Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Thursday, July 2, 2026

GLOG CLASS - CHAMPION

  It is a fact known well among all those of learning that what is below is ruled by what is above, and that the vagaries of chance and the winding path of history, random as they seem, are in truth nothing more than the preordained cycles of the stars in their heavens.    

     It is a fact known equally well among all those of strength that all men of learning are fools, for the stars in the heavens are naught but the marks of great men, for the fire of will, once truly lit, can never go out, for great achievement burns itself into the sky above so that the rays it casts down may corral the many lesser men and inspire the few true greats.




Starting Skill: 1. Running, 2. Equestrianship, 3. Cheating 
Starting Items: Laurel wreathe, loincloth, good pair of sandals, a dagger, and two sport-trophies    
+1 FD per Level
A: Feats of Will, Zodiac,  
B: Horoscope, +1 to-hit
C: Vault of Stars, 
D: Son of Heaven, +1 to-hit
Feats of Will - 
You have and can hold a number of FD equal to [templates]. FD stands for Feat Die - any time you roll to attack, or to save vs poison, or to thread a brittle glass string through the eye of a needle while mounted on an epileptic camel, or any other roll you make where your personal capabilities are being tested, you may roll as many FD as you wish and add them to the result. They're sort of like MD, except they're d4's and they always expend and you don't get them back at dawn, which is to say they're not much like MD at all. 
Zodiac - 
There are 10 constellations swirling in the sky above, the Decapoly. Every sunset, roll a d10 to determine whose influence shall predominate til the coming of the next night. While it rules, you may regain expended FD by sacrificing to or performing feats  that glorify the ruling constellation. In addition, choose one of the ten as your Birth Sign - you may always sacrifice to it and receive benefits from it as if it were the ruling constellation, and whenever you enter into a day ruled by your Birth Sign, you automatically regenerate one expended FD.
Horoscope - 
The constellations wheeling above have begun to take notice of you now, and as they take their ruling seats, they grant a Blessing to you (the "While x rules, y" part of their description), a different boon effecting you for each of the ten kings in the heavens. You receive the Blessing of your Birth Sign at all times, in addition to that of whatever constellation currently rules.
Vault of Stars - 
As you grow ever nearer the constellations through your devotions, your ability to emulate them increases also, and you gain the ability to perform their Feats of Legend of your Birth Sign and whatever constellation is currently ruling. The performance of the Feat is just a spell, except cast with FD instead of MD, [sum] and [dice] now being performed with d4's. .
Son of Heaven - 
Your FD are now exactly like MD, d6's expending on a 4-6 and returning on a 1-3, except you can still use them to perform Feats of Will and Legend and they still don't regenerate without sacrifice to or glorification of the heavens. You can even use them to cast normal spells and vice versa, if you're playing a hack that allows you to pick up more than 4 templates through multi classing. Also, right before sunset, you can expend a FD to declare the next ruling sign without having to roll. 
THE DECAPOLY
From top, clockwise - the Sign of the Starving, the Sign of the Splintered, the Sign of the Corpse, the Sign of the Lonely, the Sign of the Sufferer, the Sign of the Voyeur, the Sign of the Slumberer, the Sign of the Recluse, and the Sign of the Yearner. Sign of the Creator in center. 
 
The Sign of the Starving takes sacrifice of food through holocaust (30 rations/FD), and is glorified through feats of mindless gluttony. While the Starving rules, you have +2 to all Saves. His Feat of Legend is Pandemonic Flashmob (Summon [sum] imps, all 1hp, with flight, 10AC, and a d4 bite attack. They will not attack you, or respond to your commands, and immediately scatter to cause chaos to their amusement)
The Sign of the Splintered takes sacrifice of minds through execution at range (>65ft/20m kill), and is glorified through feats of miscommunication. While the Splintered rules, your INT is 2 higher. His Feat of Legend is Orbital Strike (Choose an area under open sky that you've seen before. A beam descends from heaven onto that spot, dealing [sum] damage to anything in a [sum]+[dice] area, save for half.) 
The Sign of the Corpse takes sacrifice of intoxicants through use (to the brink of overdose or blackout), and is glorified through feats of self-mutilation. While the Corpse rules, you have +2 Max HP. His Feat of Legend is Blackthorn Ascent (Sprout fractal wings from your legs, and gain the power of reactionless flight. Every [x] of flight, take 1 damage. At 1 FD, [x] is rounds, at 2 FD minutes, at 3 FD exploration turns, at 4 FD hours).
The Sign of the Lonely takes sacrifice of relationships through abandonment (of at least weak friendship, not mere acquaintanceship), and is glorified through feats of rejection. While the Lonely rules, your STR is 2 higher. His Feat of Legend is Gesundheit (Take [dice] damage. Everything in a 5x[sum]' sphere around you takes [sum]+dice damage from an explosive pressure-wave, save for half.)  
The Sign of the Sufferer takes sacrifice of pain through mortification (1/4 max hp damage taken/FD), and is glorified through feats of martyrdom. While the Sufferer rules, your CON is 2 higher. His Feat of Legend is Cheek-turning Body (For [sum]+[dice] minutes you transform into an amorphous mass of helpless, immobile flesh, with no appendage or organ save those of your sensory faculties. In this form, you are nearly immortal through bulk and regeneration, though you can still feel pain.)
The Sign of the Voyeur takes sacrifice of eyes through ingestion (2HD/FD, (4 from 1HD peasants, 1 from a 4HD bear), and is glorified through feats of investigation. While the Voyeur rules, your WIS is 2 higher. His Feat of Legend is Slavesight (For [sum] hours you can see through the eyes of any living being from which you've consumed a substantial and irreplaceable part of flesh.)
The Sign of the Slumberer takes sacrifice of breath through smothering (1 person drowned or asphyxiated/FD), and is glorified through feats of infiltration. While the Slumberer rules, your DEX is 2 higher. Her Feat of Legend is Font of Lethe (Draw a spring from the earth, from which [sum] gallons of soporific water flows for [dice] rounds.) 
The Sign of the Recluse takes sacrifice of treasure through burying (100sp/gp worth/FD), and is glorified through feats of defense. While the Recluse rules, your AC is 2 higher. His Feat of Legend is Diamond Armor Mudra (For [sum] rounds, you have +[dice] to AC and Save and you don't need to breathe. Two hands are required to maintain this - if only one hand holds it, it is a +([dice]/2) bonus instead, and if none are dedicated the spell ends early).
The Sign of the Yearner takes sacrifice of potions (magical, 1/FD), and is glorified through feats of self-aggrandizement. While the Yearner rules, your XHA is 2 higher. His Feat of Legend is Summon Demon (Describe a demon with up to [dice] words. The nearest demon or otherwise supernaturally evil or chaotic being fitting that description is summoned immediately to your location.) 
The Sign of the Creator takes sacrifice of tobacco (the good sort, 80sp/gp worth/FD), and is glorified through feats of cultivation and construction. While he rules, you have +1 max FD. His Feat of Legend is Great Construction (Immediately complete any task that [dice] laborers could do in [sum]/2 hours, given present tools and conditions).


Sport-trophies (d12):
1. Marble cherub
2. Sweaty fedora 
3. Empty birdcage 
4. Wooden spear, smelling of grapefruit and nicotine
5. Torch, long, pentagrams and serpent-designs carved into the side
6. Catholic prayerbook, cover stained with tears and wine
7. Spider-silk thangka
8. Really fancy sneakers
9. Mortar shell, neurotoxin-filled (absent mortar)
10. Strike-designation sunglasses - com link offline, coordinate system still working
11. Motorcycle, blue
12. A pistol, a single golden bullet in the chamber

Wednesday, April 22, 2026

ULTRAVIOLENT LIGHT (GLOG SETTING AND CLASSES)

The year - 2016. The world - already dead. The glaciers of the Arctic are now little more than gas station slushee, with exactly as many artificial chemicals as that implies; the rainforests are naught but carbonized stumps and grey ash, the steppe and savannah only cracked dirt and dust-clouds. Blighted as it may be, the greatest mark of human error lies not in the salted skin of the Earth, but the nacre of its shell. The heavens have been disrobed by a chlorofluorocarbon hand, and in revenge for their humiliation they have struck the earth bare. It is now no longer possible to go outside in the day without a full-body cloak - skin melts like hot wax under the angry sky. Agriculture is impossible - the rays of the sun now kill rather than nourish, so the only plants that still grow are a few trichome-swathed cacti and particularly hardy lichens. Humanity, what few remain, has retreated into the depths of their own construction - the poor scrabble near the surface, protected only by the crumbling ceiling and the boards over the windows, the rich live further beneath, in air-conditioned bunkers of astroturf and painted sky. 

    Oh, we continue our petty labors, orphans scrubbing the air vents, widows tending the sewage-shrooms and widowers shoring up the walls - but all know in their hearts that all our struggles are simply delaying the inevitable - we are as doomed as the planet we've slain. Even so, the human heart still beats, and til the last dying spasm, the war of all against all will continue. Mankind will go down fighting - though not against extinction, but against itself.

Shademan

As long as there are people on this earth, there will be people who need killing. Armageddon or not, the only difference is that now there's little need to slash brakes or swap polonium in for sugarcanes - if you want someone dead, all you need is a gun and a good angle. 

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Starting Items: Rifle (d8), shade-suit, goggles (see below)

+1 Damage per template

A) Take Aim, Lenscap

B) Perch-flight, Twig-Nest

C) Ji Endo

D) Iron Sight

Take Aim - If you spend one round taking no action but aiming, your next shot is made at a +1 bonus. If you spend 30 seconds, it's at a +2. If you spend 1 minute, it's at a +3. 10 minutes +4, 1 hour +5, 12 hours +6, 1 day +7. You can stay still, focused, and alert for up to a full day.

Lenscap - You start out with a special pair of goggles that let you aim in adverse conditions. Roll and take one from the list below - others can be acquired during play. If situations change while Taking Aim such that a different lens cap would be required, you can swap lenses but you go back down a step in the process. 

Lenses (d4):

1. Polarized, can aim towards the light.

2. Anti-mist, can aim through fog and rain.

3. Night-vision, can aim in the dark.

4. Long-range, can aim 1.5x longer distance than gun would normally allow.

Perch-flight - You can automatically sense good sniping positions, and get +3 to any roll involving climbing or ascending to higher ground.

Twig-Nest - With an hour of work, you can modify your shade-suit into a ghillie perfectly suited for the position you're in. 

Ji Endo - While aiming, your body temperature lowers, your breathing slows, even your heartbeat quiets to the to the point of appearing medically dead.

Iron Sight - Aim scales 1 step faster - +2 at one round, +3 at 30 seconds, etc etc. Swapping lenses no longer takes you down a step. 

Freon Breather

Just because something brought about the apocalypse doesn’t meant it’s not still useful. Just the opposite, in fact, if something is capable of causing armageddon that simply stands as testament to its power. (This class nearly 1-1- plagiarized from Arnold's goblin kludger). 

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Starting Items: Toolbox (d4 Wrench), Tank of Halocarbons

+1 Save per-template

A) Salvage Op, Running on Fumes

B) Shatterpoint

C) Overclock

D) Duct-Tape

Salvage Op - With a round of work, you can get nearly anything mechanical operating again. At the end of each round of activation, it has a 2-in-6 chance of breaking irrevocably.  

Running on Fumes - You can snort chemical fumes, taking d6-1 damage. For the next 10 minutes, you have +1 to all rolls. At the end of the 10 minutes, Save or take 2d6 damage. 

Shatterpoint - With a round of observation, you can tell how to irrevocably destroy any machine you examine. With a round of tinkering, you can rig it to break under (feasible, physical, simple) conditions you specify.

Overclock - With a round of work, you can rig any machine to operate at 2x capacity. At the end of each round of activation, it has a 4-in-6 chance of breaking irrevocably. 

Duct-Tape - Anything you fix with Salvage Op that survives 3 turns of activation is fixed permanently, with no further chance of breakage from use. Overclock now only breaks its target on a 3-in-6. 

Sunburnt

You have a really, really bad sunburn. Actually, that doesn't even really begin to cover it. Your condition is such that people looking at you don't so much gawk at especially red skin as gasp when they realize you're somehow still alive.

Starting Items: Full-body polyester robes, Rusty dagger (d4), Jar of Aloe Vera

+1 MD per-template

A) Aberrant Biology, +2 Mutations

B) Horizontal Gene Transfer

CTeratomic Flesh, +1 Mutation 

D)  Recombinant

Aberrant Biology - You're physically hideous and nobody civilized will want to deal with you. On the bright side, some (not all) of your deformities are actually Mutations, which work exactly as spells, investing MD into them which return on a 1-3 and expend on a 4-6. You regain all spent MD every evening. Unlike normal MD, yours can be spent to regenerate, healing [sum]+[templates] at the cost of being automatically expended. Like normal MD, doubles and triples incur Mishaps and Dooms, respectively. 

Horizontal Gene Transfer - If you ingest the blood of another creature with Mutations , you have a [templates]-in-6 chance of gaining their Mutation for yourself. You can't repeat this roll by ingesting blood from the same source multiple times, you either gain them the first try or not at all.

Teratomic Flesh - If you infuse your blood into someone who doesn't already have Mutations, they must save vs death. On a success, they go into a coma for 1d6 hours and are reborn as an A-Template Sunburnt. On a failure, they die horribly. MD can now return as normal when used to heal. 

Recombinant - If you consume at least a gallon of fresh human blood (taken straight from living body), you return to normal human form for an hour for every gallon you consumed. The average adult human has ~1 gallon of blood in their body. MD now only expend on a 5 or 6. 

Lady of the Parasol

From the tunnel network beneath DC, President Larouche (blessed be his name) still claims the country. Sure, a great deal of people might be dead, but that's no reason to act like it's the end of the world! Somebody needs to maintain class in this decayed age - and if you have to be the one rising to conduct the (Verdi-tuned) Orchestra, so be it. 

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Starting Items: Shade Umbrella,  Several sets of fine clothes, Concealed gun (d4)

+1 CHA per-template

A) Comportment, Introductions

B) Apologies, Commanding Voice

CSilver Tongue

DBlue-Blood

Comportment - It's immediately apparent from the way you move, speak, and dress, that you're of pedigree and status. Those who consider themselves on your level will be inclined to at least consider treating with you, and intelligent foes will try to take you alive for ransom.

Introductions - Add [templates] to any reaction roll made while you're leading the party. 

Apologies - You may Save vs social offense, on a success appeasing the other party and salvaging the situation.

Commanding Voice - You may command a hireling to take an action they never normally would, including those that risk their own life. They have a [templates]-in-6 chance of obeying. All future attempts to command the same servant in this way are made at a -1 penalty, which stacks with every future use.

Silver Tongue - Any information you tell someone that doesn't completely contradict whatever they already know or believe has a [templates]-in-6 chance of being taken as unquestioned fact.  

Blue Blood - Even unintelligent foes can sense your noble presence, and will target you last of all or even give you time to flee. 

Skinboy

In the days when ozone still hung overhead, it was easy to brush aside sunscreen as nothing more than hypochondriac obsession rather than medical necessity. Times are different now. 

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Starting Items: Huge bottle of lotion (regular), Jar of Special lotion, Machete (d6)

+2 HP Per-Template

A) Birthday Suit, Creamery, +1 HP

B) Slippery, +1 To-Hit

C) +1 Damage, Extra Attack

DGreased Lightning

Birthday Suit - When unclothed (unarmored, >90% skin exposed) and covered head-to-toe in lotion, you have armor as leather and get +[Templates] to AC and Saves. You can sunder your lotion and associated benefits to survive one full turn of uninterrupted sunlight, though you are still blinded.

Creamery - You have access to one of several recipes for medicinal lotions that grant special effects. Roll 1d6 on the list. Additional recipes may be acquired through play.

Slippery - If, while in Birthday Suit, someone in range of you makes an attack against you which misses, you may immediately make an extra melee attack against them (up to once a turn). 

Greased Lightning - While in Birthday Suit, you always win initiative. 

Appendix: Spells, Mishaps/Dooms, Lotions

Mutation (d10)

  1. Gasbags. Appears on user as an enormous set of blisters across the shoulders and back. Inflate with buoyant gas, slowing up to [sum]x100 lbs mass (including the user) enough to drift softly to the ground and negate all fall damage. 
  2. Pus cones. Appears on user as a large, protruding acne nodule on the side of the face. Expel a mass of slick grease, [dice]x10ft in area, up to [sum]x10ft away, forcing anyone who moves through or past it to Save or be knocked prone. 
  3. Adhesive saliva. Manifests as a perpetual state of drool running down the face. Spit a jet of salivary glue which solidifies on impact, [sum]x15ft in length, and which binds and immobilizes anyone it hits. At 1MD, has the strength and consistency of superglue. At 2MD, it has the consistency of wet paper. At >4MD, it's as strong as steel cable. 
  4. Pheromone Tag. Appears as coat of small tendrils ringing the nostrils. Can secrete a chemical scent mark onto anything you touch, which is simultaneously extremely volatile (in the aromatic sense) and nearly impossible to wash off. Until the compounds denature in [dice] weeks, you can smell their location with pinpoint accuracy for [sum]x10 miles. 
  5. Sporeburst - Appears as a series of cyan-ringed cavities across the skin. Release a cloud of black spores in a [sum]*30ft sphere centered around the body, obstructing vision for [dice] rounds with good ventilation and [dice] minutes with bad. At 3 or more dice, everyone save the user must save or take d4 damage every round they start or end inside the spore-cloud. 
  6. Pulse Glands - Appears as a set of red, ridged bumps at the base of the head and across the spinal column. Release a weak electric pulse that detects metallic objects and living things within [sum]x2 inches on land or [sum]x2 feet in water. If discharged point-blank, deal [sum]/2 damage, rounding down. 
  7. Corrosive Discharge - Manifests as a perpetual coldness and clamminess of the skin. Over the course of 10 minutes, the users secretions eat through [sum]x2 lbs of flesh, wood, or fiber, [sum] lbs of rock, bone, or plastic, or [sum]/2 lbs of metal. 
  8. Adhesive Pads - Appears as pronounced discs, wrinkled in trilateral spiral, on fingertips, toes, palms, and flats of feet. Moistens, allowing adhesion to and effortless climbing of surfaces for [sum]x2 minutes. At 2 or more dice, adhesion is powerful enough to flay most things if pulling away from attached skin without releasing the pads. 
  9. Extraneous Eyes. Appears as several additional wandering, unfocused eyes spread across the head. Can be made to focus, granting [dice] of: 360-degree vision, near-microscopic short-range visual clarity, nigh-instant scanning of large fields of view, +1 to-hit with ranged weapons for [sum] minutes. 
  10. Fetal Mind. Appears as a full-sized, sleeping baby head somewhere on the body. Can be made to listen into speech in an unknown language, with a [dice]-in-6 chance of being able to learn the basics and thereafter transmit a (warped, inexact) translation to you. Does not work on recordings, as it depends on tactile and pheromonal cues for the operation of its learning instinct, and if used on a new language immediately forgets the old one. 
Legendary Mutation - Clonecyst. No external manifestation. Allows the creation of a desiccated, embryonic clone somewhere in the body, which, an hour after the death of the exterior body, has a [dice]-in-6 chance of germinating as a viable clone of the original, retaining memories, personality, and level. Dice used to cast Clonecyst are "bound" in it and cannot be returned until it the mutation is dispelled or activated. 

Mutant Mishaps (d6):

  1. Take d6 damage
  2. Deplete 1 MD
  3. Take d6 damage and deplete 1 MD
  4. Take 2d6 damage, recover 1 MD 
  5. Take 2d6 damage, gain a new mutation
  6. Doom

Mutant Dooms:

1. You lose control of your character for 10 minutes, during which time you are animalistic, violent, and hostile to everything and everyone around you. When you regain control, you have a new mutation.

2. You lose control of your character for 1 hour, during which time you are again animalistic, violent, and universally hostile to everything and everyone around you. When you regain control, you have a new mutation. 

3. All your MD are restored and you become a feral monster under the control of the GM, again violent, unintelligent, and hostile to all. 

Lotions (d10): 

  1. Black Earth - +2 AC, -1 to-hit 
  2. Red Clay - +2 to-Hit, -1 AC
  3. Ash Mud, +10 ft of speed
  4. Tiger Balm, +1 Save 
  5. Wrinkle Cream, +1 Cha 
  6. Green Earth, +1 Int
  7. Elephant Mud, +1 Wis
  8. Train Oil, +2 temporary HP
  9. Diving Cream, Waterproof
  10. Sunscreen, Survive instant death from energy at 1 HP, sunders lotion


Friday, February 20, 2026

INSERT TEXT HERE (GLOG Class: Template)

CLASS: TEMPLATE

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Starting Skill: 1. Lorem ipsum, 2. Lorem ipsum, 3. Lorem Ipsum 
Starting Items: Lorem ipsum, Lorem ipsum, Lorem Ipsum, Lorem Ipsum
A: A1, A2,
B: B1
C: C1
D: D1
A1
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A2
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B1
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B2
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C1
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D1
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Δ- Lorem Ipsum
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Δ- Lorem Ipsum
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Δ- Lorem Ipsum
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Spells (d12)

1. Lorem Ipsum Dolor
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2. Lorem Ipsum Dolor
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Bauble (d20)

1. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
2. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
3. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
4. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
5. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
6. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
7. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
8. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
9. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
10. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
11. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
12. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
13. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
14. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
15. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
16. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
17. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
18. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
19. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
20. Curio (d6)
  1. Lorem ipsum 
  2. Lorem ipsum
  3. Lorem ipsum
  4. Lorem ipsum
  5. Lorem ipsum
  6. Lorem ipsum

DISCUSSION

Lorem ipsum dolor sit amet, connectetur adipiscing elit, sed do eiusmod tempor incident ut labore et dolore magna aligua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irere dolor in reprehendit in voluptae velit sse cillum dolore eu fuggita nulla pariatur.

DAY-OLD RICE

 Make no apologies for not posting - post, or post not, that is the question.  Elaborating or wholesale copying some systems  already offere...