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

Monday, December 23, 2024

They Eat the Eyes

 


This post is inspired by Against the Wicked City's Unkindness class. This is just my attempt to ""convert"" it to the GLOG (or at least my version of the system). Go read the original class and the rest of the blog as well, then come back and read this.

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1d6 Potential Origins for the Unkind
  1. A nearly-forgotten and marginalized ethnic faith experiencing a revival.
  2. The raven-spirits took you in when the human world abandoned you.
  3. You suffered a near-death experience and mysteriously and suddenly became an Unkind.
  4. Your obsessive, life-destroying research on ravens finally paid off.
CLASS: UNKIND
Gain +1 HP for every Unkind template you possess.
A: Outcast, The Unkindness, +1 HRTS
B: Corpse-Chandler, +1 SNEK
C: Tough, +1 HRTS
D: Death Perception, +1 SNEK

Skills: 1) Hermit's Child 2) Ostracized Theologist 3) Physician 4) Orator 5) Street Urchin 6) Vengeful Outcast
Starting Equipment: as your system's ranger or cleric.

Outcast
You're a weirdo maybe-cannibal who consorts with suspicious birds. Every normal person will hate you and fear you if it comes out that you are among the Unkindness. This is at minimum a -1 penalty to reaction rolls involving you. If it comes out that you are Unkind, this becomes a -[level] penalty. Reaction rolls from most wizards, spirits, adventurers, and monsters do not suffer this penalty.

The Unkindness
You can speak fluently with ravens and other corvids in Kaw, their native language, albeit with a distinctly human accent.

You are also friends with a group of ravens which grows in number as you gain experience. At template A, you have 1d6 ravens who will scout for you. They will not risk their lives, and don't consider most other humans to be that important. They never learn human names except for yours (but you're special). If all these ravens die, next month 1d6 more will arrive.

At template B, you instead roll 2d6+1 for your monthly raven amount.

At template C, you roll 3d6+2 for your monthly raven amount, and your raven-friends will now risk their lives to fight and die for you. You might also occasionally receive a side mission from the ravens for bonus XP. This mission is always beneficial to them and detrimental to humans in some way.

At template D, you roll 4d6+3 for your monthly raven amount. You learn the secret of the ravens' death perception (see below).

Corpse-Chandler
Through a day of ritualistic work, you may transform a dead human body into three corpse-candles, which all together take up a slot. You may light them with an actual flame or with just a glance, but once lit they cannot be unlit without being destroyed. A corpse-candle will burn for half as long as a normal candle, but casts an eerie half-light that reveals shiny treasures within 10' of it regardless of obscuring features such as walls or containers.

Tough
If you use G24, you only take lethal damage after reaching the negative equivalent of your maximum HP.

If you use some other GLOG, I don't know, ask your GM to make it so you're harder to kill. Tell them I sent you.

Death Perception
The gift of death perception was given to the first ravens and now it is given to you. If you consume the eye of any dead creature, you can see their final moments (~12 seconds) from their perspective. This is a purely visual experience, so no sounds or thoughts. If you eat two eyes, you gain double the amount of time in relived moments, &c.

This gift only works with corpses. Don't eat the eyes of someone living, that's very rude.

Thursday, June 8, 2023

Lightning Deep in My Bones (Class: Deku)

I dunno, just wanted to feel productive. I also liked the idea of character-as-class, so here's one about Deku from My Hero Academia.

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cherrybombs4567
Starts like this.

Character-as-Class: Izuku Midoriya
Inventory: Hero costume (as leather). Reinforced gloves (as daggers, but can't really manipulate anything). Burning, self-destructive desire to be a hero (+3 bonus on mental saves).
Skill: 1) Persuasion 2) Pain Tolerance 3) Power Analysis.

+1 to-hit every odd template, +10' of movement every even template.
A: One For All, There Is Another
B: Steel Gaze
C: Channeling
D: Full Power Smash

    A Quirk of unimaginable power flows through your veins, letting you vastly increase your bodily toughness and might. You have [templates + 1] OFA points. You can spend a point to critically succeed on a STR or CON check, or enter Full Cowl mode for the duration of a combat encounter. When in Full Cowl, you take half damage from all attacks and must attack someone each round. If the closest target is an ally, you may Save to end Full Cowl early.
    You can regain an OFA point by having a major celebration with friends or by staying up all night training/brooding on your many enemies.

    You have many enemies, but this one stands above the rest. A Nemesis, great in both power and potential, opposes you and your disgusting Heroism. You will meet, eventually. Fate demands it. The tracker for your meeting begins at 1-in-100.
    Add +1 each in-game day after the initial session, +1 every time you spend a OFA point, and +5 when you defeat a significant villain. Every session, roll 1d100. If under the current number, the Nemesis knows of your location and will be upon you in 1d10 in-game days.
    No matter when you meet them, your Nemesis is always the same level as you and specifically out to end you.

    You can project an aura of intimidating determination at will. While active, nameless mooks and dumb animals will avoid initiating conflict with you, and any Villain who cares to look at you will instantly know you are a Hero to be reckoned with.

Channeling
    You body has managed to acclimate itself fully to One For All, letting you use some of its power without entering Full Cowl. You unarmed attacks deal 1d6 damage instead of 1 damage.

Full Power Smash
    If a great deed of Heroism is needed, you will rise to the occasion. You may wreck one of your non-necessary limbs (one of your arms or one of your legs) to gain a +10 bonus to an attack. On a hit, the attack deals an additional 10 damage.
    Without healing magic or modern medical technology, your limbs are wrecked and unusable. If you have access to either of the above, healing takes about two weeks. With access to powerful healing magic or advanced medical technology, the healing still takes at least 2d6 hours.

HEXAMENDLE
Ends like this.

Saturday, March 12, 2022

Alignment, Part II - I NOW SEE THE WORLD WITH ONE HUNDRED EYES

Agape the Artisan

"I am one with the Force; the Force is with me."
- Chirrut Îmwe, Rogue One

"I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. And when it has gone past I will turn the inner eye to see its path. Where the fear has gone there will be nothing. Only I will remain."
- Litany Against Fear, Dune

"Training is nothing, will is everything"
- Ra's al Ghul, Batman Begins

-

    In life, you always looked for power. Exerting control over yourself, knowledge, and the world always brought you great happiness. Whether you were a good or bad person, it matters not, for you are no longer Ordinary.
    One day, as you meditated underneath a tree, or slept peacefully in your bed, or finished your life’s work, you experienced a revelation. In the grand scheme of things, you were meaningless. You were but a sputtering light in the infinite shadows of great Things. As you gazed at the great emptiness of the unreal world, a creature of Omnireality reached out for you.
    Its name was an endless whispered hymn and a gust of chillingly silent mountain air. You were to be its agent in the Cosmic Conquest of the other Powers. You were gifted with the Mastery of your own body and the freedom to do whatever you thought was best.
    You would encounter other People like you, it said. As the Thing left, it bade you to teach them the truth of their fate.

-

Nexumorphic

Class: MONK

Starting Equipment: Nothing. Weapons are for the undisciplined.
Starting Skill [d6]: Philosophy [Nihilism], Philosophy [Hedonism], Flexibility, Acrobatics, Athletics, Meditation.

A: Mastery, Immaculate Balance, The Body Alone
B: Glimpse of Heaven, Cleansing Ritual, +1 Attack per round
C: Annhiliation of the Small Things,
D: Annihilation of the Great Things

Mastery
    You have achieved complete control over your body and its functions. A MONK uses Mastery Points (MP) to achieve feats of great agility and athleticism. Following an hour of quiet meditation, you may fill up your Inventory Slots which as much MP as you wish. You take 1 damage if something would occupy a slot already taken up by Mastery.
    You may use Mastery to: leap 20' horizontally, leap 10' vertically, reduce damage from a projectile or thrown weapon by 1d6, or increase the damage die size of an unarmed attack. You may only spend as much MP in a round as you have MONK templates.

Immaculate Balance
    
As long as you end your movement on solid ground, you may move across things that normally can't support your weight: tree branches, clotheslines, spear tips, the surface of the water, etc.

The Body Alone
    Most MONKS disregard armor and clothes, for they are the tools of unexperienced cowards. You gain AC from not wearing armor. For each tier of armor you aren't wearing, gain +1 AC. (Example: Since you aren't wearing plate armor, chain armor, leather armor, or clothes, gain +4 AC.)

Glimpse of Heaven
    Expend a MP to enhance one of your physical senses for [level] x 2 minutes. The senses that are enhanced now border on the supernatural. You could taste magic, smell lies, see incoming attacks, etc.

Cleansing Ritual
    Through an three hour ritual, a MONK may remove a condition from themselves or someone else.

A. Shipwright
Annihilation of the Small Things
    You are anti-magic. Once per Rest, you may remove a spell, curse, or enchantment from existence.

Annihilation of the Great Things
    The physical universe is a lie, a playground for insects and men. Nothing matters but control of oneself, of the soul. Once a Rest, you may either remove an item or person from existence. If removing an item, no save. If removing a person, they enter a STR Contest with you to stay in this universe. If they win, they can never be erased with this ability. If they lose, they stop existing.

Wednesday, February 16, 2022

Who Can Know the Heart of a Dragon (Class: Dragonblood)

source unknown

    You remember them as a normal parent. They might have been a little off (their smile was kind of scary) and they might have smelled weird (something old), but they were a pretty good role model. Then, there was a nasty fight between your caretakers, or a strange man with feline eyes showed up at your door, or a peculiar song drifted through on the wind. No matter what happened, one of your parents disappeared.

    That day, you found out you were a dragonblood. The caretaker who disappeared was a dragon walking in the shape of a mortal. You are their legacy. With a glint in your eye, you grew up, reached maturity.

    The world trembled.

A: Blood of the Dragon, Fury, +1 HP
B: Powerful Exhalation, +1 HP
C: Instant Fury, +1 HP
D: Restoration, +1 HP

Blood of the Dragon
    Your eyes are oddly vibrant, your fingernails preternaturally sharp, your smile draconine. Within your heart beats the primordial blood of a dragon. Your kind is regarded with fear, awe, wonder, and hatred in equal measure.
    Choose a dragon species from below. This informs some of your abilities.

Fury
    When your fury is roused, you are truly dangerous. You may expend 2 HP as an action to access one of the below benefits for [template] rounds. This can be done [template] times every Rest.

  • +1 To Hit. Your eyes alight, you can see the weaknesses of your foe.
  • +2 AC. Your skin hardens into scales.
  • +20’ Movement. You move with supernatural swiftness.
  • +1d4 damage. Your muscles flood with burning power.

Powerful Exhalation
    You may expend 2 HP to breathe the element determined by your dragon species. This is described in the dragon species descriptions. This breath bypasses Armor Class and does [template] damage.

Instant Fury
    You may now spend 2 HP without it consuming an action. In addition, if you are to die because of HP lost to Fury, you explode in a blast of your dragon species energy, dealing damage equal to the HP lost to everything within 15’.

Restoration
    Legends persist of the healing properties of dragon’s blood. Sometimes, legends are right. You heal 2 HP per round. Lost limbs, including the head, can be restored over 1d4 weeks as long as your heart, the seat of your soul, is intact.

Dragon Species

    Black Dragons inhabit the cold north. Black Dragonbloods can breathe freezing ice in a [template] x 10' line.

    Red Dragons inhabit the dry east. Red Dragonbloods can breathe burning flame in a [template] x 10' cone.

    Green Dragons inhabit the verdant south. Green Dragonbloods can breath hypersonic wind in a [template] x 10' line.

    Gold Dragons inhabit the idyllic west. Gold Dragonbloods can breath scalding acid in a [template] x 10' cone.

Design Notes
    This class was inspired by the thought "What if HP was a currency that you traded in for benefits?" Some other influences were Exalted's Terrestrials and deus' Monk. Happy gaming.

Saturday, November 27, 2021

Alignment, Part I - THE ONLY THING THEY FEAR IS YOU

 

CosmicSpaceWhale

“Let’s play a game: which body part do you need the least?”
- Ramsay Bolton, Game of Thrones

"With blood and rage of crimson red,
Ripped from a corpse so freshly dead,
Together with our hellish hate,
We'll burn you all--that is your fate!"
- The Red Lantern Oath, DC

"In a galaxy at war, Savage, there is only one way to get the attention of the Jedi. Slaughter of the innocent. Mercilessly and without compromise."
- Darth Maul, The Clone Wars

-

    Some things just aren’t fair. Long ago (or maybe a few seconds ago, you can’t really tell), you lived a normal life. You woke up, ate, went to work, and slept. You were the definition of Ordinary. Then, due to fate or merely some bad luck, your reality fractured into innumerable pieces.

    Your brain ruptured and oozed neural juices, overloaded with the Truth of the world. You, your mother, your father, and indeed everyone in the world, were just pawns of greater, more primordial Things. Uncaring creatures whose forms drove you to make bloody ribbons of your eyes. Your body broke itself down in despair, bones cracking, muscles spasming, and flesh bleeding. And only one emotion remained in your poor ruptured skull: Rage.

    This was not supposed to happen. You were Ordinary and you were content with that. And then, everything got fucked up. You were dying now, bleeding out of all of your normal orifices and several new ones. ‘Fuck the world’ you screamed with your raw vocal cords. Nothing mattered and that fact made you really mad.

    This anger at the world, at life, at your existence, attracted one of those Things. It built your body back up, giving you a new flesh bag to rip and tear. Of course, your body was built back wrong, for the Thing had no true comprehension of human anatomy. It gave you throbbing muscles, sharp teeth, and wickedly long claws.

    Its name was the sound of a death-scream and of blood spilling from a fatal wound. You were to be its servant in the Cosmic Slaughter of the other Powers. It filled your grasping, feeble mind with images of viscera and a feeling of unending wrath. If nothing truly mattered, you could kill whoever the fuck you wanted and vent your rage at your position.

    Your first act? Pick up a weapon.

spaghettibastard

Class: FIGHTER

Starting Equipment: 2 Large weapons, both covered in fresh blood [2d6 +STR damage, 2 slots each]. 1 Medium weapon, stolen from a victim of yours. [1d8+STR damage, 1 slot]. Some tattered rags OR no clothes at all.
Starting Skill [d6]: Combat [Swords], Combat [Axes], Combat [Hammers], Combat [Maces], Combat [Spears], Combat [Tridents].

Level 1: Born for Battle, Murderous Intent, Kill Dice
Level 2: Clear Mind, +1 Attack per round, +1 Violent Deformity, +1 KD
Level 3: Sudden Death, +1 Violent Deformity, +1 KD
Level 4: Wrath, +1 Attack per round, +1 Violent Deformity, +1 KD

Born for Battle
    War changes a person, in your case physically. Let your body grow and change to fit the needs of the Thing that controls you. After all, what can you do to stop it?
    Every level, you gain a Violent Deformity, which are found in the list below. If you run into a repeat, keep going up until you reach one you don't have.

  1. RIPPED MUSCLE. Your muscular system is clearly visible beneath your thin layer of skin. +2 STR.
  2. UNBROKEN SINEW. Ligaments and tendons are as tough as leather. +2 DEX.
  3. IRON FAT. Bulging with fat, it is hard for you to feel the weak blows of your enemies. Damage reduction of 2.
  4. RIPPING CLAWS. Your fingernails grow, twist, and harden until they're shiny black talons. Your fists go up a damage die.
  5. WINGS OF DEATH. Wings painfully burst from your back, scarlet and magnificent. You gain a flying Speed of 30'.
  6. ARM REACHING FOR HELL. Of course you need a third arm! Another hand to hold a weapon. You gain a third hand and all that implies.
  7. EYES OPEN. Your foes wonder how you can see them in the darkness of night. Little do they know, you have eyes in the back of your head. You can never be surprised.
  8. SCALES OF STEEL. Skin as tough as steel protects you. +2 AC.

Murderous Intent
    The basic act of murder can be done with anything. All you need is will. Weapons you wield, even improvised ones, deal 1d8 base damage if they would normally deal less. If you have a STR penalty, it no longer applies to your attack or damage rolls.

Kill Dice
    You have [level] Kill Dice (KD), which are d6s. You regain all your Kill Dice on a Rest. You can gain extra dice from dealing maximum damage or from killing a creature with more HD than you. Dice gained from dealing damage can go over your maximum amount. Extra KD that you gain dissipate whenever you go one round without fighting.
    You can roll a Kill Die whenever you deal damage and add it to the regular damage of the attack. You can do the same when you take damage and subtract the value of the die roll. KD are expended on a 4-6 and return to your pool on a 1-3.

Clear Mind
    You’re immune to magical effects that would affect your mind.

Devon Kennedy

Sudden Death
    Weapons on your person can be drawn instantly even if you were wearing them on your back, or hiding them in your boot, or were tied up and couldn't possibly have reached them. Your fists go up a damage die.

Wrath
    WRATH. WRATH. WRATH. 
WRATH. WRATH. Your weapons never break unless you want. When you choose to break a weapon, you automatically hit with that attack and deal double damage.

Thursday, October 28, 2021

GLoGtober '21 Day 5 - Green is What is Left When Ardor Fades, When Passion Dies, When We Die

    For the GLoGtober conversion prompt. Inspired by the movie The Green Knight.

Knight of Spring

Pierre Droal

Starting Equipment: A bronze battleaxe [described below]. The Horn of Springtide [described below]. A set of plant-covered chainmail armor [+4 AC, 4 slots]. A direram mount [described below].
Starting Skill [d6]: Botany, Alchemy, Geography, Chivalry, Animal Handling, Survival.

Level 1: Fae Immortality, Superiority of Arms
Level 2: Greentongue
Level 3: Thirst for Blood
Level 4: The Storms of Spring

Fae Immortality
    You used to be human, but are not so now. You left your humanity behind in your reliquary. The reliquary itself is a small bronze-bound chest of living wood containing your bones. You sacrificed your bones to the Thousand Gods for eternal life and power. In place of them, you have a structure of living wood that can only be broken by a knight.
    Every time you die, after 1d8-[level] days, you will return fully healed from the earth near your reliquary. You do not regain lost equipment with this feature.

Superiority of Arms
    Any weapon you wield, even your fist, has its damage die scaled up one. For example, a light weapon would deal 1d8 damage, while a medium weapon would deal 2d6 damage. When a heavy weapon is scaled up one, it is 3d6 damage.

Greentongue
    You can speak Root, the language of plants, trees, and flowers. This can be used to converse with them but it can also be used to command them. [level] times, you may utter in Elderspeak a command to the plants within 30' of you. Some example greentongue commands are:

  1. Grow: Plants equal to your [level] grow up to 30 extra feet over the course of d6 rounds.
  2. Ensnare: Roots burst from the earth and trap your opponents for [level] rounds if they fail a DEX Check of 11+[level].
  3. Ripen: Plants equal to your [level] grow large fruit, even if they couldn't before. These fruits count as [level] days of rations.
  4. Sunder: A single plant explodes, dealing [level] piercing damage to all within 10'.

    Some ways to regain your greentongue abilities: make a large sacrifice to the Thousand Gods, awaken an ent, kill an enemy knight, restore a fairy ruler to power, etcetera.

Thirst for Blood
    You can now attack twice per round. You force Morale Checks on all 1 HD minions who see you. Your name is whispered throughout the land, for all the good and ill that brings.

The Storms of Spring
    You rival the power of some of the Thousand Gods. You have 5 points to distribute across your character sheet. They can increase any stat. People will worship you and try to slay you in equal measure.

Adam Glazer

The Armaments of Springtide

  1. A bronze battleaxe. A two-headed bronze battleaxe with a haft of living wood. Deals 3d6+STR damage and takes up 2 Inventory Slots. Can be thrown 20' and returns magically to its wielder's hand.
  2. The Horn of Springtide. A great instrument of ram's horn. 1 Inventory Slot. The horn itself is engraved with Elderspeak runes detailing the Maiden of Spring. If an action is spent blowing it, the Wild Hunt appears the next round. The hunters are composed of 1d4+1 faery knights, 1d6+1 faery huntsmen, and 2d6+1 direwolves. The horn can only be used once before it has to recharge again. To recharge, dip it in the blood of a king.
  3. Direram Mount. A regal direram. 3 HD ram with an Armor Class of 12. Has a 2d6 gore attack. Can speak to all animals in their native tongues and is quite persuasive.

Wednesday, August 25, 2021

The Guilty Will Not Judge Themselves (Class: Seraph)

    This post is intended for Vayra's Cannibal Kings setting. Thanks for the inspiration.

Seraph

The High King rules over all, even the Petty Kings. He lets the other Kings war amongst each other as long as they follow two simple rules: 1) recognize him as the ultimate Kingly authority and 2) prevent the spread of Kinghood to those unworthy to have it (also known as peasants). The High King mostly leaves his vassals alone, trusting them to follow his mandates. Except, for, y’know, maintaining an organization of secret operatives that keep watch on the Kings and prevent the spread of Kinghood through assassination.

The seraphs of the High King are his agents within the Arcadian kingdoms, rooting out potential Kings and killing them before they start to cause unrest. They operate completely alone, receiving dream-messages* from the High King whenever they are needed. The process of selecting a seraph is unknown, as is whoever is making the decisions involving their training; what is known is that all who know the seraph disappear or die, leaving no one aware of their past identity.

Seraphs also bypass the Petty Kings' authority, and, in one rare case, were allowed to kill one. Obviously, this means the seraphs aren’t popular with the lesser Kings, and if they are found they will be tortured and consumed by the Petty Kings.

Jongmin Ahn
One of these people is a seraph. But who?


Starting Equipment: 2 disguises [decided below]. 1 medium melee weapon. Bow and 20 arrows.

Starting Skill [d4]: Deception, Persuasion, Intimidation, Stealth,


Level 1: Identify, Hidden Ways, +1 HP,

Level 2: Answer To No One, Advantageous,

Level 3: Observant, +1 HP,

Level 4: Schemer, +1 AB,


Identify

You are trained in the ways of recognizing cannibals, ghouls, and potential Kings. A seraph can do this by looking at a person’s teeth, which grow sharp and durable after eating human flesh. As a premier King-hunter, you have a [templates]-in-6 chance of instantly identifying a potential King upon meeting them. You also have Advantage on every roll related to finding out if someone is a potential King.

Hidden Ways

You have [templates] hidden Inventory Slots. Items in these hidden Inventory Slots can’t be discovered unless you want them too.

Answer To No One

You aren’t affected by Kings’ Majesty Dice, although it might be in your best interest to act like you are. You can still be commanded by the High King.

Advantageous

You always seek an advantage over your opponents. Whenever you have Advantage, you roll three times and take the higher number.

Observant

Seraphs are patient. They gather information, wait, and strike their target with deadly efficiency. The number of facts you gather about a target is written as [facts]. You can’t have more than 3 facts, and they must be something you couldn’t find out from looking at a snapshot of the target. When you try to hit the target, subtract [facts] from their armor class; this is their new armor class, which only applies to your attacks.

Schemer

Seraphs rely on elaborate traps and schemes to ensnare their (possibly quite powerful) opponent. Once per rest, you may declare that you have laid a trap for your opponents. The trap can have two of the following characteristics:

  • Lasts for 1d6+1 rounds.

  • Causes 2d8 damage.

  • Begin an effect (poisoned, stunned, incapacitated, etcetera)

Mike Chan
A Seraph

d6 Disguises

  1. The Criminal. You have rough clothing and a dagger.

  2. The Merchant. You have fine clothing and a log of mundane transactions.

  3. The Servant. You have fine clothing and a bottle of wine.

  4. The Soldier. You have a military uniform of your choice and a shield.

  5. The Traveler. You have traveler’s clothing and a walking stick.

  6. The Villager. You have rough clothing and a farming implement.


*No one knows how the High King does this, but in every single dream, crows appear. Whatever the hell that means.