Tuesday, May 27, 2025

[GLOG] Architect

 Continuing on today's "pokemon-ing dungeon rooms" train:

 Architect
+5 bonus Inspiration per Template
A. Survey, Eureka
B. Commissions
C. Infrastructure
D. Wonder

Survey: On entering a room for the first time, the Architect rolls [Templates + 1] d4s on the table below, learning the information from each result rolled. This works once per room, unless it gets renovated.

The Architect knows something about the...
1. Layout. The Architect picks a wall and learns what lies on the other side. If there is a room there, the Architect knows the dimensions of that room. Floors, ceilings and closed doors count as 'walls' for this ability.

2. History. The Architect learns when and why the room was first built. If the room is currently being used for its original purpose, the Architect gets an approximate description of the most recent user. If it isn't being used for that purpose, they learn what it's used for in the modern day.

3. Passage. The Architect ranks every possible entrance to the room in order of how likely someone is to enter the room through that entrance. Secret passages and teleportation are included in the ranking as "Secret Passage" and "Teleportation" but do not have their locations revealed.

4. Antiquity. The Architect may spend five points of Inspiration to declare that one furniture item or piece of art in the room is actually a valuable antique, worth ten times the usual sale value if sold undamaged to an interested buyer.

Inspiration: When the Architect discovers a trap, secret passage or architectural marvel, they record that feature and then add a point to their Inspiration stat. They may reproduce features seen in buildings they design by spending a point of Inspiration, or invent a feature (and add it to their list) by spending three. Invented features can't be magical, but encountered ones explicitly can be.

Eureka: Whenever the Architect rolls doubles on a Survey roll, they may insert an architectural feature of their choice into the room. The GM decides specifics such as placement, where any secret passages go, how traps get disarmed and what (if anything) is inside secret compartments. This costs just as much Inspiration as it would to add the new feature to a building the Architect was designing.

Commissions: While in town, the Architect can accept work designing rooms. The player has to actually draw out such rooms (with labels) and hand them to the GM. They get 12 gold per season of architect work, plus 1 gold per Inspiration spent on the designs. The GM is required to include these rooms in dungeons, fancy manors and other places the PCs visit if at all plausible.

Infrastructure: The Architect may now Survey outdoors. Layout treats any natural border (cliffs, rivers, tree lines) as a 'wall', History treats any space bounded by such borders as a 'room', Passage treats natural routes (trails, streams, mountain passes) as 'entrances' and Antiquity reveals natural resources instead. Eureka lets the Architect insert common terrain features for one Inspiration or ones not commonly found in the region (eg. a spring in the desert) for three.

Wonder: The Architect can spend one Inspiration to learn one of the following magical features: planar portals, rooms bigger on the inside than the outside, floating platforms, perpetual motion gearboxes and magma-proof catwalks. Each time this ability is used, the price becomes ten times higher than previously. If you can convince the GM that a magical feature should be on this list, you can spend inspiration to learn that feature too.

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[GLOG] Architect

 Continuing on today's "pokemon-ing dungeon rooms" train:  Architect +5 bonus Inspiration per Template A. Survey, Eureka B. Co...

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