Studio Egregori

Homebrew

Tabletop subsystems written for games I actually run. Each sheet is its own object, not poured into a template. The rules and the look of the page are one design problem.

Background Sheets Pathfinder 1e

Power packages made to order for a long-running Pathfinder game, each built from what the player wanted and where the character came from. Most tie the power to how leveling works.

Ashes of Memory

Burn what you remember for what it knew. The page survives inside its own burn line.

The Cutting Room

A cancelled video game that won't stop running. Big dumb 2010s shooter energy, one-liners and all, the title screen still looping to an empty room. You play something that got cut from the game, got back up, and wants its ending.

Dominion of the Broken Will

Psionics with the safety off. Spend past your power point limit and pay in damage, turn area powers into living creatures that fight beside you, and watch the fracture gauge climb.

Draconic Blood

Draconic blood builds a body to go and get what it wants. You name what it wants: a hoard it will not spend, a leash it broke, or something your table writes. One body, one Drive.

Eyes of the Beast

The senses come first. What they cost you comes later.

The Grindstone

No bloodline, no patron, no destiny. An ordinary man, a magitek arm that was built for somebody else, and ten thousand repetitions. He dies at the end and stays dead, and that is the design.

Grudges and Spite

Your pain is a weapon you keep sharp. The list of people who wronged you is the resource pool, forgiving someone costs you power, and the price is a command phrase you can't refuse.

Hearth and Road

You went to the people who had nothing and built from there. A healer's caravan that grows from a moving symbol of hope into a mobile institution, leveling gated on the communities you leave standing behind you.

The Inheritance

Vampire court, dragon furnace. Two bloods arguing over one body, in the dark, forever.

Lethality

Mark a target and study how it dies. Precision measured like a coroner measures.

Memories of the Past

A thousand years dead, and some of him settled in you. Channel a predecessor for a feat that was never yours.

The Second Sleep

A dream that woke up. Purple-blue nebula burning in the dark, motes drifting through it, something blacker than the black reaching in from the edges.

Shattered Crown

Ancient serpentfolk memories surface in fragments. Awaken them or taint them, spend them for power, and the big one reads your ratio: all light, all dark, or the mix you actually are.

Sin and Sacrifice

You carry something that grants power and keeps a meter. Fill the meter and it wears you for a while, and what it breaks stays broken. Leveling costs sacrifices, real ones, and those same sacrifices are the only thing that undoes the damage.

What Is Eaten Is Kept

Black and white. Blank potential laid over the void, and something has been taking chunks out of it.

Apotheosis Pathfinder 1e

Paths by which a person stops being one.

Divinity

A parallel track beside your class levels: you don't earn godhood with XP, it happens to you, six different ways, from stealing a dead god's spark to being worshipped into existence. Rank 0 to 10 measures cosmic power and reach, Domains say what you're a god of. At Rank 11 the character stops being yours.

The Egregore

Becoming the thing a crowd believes in. The studio takes its name from the same idea.

Ethos

An overlay for one driving conviction, chosen once, you keep your whole class and Ethos runs beside it on three resources: permanent points spent on abilities forever, a renewable pool, and Depth, which only Trials raise. The choice locks at your first Trial, and after that, betraying the conviction doesn't cost points, it unmakes the character.

Syncretism

The rules for hearing more than one call. One path is primary, every other is capped at its first rung forever, and every path's drawbacks ride you in full no matter how shallow you wade.

Systems Pathfinder 1e

Rules that change how characters are built and advanced, for any table.

Alternate Experience System

Levels come from XP plus milestones: goals, failures, people met, time trained. Leftover XP is a currency, buy feats, hit points, ability scores, or climb a martial arts ladder from first die to mastery.

Minor Gestalt 3.0

Buy class features with points instead of multiclassing for them. Sneak attack on a wizard, hexes on a fighter, a familiar on anyone, priced boon by boon across five tables. 3.0 adds the classes earlier versions skipped and an optional module for Bubble 2.6 games.

Path of War Pathfinder 1e

Full disciplines for Path of War initiators, maneuver by maneuver.

Root of Evil

A complete discipline, 36 maneuvers from level 1 to 9. The great tree drinks from the Void and its disciples fight like it, patient and rooted, unmaking what gets close. Comes with the power point plumbing to run it on any initiator.

Final Fantasy Pathfinder 1e

Crossover pieces for a Spheres-heavy table.

Final Fantasy Homebrew

Phoenix Downs and Ethers priced for PF1e, two relics that wake up in stages, materia slots on your enhancement bonus, a Limit Break feat riding Aristeia, and three casting traditions straight out of Eorzea.

Other systems Mage: the Awakening 2e

The Egregori — Voices of the Manifold

A Prime/Mind Legacy that summons from the Temenos, Mage's name for the collective unconscious. The design problem: make summoning run through Prime instead of defaulting to Mind-only Goetia rules. So the signature attainment uses Supernal energy to give thought-forms substance.