of Copyright law. I didn't get much writing done that was worth posting, so I figured I would at least show you folks my progress. I should have something worthwhile for you folks in the next couple days.

A Logi Fracti (Word Head)

What the picture looked like before I mangled it.
 
An Apparati Fracti (Machine Head)

What the picture looked like before I mangled it.

Tuesday, August 30, 2016

A city is not gauged by its length and width

What wonderful beauty can be found wandering these city streets. - Art by: Quique Alcatena

Cast out by accident of birth, they are foreign to all worlds but their own. Called Fracti, a word meaning 'broken' in a dead language, they are but wanderers with strange skills. Their forms are strange, lacking the surreal celestial heads of one parent and the mundane one of the other. With heads of tools, machines, books, and vapors, these poor souls work harder than most to find a place fore themselves in this city. Rare, and subject to rumor, they avoid 'polite' society out of shame or disdain. Finding homes among the fringes, these broken children explore unknown reaches to gain the success that has been denied them.

Sometimes, when two worlds collide, a better one is created. - Susan Gale
While dalliances have occurred between the Breksta and other races, they are frowned upon due to the possibility of progeny being spawned from such unions. Breksta who do not wish to be shunned by their own people, purposely end 'monstrous' pregnancies. Those who are born of the union of a Breksta and another race are called Fracti, and are shunned more so than their parents.

It is impossible to determine what 'kind' of Fracti will come from a particular union of Breksta and other. Race and gender of the Breksta in the union seems to bear no known influence. Of those that can be born, the Ferramenti tend to find integration into mundane society the easiest. Ferramenti are born with heads and necks of tools that seamlessly meld into the flesh of the collar of their humanoid bodies. No matter the race of the other parent, the Ferramenti always possess human like bodies with skin coloration that can run the normal gamut of human tones. Like their Breksta parent, the Ferramenti tend to be larger than normal humans. Even in the case of being born of Gamayun mother, emerging from an over-large egg, the Ferramenti will be born with a humanoid body. The Ferramenti, as with all the Fracti, have an average life expectancy that is generally an average between that of the Breksta parent (192 years) and the race of the other parent. As with the other Fracti, the Ferramenti are believed to be 'mules', though the Infinite City allows for many things beyond belief.

Ferramenti are the quintessential craftsmen, needing only their hands to complete any job put before them. Among the Fracti, the Ferramenti and the Apparati (to be covered in a later post) have the greatest chance to find gainful employment, often being sought by various employers due to their capabilities in repairing complex machinery. While rare, the Ferramenti have been known to gain enough wealth from their employment to live very comfortably. 

A very prosperous Ferramenti.
 
OSR / AD&D / LotFP
+ 1 Strength (7 / 18)
+/- 0 Dexterity (3 / 18)
+1 Constitution (3 / 18)
+ 2 Intelligence (8 / 18)
+/- 0 Wisdom (8 / 18)
- 2 Charisma (3 / 18)

The Ferramenti are known to be able to work out solutions to difficult problems with ease, however, they are often taciturn and awkward around others. Due to being large than average humans, they tend to have greater strength and endurance.

Ferramenti possess 360 degree vision and are immune to gaze attacks. They require +5% more experience to level up as compared to other races.

Hands for tools: Ferramenti only require their hands when undertaking a task or project, having no need for tools. They may grip a bolt, and turn it easily as if their hand were a wrench, or press their fingertip to the head of a screw and turn it as if their finger was a screwdriver. Their hands do not morph or change, rather whatever they are working on behaves as if their hands were the proper tools. Crowbar, chisel, hammer, screwdriver, awl, or any other tool without moving parts can be replicated by their hands. This ability grants a number of advantages:

AD&D
This ability grants the character +15% bonus to the Open Locks and Remove Traps (but not finding) skills. Due to their innate understanding of tools and the work that can be done with them, a non-rogue is granted use of the Open Locks and Remove Traps (but not finding) skills. The base value for these skills, before stat adjustments, is: 25% (Open Locks) and 20% (Remove Traps). Unless the character gains levels in the Rogue class, they can never increase these skills. Finally, this ability grants a +3 bonus to any Skill Proficiency use that would benefit from, or require, the use of tools.

LotFP
This ability grants a +1 bonus to the Tinkering skill (X out of 6 System). This ability also grants a +3 to D20 rolls for miscellaneous tasks that would benefit from, or require, the use of tools.

One of the many tools the Ferramenti can emulate.

Additional Abilities

Trap Finder: This ability allows the character to cast Detect Traps a number of times per day equal to ½ their level (rounded up). The caster level is equal to their character level. Requires +5% extra experience to level up.

Fixer: This ability allows the character to cast Mending a number of times per day equal to their level. The caster level is equal to their character level. Requires +5% extra experience to level up.

Hands for Weapons: This ability allows the character to treat their hands as any one-handed melee weapon that does not have moving or complex parts. This ability cannot grant the character any extra reach for striking purposes. The character's hands must be empty in order to use this ability. Requires +5% extra experience to level up.

Hands for Shields: This ability allows the character to treat their hands as shields, granting them an AC bonus. The character's hands must be empty in order to use this ability. If both hands are empty, they may treated as carrying two shields. Requires +5% extra experience to level up.

This is the original picture I altered. Its from the 19th century, so no copyright!

Sunday, August 28, 2016

Welcome to my night city, see all the bright lights.

What strange and wonderful beings live here. Art By: Quique Alcatena

Divine lust move their creators, and in doing so, these souls became manifest. Far weaker than the gods that spawned them, yet their nobility exceeds the meagerness of their parents' hearts. They burned bridges linking them to their parentage, cutting all ties, and erasing what history they had together. To be Breksta is to hate the beings that created your race, and to live in fear of what the world would do if they had an inkling of your heritage. Breksta tell non-kin a simple history, they emerged from a forgotten part of the city, refugees from a war so terrible that even the history of it was killed in the carnage. Embodiments of celestial spheres, they seek to shed light on a world that would have been consumed in the darkness of their creators' hunger.

A Diurn out with his friends.

We are all in the gutter, but some of us are looking at the stars. - Oscar Wilde
The Breksta were created by the god and goddess Burakuma and Consos, two monsters held prisoner by the Priests of Plenty to ensure they do not eat the world. They possess the bodies of humanoids, usually rather comely, and heads of celestial bodies. Men and women who go about their lives, giving the citizenry a close view of planets, moons, and stars.

Breksta have divided their culture into two castes, neither held in higher regard than the other, though bickering often due to opposing natures. Diurns embody the vivacity of the day, energetic and filled with undiluted emotion. They focus their energies on the arts and expressing themselves, or acting as the expressive voice of others. Diurns can be easily pushed into manic states, becoming untiring crusaders or unrestrained destroyers. It is the Nocturns who embody the contemplative aspect of their race, being prone to few words and brooding natures. They embody patience and deliberate action, which can put them at odds with the Diurns of their kind. It is the goal of Breksta matchmakers to create 'balanced pairings' where a Diurn and a Nocturn are paired together. Ideally, these matings are meant to last for the life of the couple, but the reality of such pairings does not meet perfections. As with their style of dress and other affectations, the Breksta have adopted the human institution of divorce. Seeking to blend in as much as possible, the Breksta have mimicked human culture, having abandoned and forgotten their own. While dalliances have occurred between the Breksta and other races, they are frowned upon due to the possibility of progeny being spawned from such unions. Breksta who do not wish to be shunned by their own people, purposely end 'monstrous' pregnancies. Those who are born of the union of a Breksta and another race are called Fracti, and are shunned more so than their parents.

There are so few Fracti that most knowledge about them comes in the form of rumor. Whispers have it that these sad souls are not born with the heads of celestial bodies, but rather their heads take the form of complex machines, tools, clouds of gas, or even books. According to talk shared over booze and food, these Fracti possess strange powers over odd forces: giving life to machines and speaking the language of books are just a few of the powers attributed to them. But such rumors are best left for another time. (And another post.)

A Nocturn skulking about at night.

Physicality
Their heads take the form of stars, planets, and moons that float a few inches above their shoulders. The space where their neck would attack to the body is smooth, and is very sensitive to touch. Breksta bodies take the form of fit humanoids, with skin tones usually matching the color their celestial head. Their bodies are fit, despite any level of physical activity, and tend not to age once they reach physical maturity. Height of an average Breksta being much taller than the average human. Lifespans are usually triple that of human beings, with their heads disintegrating into mist upon their death.

OSR/AD&D/LotFP
Diurns
+/- 0 Strength (3 / 18)
+/- 0 Dexterity (3 / 18)
+1 Constitution (3 / 18)
+/- 0 Intelligence (3 / 18)
-2 Wisdom (3 / 18)
+2 Charisma (8 / 18)

Nocturns
+/- 0 Strength (3 / 18)
+/- 0 Dexterity (3 / 18)
+1 Constitution (3 / 18)
+/- 0 Intelligence (8 / 18)
+2 Wisdom (8 / 18)
-2 Charisma (3 / 18)

Diurns tend to be impulsive and very charming, while Nocturns tend to be perceptive and taciturn. Due to their larger than average size, Breksta tend to be more hardy than the average human.

Both races possess 360 degree vision and are immune to gaze attacks. Both require +5% more experience to level up as compared to other races.

Diurns
Cannot be blinded by bright light.
Can cast Light a number of times per day equal to their level. The caster level is equal to their character level. This spell cannot be reversed.
Take 1.5x damage from Onyx weapons.

Added Abilities
These grant the character additional abilities in exchange for needing greater levels of experience to level up.

Greater Light: The character can cast the spell Light at will. Requires +5% extra experience to level up.

Continual Light: The character may cast Continual Light instead of the Light spell. The number of times per day is equal to the character's, and caster level is character level. Requires +10% extra experience to level up.

A female Nocturn. Art by: Emile Bayard

Burning Light
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Yes vs. Magic/Spell
Spell Resistance: Yes

Focusing power like a ray of the sun, you project a blast of light from your open palm. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

This power may be used once per day, the number of times increases by 1 every 4 levels after the first. Requires +10% extra experience to level.

Nocturns
They can see perfectly in any darkness.
Can cast Darkness a number of times per day equal to their level. The caster level is equal to their character level. This spell cannot be reversed.
They take 1.5x damage from gold.

Added Abilities
These grant the character additional abilities in exchange for needing greater levels of experience to level up.

Greater Darkness: The character can cast the spell Darkness at will. Requires +5% extra experience to level up.

Continual Darkness: The character may cast Continual Darkness instead of the Darkness spell. The number of times per day is equal to the character's, and caster level is character level. Requires +10% extra experience to level up.

Shadow Monsters
Components: V, S
Range: 15'
Duration: 1 round/level
Saving Throw: Special
Area of Effect: 10' x 10'

The shadow monsters spell enables the Breksta to create semi-real phantasms of one or more monsters. The total hit dice of the shadow monster or monsters thus created cannot exceed the level of experience of the Breksta; thus a 10th level Breksta can create one creature which has 10 hit dice (in normal circumstances), two which have 5 hit dice (normally), etc. All shadow monsters created by one spell must be of the same sort, i.e. hobgoblins, orcs, spectres, etc. They have 20% of the hit points they would normally have. To determine this, roll the appropriate hit dice and multiply by .20, any score less than .4 is dropped - in the case of monsters with one (or fewer) hit dice, this indicates the monster was not successfully created - and scores of .4 or greater are rounded up to one hit point. If the creature or creatures viewing the shadow monsters fail their saving throw and believe the illusion, the shadow monsters perform as normal with respect to armour class and attack forms. If the viewer or viewers make their saving throws, the shadow monsters are armour class 10 and do only 20% of normal melee damage (biting, clawing, weapon, etc.), dropping fractional damage less than .4 as done with hit points. Example: A shadow monster dragonne attacks a person knowing it is only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a 9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8 scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by .2 (.2 x 5 = 1, .2 x 8 = 1.6 = 2, 2 x 11 = 2.2 = 2) and 5 hit points of real damage are scored upon the victim.
This power may be used once per day, the number of times increases by 1 every 4 levels after the first. Requires +15% extra experience to level.

Nature is a petrified magic city

In this strange city, what might be called a god and who might worship them? Art by: Quique Alcatena

A city's essence might feed a soul, but the body requires a nourishment more base. In a place so vast, and with mouths too numerous, the fields of the world would find it a hardship to feed them all. As ever, the City provides for her wards. Meat from the lady and grain from the man, food from two children of the City. Statues of each stand in the plazas and squares of cells, taking forms from savage to idealized. A lady of butchers and abattoirs, her knives sharp enough to sunder time and the soul, her slab piled with meat for the masses. A lord of bakers and mills, his stone grinding away the years, his table piled with the bread of the people. To them the criminals of the City are sacrificed, in exchange the Monarchs of Plenty keep the tables laden.

An idol devoted to Burakuma / Lady of Meats

When a man's stomach is full it makes no difference whether he is rich or poor. - Euripides
In the City, food can be bought from merchants at a high price or from Priest of Plenty for a pittance. These clerics of the Monarchs of Plenty provide the city with the massive amounts of food needed to feed it, and act as the executioners of the guilty. Executions are used as sacrifices to Burakuma / Lady of Meats and Consos / Lord of Mills who in turn provide massive amounts of meat and grain in exchange. However, the relationship between the Priests of Plenty and the Monarchs of Plenty is not as clear as it may seem at first.

The Priests of Plenty work in conjunction with the governments of neighborhood states to provide the people of each city cell with food. A weekly sacrifice is required to keep the shrines devoted to the Monarchs of Plenty producing food on a regular basis. Each statue has a large hollow base that becomes filled with various kinds of meat or grain when the Priests of Plenty complete certain rituals. Profits from the sale of these grains and meats are shared with the government playing host to the shrines. 

The typical garb of a Priest of Plenty.
 
Beneath the surface of this relationship between priests and gods, is something far more bizarre. Those inducted into the order, who may be of either sex, are given the truth of their vocation. In truth they are jailers, not supplicants: Burakuma and Consos are monsters kept in check by the blood that is spilled in their named. Their crimes are legion, having scourged a world for eons before they were chained by the group that became the Priests of Plenty. These sacrifices are used to sate their hunger for death, keeping them asleep, then the power given to these gods is drained away to produce the food. The blood fulfills the gods' need for death that keeps them awake, then their fueling power is drained from them to create the food. Burakuma and Consos are bound beneath the priests' headquarters called the Grand Larder.

A more simplistic idol devoted to Consos / Lord of Mills.

Due to nearly three millenia, the origins and nature of Burakuma and Consos are shrouded in the dust of ages. Their exact form is unknown, those who enter their prison beneath the Grand Larder must wear helmets that obscure most of their vision. Death and insanity are the rewards for looking upon the two without protection. What is known is that they are the parents of an entire race of sentient beings called the Breksta, who despise their creators. The exact reason for their enmity is unclear, but as a people they guard the secret of their creators fearing the city's reaction to such knowledge. Breksta possess the body of humans and heads in the form of celestial bodies. It is possible that they in some way resemble their creators, but no one who has seen them has lived to tell the tale. 

A Breksta woman. The next post will cover these folks. Art by: Emile Brayard

Thursday, August 25, 2016

Cities, like dreams, are made of desires and fears

They are the truest of romantics. Art by: Kay Neilsen
 
There are those who wander the streets of the city, armed with blade and charm. They are the city's children, perpetual pilgrims wandering her form. Urban lords and ladies, above law and reproach, made mad by their love for an endless place. Blessed beggars all, they flourish upon alms and the city's favor. They are her emissaries, traveling to lesser polises to whisper the city's regards into storm-drains and blind alleys. It is to them that the city gives the fullness of her love, and are favored more than any other citizen.

Mad Poets and Priests of the City
The Infinity City, like all cities, is filled with the dispossessed living on its fringes. What sets our city apart, dear reader, is that our city will embrace a select few into its inner mysteries. Orphaned children, destitute nobles, lost men and women, as well as so many others find themselves at the mercy of the city on one night or another. On nights charmed by the city herself, these poor folk are lead to hidden places of a city cell, some through drunken stupor others from the need to find warmth. These selected of the city are drawn by warm light streaming down alleys and the sounds of quiet revelry. If followed, the signs and sights lead these blessed castoffs to places of haven called Statios.

All city cells possess a Statio, though few citizens would know it, for the city keeps them close to her bosom and away from prying eyes. Statio are always hidden down secret ways, streets and alleys that the eye never notices despite being in plain view. Each Statio is attended to by two individuals called the Lord/Lady of Ways and the Lord/Lady of Gutters. If judged worthy by the two, an initiate is given extensive education and training to make them into the children of the city. Time in the Statio is elastic, with the perception of time's passage rarely matching its reality. In what might be weeks, months, or years these initiates are educated by the Lord/Lady of Ways in the arts, history, and philosophy; children and the uneducated needing more time than those whose already possess knowledge on such subjects. During their time at the Statio the Lord/Lady of Gutters teaches these hopefuls in the ways of survival, violence, and city-craft. Such time and education in these charmed places has a tendency toward quixotism and madness. By the end of their time at the Statio these individuals have become consummate poets, erudite scholars, and exceptional street fighters. In their last moments in the Statio they are given the title of Dominus/Don (m) or Domina/Dona de la Urbas (Lord/Lady of the City), though most often simply go by Don/Dona <insert name here>. Upon leaving the Statio these individuals spend the rest of their days wandering the city and upholding the Regula Urba (Rule of the City), behaving in a manner similar to Don Quixote. Those that live to an old enough age come back to the Statio and take up that mantle of Lord/Lady of Ways or Gutters. Those that die upon the city's blessed streets are given, by tradition, burials or cremations with the highest honors the neighborhood state can bestow. A neighborhood state that ignores this tradition risks the city's ire, in which it can cut it completely off from the rest of the city cells or from reality itself.

They are knights of strange wonder. Art by: Quique Alcatena

Dons and Donas are treat with a weary form of respect by the majority of the citizens who provide them with alms of money and goods. These crusaders of the city wander about, protecting citizens and upholding the honor of the city; though what exactly the 'honor of the city' is has differing definitions depending on the Don/Dona. Living charmed lives where the city provides for their needs, these individuals live their lives as if they were characters in chivalric romances. Neighborhood states allow them to go about their mad business out of fear of the city's ire and because they generally keep the street safe. Constables of various neighborhood states are allowed to place a Don/Dona in 'protective custody' for a period of no longer than two full days, which usually amounts to making them comfortable in a holding cell to keep the individual from making too much trouble. For the most part they are seen as insane, but well meaning, mascots of the city.

They are all quite mad, but their madness is beautiful. Art by: Sidney Sime

A Class
Sometimes I feel like my only friend is the city I live in... - Red Hot Chili Peppers

While this class is geared towards the Infinite City, it can be transplanted into most game worlds. The class functions largely like a combination of Thief, Bard, and Ranger.

OSR / AD&D
Hit-Dice: D8 (+2 HP per level at level 10+)
THAC0 / To-Hit Progression: As a Thief
Saves: As Rogues
Experience Levels: As Priest
Weapon and Armor Proficiencies: As Rogues
Skill Proficiencies: As Rogues
Initial Character Funds: 2D6 x 10 gp
Special Abilities:

City Blessings: These are a set of percentile skills that represents the city's favor for the Don/Dona. These skills represent a character's training in charming roads, people, and places into helping the character. To keep the use of these abilities, the Don/Dona must obey a code of conduct. Those who break such a code must return to the Statio the trained them and ask the two attendants for a quest to regain the favor of the city. Such questions usually involve peril to the offending Don/Dona. The code is:

Thou shalt defend the City.
Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
Thou shalt make war against the wicked without cessation and without mercy.
Thou shalt live on the charity and mercy of the City, owning no residence, keeping only what thou can carry.
Thou shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.
Thou shalt have no other family, never taking a husband or wife, nor siring or carrying a child. Thou art married to the City, though she is merciful and gives her blessing in seeking “temporary company”.

Blessings
A character begins with 23 points to place in the following abilities, putting no more than 20 in a single ability. At every level, the character gains 11 more points to place into these abilities. These functions work perfectly in the Infinite City, as well as any city that the Don/Dona has spent at least a half hour relaying the Infinite City's regards via whispers to storm-drains and alleys. Outside of a city, the Don/Dona needs to keep a piece of cobblestone with them from a street in the Infinite City. This piece acts as a kind of holy symbol, and can be as small as the character's thumb. If a character loses this piece of cobblestone, they must return to the Infinite City to get a new one. These abilities are not effected by encumbrance or armor.

Blessing of Travel: This skill encompasses a character's ability to move about an environment in various ways. As long as the character is in the City, another urban environment, or carries a piece of cobblestone from the Infinite City this skill has the same function as the skills Hide in Shadows, Move Silently, and Climb. Furthermore, this ability allows the character and one addition person per 2 levels to travel via secret ways. If the character pulls an individual into a secret way, but is not at a high enough level to do so, the extra individual immediately becomes disoriented and separated from the character (no save).
These secret ways are kept hidden from the rest of reality through feelings of disinterest and minor bouts of forgetfulness that these paths engender in all those not initiated into the secrets. A secret way effectively increases the character's speed by cutting the distance between two places. At 1st level a character has an effective travel speed of x2 normal movement speed. This travel speed multiplier increases by 1 for every 2 levels after (e.g. x3 at 3rd level, x4 at 5th level, etc). Thus, if a 1st level character could normally travel 20 miles in a day, a character of this class could travel 40 miles using this ability. To find a secret path takes 1 turn (10 minutes) of concentration. If something breaks the character's concentration, like taking damage or engaging in another action, then they must start over again. This ability does not function in enclosed spaces like cave systems, dungeons, or in buildings.
Base Rating: Wisdom Score x 2

Their charm is capable of reaching the most jaded of hearts. Art by: Kay Nielsen

Blessing of Charming Demeanor: This ability has two functions: to improve the morale of allies and to ingratiate the character to others. Use of this blessing is considered a dice equivalent action. The effects of the blessing lasts for a number of minutes/rounds equal to the character's level + 1D6. This ability is by no means quiet, and requires the character to speak animatedly.

Improve Morale: With the character's zest for life, and knowledge of many inspiring tales, they may improve the morale of those around them. A number of people equal to ½ the character's level rounded up who are able to hear the character, receive +1 to AC, to-hit rolls, damage rolls, and saves. This bonus increases by 1 for every 4 levels after the 1st (e.g. +2 at 5th level, +3 at 9th level, etc...). Dons/Donas are somewhat mad, and speak to themselves to bolster their own morale, effectively they may choose themselves as one of the recipients of these bonuses.

Ingratiating Charm: After speaking with a person for at least a minute, if the character makes their skill roll successfully, the target must make a save versus Spell. If the target makes their save they are immune to this ability for the next 24 hours. If the target fails their save, they act as if under the effects of a Charm spell. This ability can be used multiple times on the same target as long as they do not make their save. Any target with a mind can be effected by this spell. Magic resistance is only ½ as effective against this ability since it relies on both magic an the charm of the individual. The target must be able to understand what the character is saying. This effect cannot be used in combat, and any aggressive actions made towards the target by the character, or anyone the target believes to be working with character, immediately ends the effect.
Base Rating: Charisma Score x 2

Blessing of Locale's Allegiance: This ability allows the character to implore a particular location for assistance. This assistance can take the form of providing a needed item/service, hindering an enemy, or finding a particular item/person. This ability takes a round to activate, after which the player rolls for the character's skill. If the roll is successful the character either is provided with a needed item, the locale temporarily hinders the character's enemies, or the character is put on the trail of their desired target for a time.

Fulfilling Needs: In using this skill, the character convinces the area to provide them with a particular mundane item or service. A mundane item is any non-magical piece of equipment or food (money, jewels, and valuable art do not count). A service can be something as simple as 'a safe place to sleep' or 'someone who will have sex with me for free'. These services don't include extravagant or outlandish things like 'a wizard who will cast Wish for free' or 'a noble who will give me his castle'. A character can ask for a number of things/services from a locale in a day equal to their level plus a modifier based on their Charisma score (13: +1, 16: +2, 18+: +3). A locale is defined as a general location such as: this cave system, this dungeon, or this city. Particularly rare items or services can be difficult to get from a place, resulting in penalties to the skill when trying to get such an item or service: Uncommon item/service -10% and Rare item/service -20%.

Hindering Enemies: The character can beseech a locale to hinder their enemies. A number of people equal to ½ the character's level rounded up receive -1 to AC, to-hit rolls, damage rolls, and saves. This bonus increases by 1 for every 4 levels after the 1st (e.g. -2 at 5th level, -3 at 9th level, etc...). These penalties last for a number of rounds equal to the character's level +1D6. A locale may only be asked once per enemy, or group of enemies, meaning after the duration of the effect or a failed roll their enemies are no longer subject to penalties.

Guidance: The character can beseech a locale to direct them to a particular individual in the locale or to a particular object. The character must spend a least 5 minutes talking to the locale, after which they may make the skill roll. If the roll is successful they are put on the trail of their target for a number of turns (10 minutes) equal to their level, after which they must make another roll (though without having to spend time talking to the locale) to stay on trail. A failed roll results in the character having to spend at least 10 minutes re-describing the item/individual to the locale (locales can get easily confused about who or what the character is looking for).

Base Rating: Intelligence Score x 2

They are prepared for whatever strangeness life might present. Art by: Joseph Clement Coll

Teachings of the Gutter
Outside of learning how to use weapons and armor, the Lord/Lady of Gutters taught their students some tricks in the ways of death and blood.

Street Fighter: When the character is in a city or an enclosed space, they gain bonuses to combat. While in these environments the character gets a +1 bonus to-hit and to AC. This bonus increases by 1 for every 5 levels after the 1st (e.g. +2 at 6th level, +3 at 11th level, etc...)

Dirty Fighter: The character knows how to exploit the weaknesses of an enemy. If the character attacks a surprised, flanked, or a target with their back to an obstacle they gain a bonus to melee damage equal to ½ their level rounded up.

Lamentations of the Flame Princess
Hit-Dice: D6 (+2 HP per level at level 10+)
To-Hit Progression: As a Specialist
Saves: As Specialist
Experience Levels: As Cleric
Weapon and Armor Proficiencies: As Specialist
Initial Character Funds: 3D6 x 10 sp
Special Abilities:

City Blessings: These are a set of X out of 6 skills that represents the city's favor for the Don/Dona. These skills represent a character's training in charming roads, people, and places into helping the character. To keep the use of these abilities, the Don/Dona must obey a code of conduct. Those who break such a code must return to the Statio the trained them and ask the two attendants for a quest to regain the favor of the city. Such questions usually involve peril to the offending Don/Dona. The code is:

Thou shalt defend the City.
Thou shalt respect all weaknesses, and shalt constitute thyself the defender of them.
Thou shalt make war against the wicked without cessation and without mercy.
Thou shalt live on the charity and mercy of the City, owning no residence, keeping only what thou can carry.
Thou shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the Right and the Good against Injustice and Evil.
Thou shalt have no other family, never taking a husband or wife, nor siring or carrying a child. Thou art married to the City, though she is merciful and gives her blessing in seeking “temporary company”.

Blessings
The blessings of the city are treated as 3 distinct skills accessible only to this class. A character begins with 3 points to place in the following abilities, putting no more than 2 in a single ability. At every level, the character gains 1 more points to place into these abilities. The character may only put points into these 3 skills. All 3 skills start out at a rating of 1. These abilities work perfectly in the Infinite City, as well as any city that the Don/Dona has spent at least a half hour relaying the Infinite City's regards via whispers to storm-drains and alleys. Outside of a city, the Don/Dona needs to keep a piece of cobblestone with them from a street in the Infinite City. This piece acts as a kind of holy symbol, and can be as small as the character's thumb. If a character loses this piece of cobblestone, they must return to the Infinite City to get a new one. These abilities are not effected by encumbrance or armor. 

They know the secret ways between places. Art by: Quique Alcatena
 
Blessing of Travel: This skill encompasses a character's ability to move about an environment in various ways. As long as the character is in the City, another urban environment, or carries a piece of cobblestone from the Infinite City this skill has the same function as the skills Hide in Shadows, Move Silently, and Climb. Furthermore, this ability allows the character and one addition person per 2 levels to travel via secret ways. If the character pulls an individual into a secret way, but is not at a high enough level to do so, the extra individual immediately becomes disoriented and separated from the character (no save).
These secret ways are kept hidden from the rest of reality through feelings of disinterest and minor bouts of forgetfulness that these paths engender in all those not initiated into the secrets. A secret way effectively increases the character's speed by cutting the distance between two places. At 1st level a character has an effective travel speed of x2 normal movement speed. This travel speed multiplier increases by 1 for every 2 levels after (e.g. x3 at 3rd level, x4 at 5th level, etc). Thus, if a 1st level character could normally travel 20 miles in a day, a character of this class could travel 40 miles using this ability. To find a secret path takes 1 turn (10 minutes) of concentration. If something breaks the character's concentration, like taking damage or engaging in another action, then they must start over again. This ability does not function in enclosed spaces like cave systems, dungeons, or in buildings.

Blessing of Charming Demeanor: This ability has two functions: to improve the morale of allies and to ingratiate the character to others. Use of this blessing is considered a dice equivalent action. The effects of the blessing lasts for a number of minutes/rounds equal to the character's level + 1D6. This ability is by no means quiet, and requires the character to speak animatedly.

Improve Morale: With the character's zest for life, and knowledge of many inspiring tales, they may improve the morale of those around them. A number of people equal to ½ the character's level rounded up who are able to hear the character, receive +1 to AC, to-hit rolls, damage rolls, and saves. This bonus increases by 1 for every 4 levels after the 1st (e.g. +2 at 5th level, +3 at 9th level, etc...). Dons/Donas are somewhat mad, and speak to themselves to bolster their own morale, effectively they may choose themselves as one of the recipients of these bonuses.

Ingratiating Charm: After speaking with a person for at least a minute, if the character makes their skill roll successfully, the target must make a save versus Spell. If the target makes their save they are immune to this ability for the next 24 hours. If the target fails their save, they act as if under the effects of a Charm spell. This ability can be used multiple times on the same target as long as they do not make their save. Any target with a mind can be effected by this spell. Magic resistance is only ½ as effective against this ability since it relies on both magic an the charm of the individual. The target must be able to understand what the character is saying. This effect cannot be used in combat, and any aggressive actions made towards the target by the character, or anyone the target believes to be working with character, immediately ends the effect.

Blessing of Locale's Allegiance: This ability allows the character to implore a particular location for assistance. This assistance can take the form of providing a needed item/service, hindering an enemy, or finding a particular item/person. This ability takes a round to activate, after which the player rolls for the character's skill. If the roll is successful the character either is provided with a needed item, the locale temporarily hinders the character's enemies, or the character is put on the trail of their desired target for a time.

Fulfilling Needs: In using this skill, the character convinces the area to provide them with a particular mundane item or service. A mundane item is any non-magical piece of equipment or food (money, jewels, and valuable art do not count). A service can be something as simple as 'a safe place to sleep' or 'someone who will have sex with me for free'. These services don't include extravagant or outlandish things like 'a wizard who will cast Wish for free' or 'a noble who will give me his castle'. A character can ask for a number of things/services from a locale in a day equal to their level plus their Charisma modifier. A locale is defined as a general location such as: this cave system, this dungeon, or this city. Particularly rare items or services can be difficult to get from a place, resulting in penalties to the skill when trying to get such an item or service: Uncommon item/service -1 and Rare item/service -2.

Hindering Enemies: The character can beseech a locale to hinder their enemies. A number of people equal to ½ the character's level rounded up receive -1 to AC, to-hit rolls, damage rolls, and saves. This bonus increases by 1 for every 4 levels after the 1st (e.g. -2 at 5th level, -3 at 9th level, etc...). These penalties last for a number of rounds equal to the character's level +1D6. A locale may only be asked once per enemy, or group of enemies, meaning after the duration of the effect or a failed roll their enemies are no longer subject to penalties.

A Don/Dona can ask for guidance from any place. Art by: Sidney Sime


Guidance: The character can beseech a locale to direct them to a particular individual in the locale or to a particular object. The character must spend a least 5 minutes talking to the locale, after which they may make the skill roll. If the roll is successful they are put on the trail of their target for a number of turns (10 minutes) equal to their level, after which they must make another roll (though without having to spend time talking to the locale) to stay on trail. A failed roll results in the character having to spend at least 10 minutes re-describing the item/individual to the locale (locales can get easily confused about who or what the character is looking for).

Teachings of the Gutter
Outside of learning how to use weapons and armor, the Lord/Lady of Gutters taught their students some tricks in the ways of death and blood.

Street Fighter: When the character is in a city or an enclosed space, they gain bonuses to combat. While in these environments the character gets a +1 bonus to-hit and to AC. This bonus increases by 1 for every 5 levels after the 1st (e.g. +2 at 6th level, +3 at 11th level, etc...)

Dirty Fighter: The character knows how to exploit the weaknesses of an enemy. If the character attacks a surprised, flanked, or a target with their back to an obstacle they gain a bonus to melee damage equal to ½ their level rounded up.

Those who assist me, I consider kings and queens of imagination. Art by Kay Nielsen

Acknowledgments
I was having trouble with coming up with abilities for this class. These folks helped me immensely.

Google +:
Gennifer Bone
Fabian Khalil
Olde House Rules
Michael Bowling
Matthew Gagan
Chris Angelucci
Thor Hansen

Facebook:
Gustave Lipfert – It's worth noting, this guy is always providing me with awesome suggestions.
Ragnar Hill
Luke Reynolds
Heather Stern