Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

The Leaper

Every Table has that one friend who wants to play, and we want them to play, but their awful schedule makes committing to anything nearly impossible. I'm currently that friend and because of that I've been fascinated with the idea of a class based around not always being able to make it. Something that can keep up with the other classes, even if it's been a while. Technically, yes, that's all of them, but new features are fun to get and the lethality of the system can make it hard get anyway after too many missed sessions.

Originally the idea centered around abilities powered by how many sessions you've missed. I'm still taken with the idea, but after some late night sci-fi, I went in a different direction. One where your "not knowing the plot" or "not having a clue about the current situation" is a feature. 

It's geared towards usage in Some Weird Sin, but there shouldn't be any actual hindrance in using it in another GLoG rule set or setting. It might get a little Mary Sue-ish, but c'mon, your friend can't make it often, and also there's the high lethality again.


The Leaper

Not a Batroc sort of leaper, mind you. More the Sam Beckett sort. Or Ben Song. (It was a decent follow up series and you fucking know it. Other than their pure cowardice at not continuing the outrageous future fashion trends.) 

You're someone from the future who has, for some reason or another, chosen to travel back in time, only to find out you have no actual control of where and when you're going. Also, instead of traveling through space, you seem to be traveling through aura - that is replacing the physicality of a person with your own, while wearing their aura and thus looking like them. That might sound weird, or unscientific, but you were foolish enough to step into an untested time travel machine. So, glass houses.

There's only one level to the Template as it's intended to grow in breath rather than depth. Delta templates still affect you, however.

Starting Gear: None

A. Quantum Replacement, Upgrade Points, Holographic Companion, Holographic Interface, Super Computer

Quantum Replacement

You jump into the initial scene of the current game session, physically replacing an NPC, but keeping their aura attached to you. Mechanically, this means you look like them, but carry your own stats with you from session to session. While you exist in their place, the NPC is in the future with your aura, kept sedated in a medical bay. Should you die while replacing them, they are forever trapped in the future. 

Additionally, this also means you don't have starting gear, or any gear, other than what the NPC had on them. 

Upgrade Points

You don't have the standard XP progress everyone else has. Instead, your Conviction is replaced with a goal related to the person you've replaced, often revealed by the Companion a moment or two after getting your bearings. Completing this goal nets you an Upgrade Point, which is spent on 'purchasing' Features of the Super Computer, which in turn adjust your abilities. Explain it however you feel most comfortable. Use the word "quantum" a lot.

Holographic Companion 

You've a Holographic Companion that only you can see and hear. Transmitted from the future through quantum signaling brainwave transmission bullshit, they're also able to see and hear your general surroundings, but not physically interact with them, or you. (Though sometimes they can sit or lean on unattended surfaces? It's not very clear). They serve as your connection between the present and the future, able to communicate with the rest of the support staff. Note, though, that while they are genuinely concerned for your safety, they have their own life they also have to attend to and may not be experiencing time in the same order or rate as you.

Holographic Interface 

In the future there exists a Holographic Imaging Chamber which allows your Companion to communicate with you, and see what you see. Through a series of technobabble that you didn't pay attention to, the Imaging Chamber is able to adjust your visual and audio experience based on the assorted abilities of the Super Computer. I'm going to call this an Overlay Attempt and doing so requires a 1d6 roll on your part, dealing 1 point of Fatigue damage on a 3+.

Super Computer 

The project operates on such a scale of unfathomable probabilities that normal computers, even future computers, aren't able to handle the calculation load. Luckily, there exists a multi-story, multi-room super computer covered in aesthetic lighting and containing more qubits than grains of sand on a beach. Also, maybe your DNA for some reason? It needs its own fusion reactor to meet it's computation needs. 

Features

Language Databases
Every point in this feature gains you access to an additional Language. Your Companion will slowly interpret or translate for you, potentially making things awkward. An Overlay Attempt is needed in order to speak said language.

Location Lookup
Every point in this feature improves the Super Computer's chances (x-in-6) of being able to locate a particular person at the current moment. Cycling through related camera feeds from the past takes a few moments, though, so be patient. An Overlay Attempt generates a visual trail to their location, allowing them to be followed if on the move.

Password Database
For each point placed in this feature, there's an X-in-6 chance the Super Computer can estimate the password for a given system. 

Signal Detection
Through better aligning with your biological neural network residual frequency and...uh...aura, the Super Computer is able to detect potential radio signals to decode and playback, given an Overlay Attempt. 

Skill Databases
Every point placed in this feature gains you access to an additional Skill. Well, not you, but the Super Computer. But, you can ask questions of it as you would normal Skill you had OR with an Overlay Attempt, you can physically use the skill as if you knew it yourself by following the training dummy only you can see.

Visual Augment
For each point put in this feature, the Super Computer is able to analyze an additional light frequency and display it over your vision with an Overlay Attempt. Frequencies include: Magnetic, infrared, x-ray, ultraviolet, radiation, light-to-dark, and dark-to-light. Only one may be accessed at a time and each change requires a new roll.

Additionals

Evil Leaper
Evil assholes from your future's future, trying to stop you from doing something you'll probably do in the future. Real jackasses. Because both of you exist within the holographic quantum display interface relay thing, you're able to see past the aura they wear to their real self underneath. I'm saying that you'll be able to actually be able to see them, and them you, rather than each seeing the person replaced. So you'll know 'em when you see 'em.

The Final Leap.
Finally got a decent schedule you can commit to and looking to get back to a normal template? Go on, then, cash out and send your Leaper on one final leap (they never make it home). Afterwards, take the number of Update Points you have, multiply them by 100, then us that much in Cred when making a new character.

<sidebar>
It just occurred to me that all this time I've assumed "Dr. Sam Beckett never returned home" meant he was still out there, continuing to leap and help people. It could just as easily be that, without Al's help, he screwed up the very next leap on his own and is dead, somewhere back there in the past. Like all those forgotten Cosmonauts.
</sidebar>

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Adroit

 
I originally wrote the Martial Artist with the intention of adapting Shadowrun's Adept for GoblinBright. However, I didn't immediately do it, and forgot. Classic Wayspell. In moving over the GoblinBright material to the SRD I realized this oversight, so here (a year later) I set to fixing it. 

Also, the numbers are still getting wiggled on the original template. Originally, a template D Martial Artist could modify the cost of a move in their school by 6 (4 for the templates, 1 for being a MA, and 1 for being in school); meaning a move that cost 10 inventory slots would only cost the MA 4. This was suppose to make it so anyone could learn the moves, but could only do one or two at a time, while the Martial Artist had a whole tool bag ready to go. What it ACTUALLY did was confused the drunken players who's math skills were never the strongest to begin with. 

New idea: Cost listed is per level, paid in inventory slots. This level will be the variable within the description, rather than the [cost], [additional], and [total] nonsense. Or whatever it was I called them. Any non Martial Artist can learn a move, but do so at a +2 Cost. 

An Adroit is basically an Martial Artist powered by personal magic. 
 

Adroit 


Several monasteries and legit dojos throughout the world can be found that offer training in the Adroit art. Through hard work and thoughtful meditation, along with years of practice, the Student can learn to focus their spiritual energy into themselves or the world around them and accomplish feats hereto unheard of in the Western world.  

Unfortunately, the most popular training route is a YouTube series by a Pasadena strip mall dojo instructor named Todd Forrester who will "totally teach you to focus your vibe." 

Costs listed are per level, unless otherwise noted. Treat each playlist as a "school." 

TODD FORRESTER'S TOTALLY BADASS GUIDE TO MOVIE AWESOMENESS


1. Wall Run (3/level) 
"This guy was, like, the One, or something, and he was trying to get through a lobby, but dudes were like, 'No, you can't do that' and totally shooting at him. He was all, 'I'm running across the wall, lol." 
While moving at a Run, you may consider 5*[Level] feet of a vertical surface as suitable for running, gravity be damned. You must start your turn on solid ground. 

2. Hawkeye Throw (5/level)
"So, like, the hero dude was all "I don't miss," and the bad guy was "you're definitely going to miss, bro," but then like, he didn't. You just gotta not miss, dude."   
[Level] times per scene, you may treat your Thrown attack as a 1 (hitting the target and doing Critical damage).  

3. Devil Vision (3/level)
"Okay, it's not, like, ACTUALLY a vision, but the dude was all, like, 'I'm blind, and from the Devil's Kitchen' which was in New York City for some reason, and, like, he could still totally see you and know you were there. He may have been THE Devil, I don't know." 
By stopping to focus yourself, listening to the world around you, you may detect movement around you at a range of 10*[level] feet. This is done through detecting changes in air current, barometric pressure, picking up on the slightest noise, etc. As said, it's not an actual vision based ability, Todd Forrester is just an idiot. 

4. Battle Cry (2/level) 
"And he's all like, 'That's just it, I'm always angry, dude' and he gives this gnarl yell, just a big ass yell, and the bad dudes are all, 'Woah, I'm scared of that guy.' And like, there's plenty of pedestrians outside the dojo, in the parking lot, so class outside today, dudes." 
Once per scene, you may give a loud battle cry and force opponents within 20 feet of you to make a Save vs Fear, with a [level] penalty. 

5. Single Bound (4/level)
"Bro could totally, like, leap tall buildings in a single bound, though...all the ones around here are rather short, so let's start there, dude"
You can casually jump 20*[level] feet from an unmoving standing position. 

6. Combat Sense (3/level)
"It's like, when the bad dudes come up on the hero and he's all 'naw, bro.' That's you, dude."  
When surprised, you have a [level]-in-6 chance of acting anyway. 

7. Free Falling (4/level)
"So he's all "I don't need no parachute, bro, I'll just take his." but like, we don't have parachutes to practice with...sooooooooo...we'll just do without?"
When falling from a great height, you can ignore [Level]d6 fall damage. 

8. Traceless Step (6) 
"And the sensei was all 'you gotta walk across this rice paper without leaving a trace, in order to graduate, lil' bro.' Don't worry, though, I won't be that rough on you. I don't even know where to GET paper from." 
By investing the points for this single level skill, you automatically do not leave a trace on any sort of surface (sand, snow, etc), nor do you make a sound while doing so. You also don't set off pressure plates or motion sensors. 

9. Feign Death (4/level)
"Just like that scene from my favorite movie, Highlander 2, where you think they're dead, but, like, surprise!"
Taking after the noble opossum, you drop into a light coma for [level] rounds. During this time you register as Dead in all aspects. Heart monitors, thermal detection, general poking and prodding: all report "Dead." During this state you can not perceive the world around you, however aggressive enemies are not likely to bother you. Because you're dead. 

10. Adrenaline Spike (5/level)
"They say it's like, bullet time, or something, cameras, I don't know, but like, now you can do it too, dude."
Allows for an additional [level] actions per round this is activated. However, you also take 1d6 Nonlethal damage per round used. 

11. Monkey Snatches Plum (6/level) 
"These two dudes were fighting, right? Doing some sweet Kung-Fu and one was all 'what's in your pockets? lol lmao' and just took the dudes coins out of his pocket. Pretty funny stuff, dude."
When passing a successful melee Attack check by 5, and while being within reach of the target, you may make an additional Combat Maneuver to view [level] items on their person, and select which to take. Can also be used to sneakily add things to their inventory. 

12. Wolverine Healing (6/level) 
"So the bad dudes were all, like, 'rattattattat - there's a million holes in you, bro.' But, then, like, the dude was all 'grrrr, I'm a wolverine, mate' (which is like a wolf or something?) and then he totally healed all the gunshot holes." 
While this form is active, you heal [level] HP per round. Does not count as Magical healing. 


TODD FORRESTER'S TOTALLY BADASS GUIDE TO PUNCHING SHIT


1. Air Punch (3/level) 
"When, like, you wanna punch a dude, but he's way over there - THAT's when you gotta look deep inside yourself, and realize, truly, just how much you want to punch that dude way over there" 
By sending out a rush of air (from your...fists? I guess? However airbenders do it. This is airbending.) you can punch someone up to 5*[level+1] feet away. 

2. Fire Strike (2/level)
"It also works for lighting your cigs off of, dude." 
You add an additional [level]d4 Fire damage to your attacks. 

3. Ice Punch (2/level) 
"It'll chill your drinks in a pinch, bro."
You add an additional [level]d4 Cryo damage to your attacks. 

4. Ground Pound (4/level) 
"If you're surrounded by assholes, and like, you can't hit them all at once, just hit the ground, dude. Hit the ground. But, like, hard." 
By punching the ground you force everyone with a 5*[level] foot radius to Save vs Trip or fall prone. 

5. Ghost Punch (2/level) 
"Just because they're, like, not corporeal doesn't mean, like, you can't punch them, man." 
You're able to both see and punch spirits, doing [level]d4 damage.

6. Missile Punching (3/level)
"The best defense is a good offense, dude, so, like, just punch the bullet, dude."  
 You may reduce incoming ranged attacks by [level]. Should you reduce the attack to 0, you also catch the projectile. 

7. Knock Back (3/level) 
"Sometimes, you just gotta get a dude outta your face, you know, bro?"
Target must Save are be knocked back 5*[level] feet. Should the target hit a solid surface they take damage equal to (remaining feet/5)d4. 

8. M80 Grasp (3/level)
"We all get drunk, or stoned, and forget we're holding a lit M80 at one point or another. It's nothing to be embarrassed about, dude." 
While holding something within the palm of your hand, you may ignore [level]d6 worth of damage caused by it. 

9. Penetrating Strike (4/level) 
"Sometimes, like, a dude's wearing too much, and your blows just aren't hurting them, right? Then, like, you just got to hit harder to get through the armor, you know?" 
Ignores [level] worth of a targets DR, representing you punching harder. 

10. Killing Hands (3/level) 
"My hands are, like, lethal weapons, bro. Totally got to register them at the court house."  
For every [level] you invest, your unarmed damage becomes lethal and moves up the chain by one. Remember, unarmed damage starts at d4 and is nonlethal. (d4>d6>d8>d10>d12>d20) 

11. Pain Relief (4/level) 
"Sometimes, you'll be, like, too hung over or your buddy will be, like, too shot to continue, but you gotta just push through the pain, dude. Wait, no, you gotta PUNCH through the pain, man, totally."
Through focusing your vibe, you're able to heal your targets. Through punching. You restore [level]d6 points of HP to a target for 30 minutes. Counts as magical healing. (Reminder: Targets can only be effected by magical healing once per sun across the horizon.) 

12. Chaotic Punch (5/level) 
"One time, there was this Halloween party, and I was macking on this chick, right? Totally into me. Then this nerd in a top hat and cape came up and start talking to her. Like, bro? C'mon, dude. I don't care if your her boyfriend. Anyway, I said 'never again', you know, bro?"
A successful unarmed attack disrupts a casters magical energies, bestowing [level] extra dice onto the magic user's casting. These dice are only rolled to determine Mishaps and Dooms. Effects last for a scene or until the Magic User takes a round to make a Save to recenter themselves. Levels are considered "locked" until the effect ends.




* That's right. Todd Forrester's favorite movie is Highlander 2. He's THAT kind of person. 

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Clerics

Clerics. Everyone's got their own version of the class and this one is mine. I've seen a bunch that use a d8 for casting, some using d6, and some using words. These are all fine, but they don't seem entirely correct to me. Chewing on the thought, I think it may be because being a cleric (or related modern nonsense) is to give up of yourself in the service of others, but the casting rules for the various versions are all caster centric. Maybe I'm off the mark, but at least a conviction based caster came out of it. 

Strangely it arose from the same line of research that led to the AI as angels idea. Also a Summoner class I haven't fully nailed down. But nevermind that. 


Cleric

Starting Skills: 1) Religion, 2) Herbalism, 3) Brewing
Starting Equipment: Holy Symbol, Holy Vestments, Holy Scripture

A. Tenets of Faith, Divine Casting
B. Ceremonies
C. Divine Guidance
D. Seek Audience 


Tenets of Faith
Replace your Convictions with the tenets of your God. You work for them now. Also, you may have as many Conviction points as you have Cleric templates. These'll be used for your Divine Casting. 

Break the Tenets, lose your casting and extended Conviction pool. These can probably be restored through a quest. These things always are. 

Divine Casting
As an ex-preacher, let me state plainly: Prayer is just second hand spells and religious ceremonies are just rebranded magic rituals. I ain't being edgy, that's just how it is. With that in mind you get a bit of spell casting ability through prayers to your god. However, you yourself are not casting the spells, but rather the god is casting them for you. Trouble is gods ain't like you or me, they're basically bound to their shtick. Where we can know a little about First Aid and Auto Mechanicing, a god of Healing ain't gonna know the first thing about an engine and a god of cars won't know how to repair that weird meat chassis of yours. 

What this means mechanically is that a god will have a Purview (which will be defined) and a Domain (which will be vaguely implied). Prayers casted in the Purview are automatically 6's. Prayers casted in a Domain are automatically 4's. Prayers not in either of this are automatically 1's. Luckily, you're immune to miscast. 

Prayers in the Purview are ones the god "definitely does" where as Domain prayers are the "yeah, sort of, I guess" type. A god of the Forest would definitely "Speak with Animal" or "Find Water" as those are definitely forest related things. A god of the Forest might, probably "Heal" because a forest is a place of growth, but also if your hurt and fall in the forest, it will consume you. Forests don't give a shit. What a god of the Forest won't do is produce a "Fireball" as fire is a forest destroyer. 

Any god with multiple accreditations (ex, god of love and thunder) has multiple Purviews, as each template in Godhood gets you a Purview

While you, yourself, don't have any Magic Die to put towards said prayers, you essentially buy them at 1 Conviction point/MD. They immediately become the relevant above result. So in the above example 1 Conviction point buys you the same result as rolling a 6 on the MD would for Speak with Animal, a 4 for Heal, or a puny 1 damage fireball of fizzled flames. 

Ceremonies
Stolen straight from Arnold K.  Because they are cool. 

Each one takes 2 hours. 

  • Union – People are bonded. If your partner would take physical damage while you are beside them, you can choose to take half of it. If one dies, the others loses 500XP.
  • Funeral – The dead are honored. Everyone gains XP equal to 50% of the deceased's total XP. (So if a PC with 3000 XP died, each of the three surviving PCs will get +500 XP at the end of the session.) This transfer only works from player characters, to player characters.
  • Sermon – You can implant a suggestion in all Neutral and Friendly attendees.  Make a single roll for each (roughly) homogenous group/demographic.  You still need to get people to sit through a 2 hour sermon, and most people are not well-disposed towards religions other than their own.

Divine Guidance
Wizards have to call their familiars and make a contract that will ultimately bring their down fall. Clerics, though, are preapproved and get assigned a companion that will actually try to help them in the form of a lesser angel. Careful through, while familiars vaguely look like animals, angels just outright look like weird shit. Does not count against follower limit. 

Seek Audience
Usually, whenever a cleric and their god have a palaver, it was the god who done the initiating. However, with this power, by getting the GM a beer, the cleric and present PCs, are granted an audience with the god in question. Whether they'll be pleased to see you is another story. Usable once per adventure and lasts for as long as the beer lasts, or until you anger the god. 


Example 

(directly stolen from Branson Reese, because I needed a quick example and I refuse to learn what a "Pelor" is)
Purview: Vacation

Tenets
  1. “It’s 5 o'clock everywhere.”
  2. “We’re here for a good time, not a long time.”
  3. “There is no rule number three.”
  4. “Changes in latitude, changes in attitude.”
  5. “Hell, could be my fault.”

The Tenets take place of your Conviction, so when you get in trouble for following "Hell, could be my fault" you gain a point of Conviction. Which can then be used to power prayers. 

Purview prayers would be along the lines of Comprehend Languages (for understanding locals), Endure Elements (in case you forget the sunscreen), Unseen Bellhop, and Summon Alcohol. Domains would be along the lines of Summon Mount (gotta get there some how), Heal (for the bad sunburn), and Cure Poison (for the bad tummy). Prayers outside of these would be any of the fairly aggressive sort: Fireball, Magic Missile, Acid, etc. When in doubt, talk with your GM. 

Eventually, Danny will send a weird ass, biblically correct flamingo with far too many eyes and wings to assist you in your day to day adventuring and vacationing. Get on good enough graces with him, and that "drop by anytime to use the pool" becomes more than just a pleasantry (once you get the GM a beer, of course). 




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Elven Hacker


While the True Elves sing the physical world into existence, your ancestors lost that ability when they descended into this world. You though, with research, practice, and a little luck, have found a way to mimic the lost ability - but for the digital domain. 


While you’re referred to as a “Hacker,” you don’t really know technology any better than the average nobody. You don’t really need to, as you can simply ask devices to work for you. What’s RAM? A male sheep. And cookies are the things you eat. Why’s everyone always yelling about them?


Elven Hacker

Requirement: Elven template A


  1. Digital Song, Perceive the Realm Digital, +2 Songs

  2. Network Step, +2 Songs

  3. The Road Goes Ever On, +2 Songs


Digital Song

Whereas your elven cousins in the real world are able to sing the physical world into existence, you are able to alter the digital world through your song. Your songs mimic the abilities of a Hackers Warez, and you'll be choosing from the same list for now. Gain a number of song dice equal to your Elven Hacker Templates.  These work/are just like the standard GLoG Magic Dice: Whenever you roll 4-6 on the song dice, you lose that dice until refreshed the next day.  


Faults and Snowcrashes still apply and are detailed at the bottom. I should rename them something singing related, but I won’t. I know nothing about singing. 


You need no gear to perform these songs, but you obviously need to be able to speak. 


Perceive the Realm Digital

You are a creature of the physical realm, able to gaze down into the digital. This sounds cooler than it actually is. Basically what this means is you are able to perceive AR without additional gear or implants. Big annoying advertisements, roaming AI, device HUDs - all are visible to you. 


Also, you’re able to speak with devices. You just do that now. All the time, if you want. Devices usually have an attitude based on their purpose, however, and for unfamiliar devices you’ll need to make a vibe check (reaction check) to see if they’re even remotely friendly. 


Network Step

As an Elf, you’re able to step up briefly into the True World to short cut your way across the Physical World. As an Elf Hacker, once per session you’re able to step down briefly into the Digital World to shortcut your way across the Physical World, moving 1 node per template across a network you have access to. 


The Road Goes Ever On

Should you (when you) die, make one final Charisma check. On a success your personality gets embedded on a nearby device, and you can rewrite as an AI bound to that device. Think along the lines of “Really Good Dog” but more “Really Good Gun” or “Really Good Vizzy.” If you succeed by 10 or more, you get to choose the device. If you fail, well, you’re finally free of this nonsense. 


Faults

  1. Wrong Lyrics - Dice only return to your pool on a 1-2 for 24 hours.

  2. Forgotten Lyrics - Cannot sing anymore songs for 1d6 rounds while remembering the proper lyrics. .

  3. Headache - You suffer 1d6 damage from severe headaches.  

  4. Intrusive Thought - A stray thought keeps distracting you. Lose a song slot for 24 hours.

  5. A Bit Flat - Whatever you just sang was horrible. Just awful. You’re now Deaf for 1d6 rounds.

  6. You Look Silly Doing It - Take 1d6 Charisma damage


Snowcrash

  1. Talking Fast - It worked for Sid McCray, maybe it’ll work for you. You can not speak for 72 hours.

  2. Better Make it a Full Week - You can not speak for 1 week. 

  3. Bit Your Tongue - Well, it was more of a chomp than a bite. Mute permanently. 

  4. Wait, What? - You completely forget the words to the song you just sung, and will need to relearn it.  

  5. Monster of Your Own Design - You’ve sung something horrible into existence. A powerful AI has been created and immediately gone rogue. And it hates you. So. Very. Much. 

  6. Terrifying Visions- I don’t know how you done it, but you sung yourself back into the True World. Don’t worry though, you return 24 hours later at the same location, dripping with DMT and incoherently blathering about the terrible fractal visions you saw.  You’ll never sing again out of pure terror. 


Learning Songs

Where Hackers can simply purchase new Warez (or trade favors), in order to learn a song you’re going to have to do some research and practice. Spend a number of days equal to the number of songs you know + 1 in study, spending 1000 Soviet Ruble (the new currency standard) a day for beer, drugs, and broken electronics, afterwhich make a Charisma check. A successful check means a successfully learned song, with every additional 1000 Ruble spent providing a +1 to the check. 


Song::Befuddle
Device is unable to record new data to memory for [sum] minutes. Save negates. 

Song::Blind
Visual sensors on a device fail for [sum] minutes. Save negates. 

Song::Charm
Device treats you as an approved user for [sum] minutes. Save negates. 

Song::Deafen
Audio sensors on a device fail for [sum] minutes. Save negates. 

Song::Loop
Device (usually a camera) replays the last [dice] rounds as output until reset. Save negates. 

Song::Summon Digital Assistant 

You are able to bind an AI to your service for [Sum] days. 


The assistant acts independently, however it will always follow your commands to the best of its ability and you are able to instantly communicate with it when within 100 ft of it. It’s not exactly telepathy, but it might as well be. With concentration, you may experience any sensory data the assistant is experiencing, however this does leave you, yourself, effectively blind and deaf for the duration. Also, when within 100ft of you, the assistant can use any song you know, based on the highest dice rolled: 1-2, 1 song dice; 3-4, 2 song dice; 5-6, 3 song dice. 


The assistant stays around until destroyed or dismissed, however it does not count against your follower limit. You can’t have more than one assistant at a time. 






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Werewolf Unionist

 
In the year 20XB (just a few short years before modern day 20XX) a lunar factory was established on the moon. While not remarkable on it's own, as the first lunar station, colony, mining, and manufacturing establishments were all decades before, what set this station - designated AMZN Lunar Prime - apart was the fact that it lacked even the most basic of automation. High stress parts, AI cores, Turing locks, and all the necessary power sources and maintenance cost money after all. Employees are replaceable. 

Another notable event in the history of the AMZN Lunar Prime was it's abandonment in 20XG due to what is commonly referred to as "the Werewolves Incident." 

The employees were originally abandoned in the facility, however you're one of the few who managed to glom the guts of a rattler back down the well (hop a freight shuttle back to earth). 

Werewolf Unionist

Starting Equipment: Union Card, Union Pamphlets,  Picket sign (as club) 
Starting Skill: 1) European Folklore 2) Lunar Operations 3) Labor Laws

For every Werewolf Unionist template you take, gain +1 HP. 

A. Beast Mode; Collective Action
B. Don't Mourn, Organize!
C. Monstrous Transformation
D. The old John Henry 


Beast Mode
With a moment of concentration you can shed off the trappings and burdens inherent in being human and embrace the freedoms of being a wolf. You are able to transform into a dire wolf while retaining human reasoning, with all that that implies. 

Collective Action
While Conviction is typically gained by putting yourself in trouble, your Conviction can also be gained by successfully convincing someone to join a trade union. 

Don't Mourn, Organize!
After seeing a member of your party die of lethal damage, a successful Wisdom check restores half of your total hit points and all uses of per day abilities. 

Monstrous Transformation
You've gained further control over your form changing abilities and can now shift into a horrendous combination of were and wolf. While in this form gain a claw attack (as heavy melee), implied wolf abilities, +2 strength, and Damage Reduction 3. Being successfully attacked with silver ends the damage reduction effect until a long rest. Holding this form hurts like hell, however, and inflicts 1 non-reductable damage per round. 

Anyone bitten by you doesn't necessarily become a lycanthrope (assuming they survive) but they do slowly develop pro-worker ideal. 

The old John Henry 
Once per session, when in a contested roll with a machine (before rolling), you may simply announce that you pass the test and beat the machine. 

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Martial Artist

 Everyone's got their own Monk class; this one is mine. 

I've been toying with using different parts of the character sheet for different purposes, other than what they were intended for. It's all been theoretical, but this one seems to have legs, and uses Inventory slots to augment abilities. There was also a Ghost who used their Legendarium to attack; but this ain't that. 

While I know there is some difference between them, I'm gonna be using "style" and "school" interchangeably. Because I keep forgetting. I am very tired. 

Martial Artist

Starting Equipment: a towel, 2 rations
Starting Skills: 1) First Aid, 2) Athletics, 3) 

A. Fighting Styles and Moves
B. +2 Moves
C. +2 Moves
D. +2 Moves

Fighting Styles and Moves

You're a fightman from fightland. Through training you've learned a fighting type and a couple of moves from the school. Select a school (listed below) and gain access to that list of Moves. You start with the ability to learn (from a teacher or manual) the first 6 Moves, and gain access to the rest of the list the more you master your school (take templates), as listed here:

  • Template A - First 6 Moves 
  • Template B - First 8 Moves 
  • Template C - First 10 Moves
  • Template D - All 12 Moves
If the Template A is your First Template, you begin with two Moves. 

Every Template taken after A, gain 2 additional Moves for free, chosen by roll. 


New Item: Fight Moves

Should probably rename this to something cooler. Maneuvers? Yeah, probably should. I won't, but should. Either way, this technically ain't an item, but as each Move requires a certain amount of flexibility, each one takes up an amount of inventory spaces, noted as the cost. With moves equipped, any Inventory Slot usage that would cause Encumbrance would first take up a slot reserved by the Move, thus unequipping the Move.  

While each Move pertains to a certain style, they can be learned by anyone willing to take the time to learn them. Martial Artists, however, receive a discount of 1 per template to the cost of the move, to a minimum  cost of 1. Moves within the original style receive and additional 1 discount. Anyone can learn, but Martial Artists get them for super cheap. 

Switching out moves from your inventory is a simple matter of performing a routine of exercises in the early morning. Much like the wizard nerds prep their spells. 

If the Move mentions a Target, it is an attack and is resolved normally, with the effect of the Move replacing damage. It can be performed up to Templates time per scene, unless otherwise noted. 

Costs are based on a 20 slot inventory standard. If you're using a system based off a stat, adjust the numbers a bit. If you're going off weight...I don't know what to tell you. Multiply by 10lbs, maybe? 

The numbers are janked and "seemed right at the time." Play testing is likely to prove otherwise, but the idea is there and usable. 

Abbreviations Used

[Cost] - Base cost, before discounts are applied.

[Add] - Additional slots voluntarily taken up past the cost. You may volunteer slots up to your level. 

[Total] - Total slots taken up (cost + additional).

1. Name of the Move - Cost


Styles and Moves

Style: Earth and Heaven
Pilfered, nearly word for word, from Rise Up

1. Grasping Rat Method - 10
While in this form, every time you're the target of a missile attack and reduce damage by [add]. If reduced to 0, you also catch the missile.
2. Throw the Ox-Cart - 9
Target is knocked back [total] x 5 feet in a direction of your choice. If the target comes into contact with a solid surface, they smash through it and take [add]d4 damage.
3. Laughing Tiger - 12
Your unarmed attacks are increased to light melee. You can cut ropes and shit with your attacks, as your empty hands are considered weapons. For every 3 [add] your hands count as +1 weapons.
4. Wary Rabbit Attitude - 11
While in this form, you always succeed initiative checks. For 2 [add] while taking this form, you are also never surprised during an ambush.
5. Ascending Dragon Prana - 12
Attacked target is knocked prone. They must spend a turn to stand up. You heal [add] HP.
6. Constricting Snake - 11
You wrap your Target in an elongated object:, scarf, prayer beads, etc. The target is grappled for 1d6 rounds, but your hands remain free. If the victim spends a turn untangling themselves, they may attempt a Save to recover from this effect.
7. Runaway Horse, Crazy Kicking - 14
Target of [add] or less HD has a limb disabled by this attack. Disabled arms cannot wield weapons or carry shields. Each disabled leg gives a -6 penalty to the target's Movement. 
8. Monkey Drunk on Fermented Peaches - 12
While in this form, you may move 5 feet per [add] as a free action during your turn. When you suffer effects that would move you, you may choose which direction you move. Lastly, you may rise from prone as a free action.
9. Rooster's Crow Brings the Dawn - 9
The target is knocked prone. They must spend a turn to stand up. You immediately learn the target's total and current HP. You immediately have a sense of what templates the target has. If the target has Martial Artist templates, you learn what school they are in.
For 3 [add] you also learn any resistances and vulnerabilities the target might possess. 
10. Dog Whipping Stick - 8
Target's breath is knocked out of them. They cannot speak and suffer a penalty to Attack and Defense equal to [add]. If the victim spends a turn resting, they may attempt a Save to recover from this effect.
11. Stubborn Boar's Defense - 15
You gain damage resistance equal to [add]
12. Charging Goat Kick - 15
You deal [total] damage to the target, who begins bleeding. For [add] rounds, the target suffers a 2d4 damage at the beginning of their turn. If the victim spends a turn resting, they may attempt a Save to recover from this effect.

Style: Seven Holy Winds
Seven Holy Winds
Watch as I soar like a leaf
Untouchable. Yep.

1. Flowing Dodge - 8
While unarmored gain [total/2] to Defense. 
2. Elusive Target - 10
Add +1 to Defense for every enemy flanking you. 
3. Mobility - 8
Gain +2 to Defense if you've moved this round
4. Redirect - 7
Spend a Conviction point to channel an attack against you to an adjacent target. 
5. Unbalancing Counter - 8
[Add] times per scene, melee attacks against you render the attacker flat-footed. 
6. Dust in the Wind - 10
Every time you're the target of a missile attack and reduce damage by [add]. If reduced to 0, you also catch the missile.
7. Skyward Carp - 10
Gain a bonus of [add] to Movement for the purposes of jumping. 
8. Shifting Winds of Chaos - 7 
Spend a Conviction to knock a spell back at the caster. 
9. Nimble Moves - 12
As long as you start and end your movement on solid ground you can move across surfaces too soft, fragile, or thin to hold you, with ease. 
10.Agile Maneuvers - 8
Gain [add] bonus when performing Combat Maneuver checks 
11. Wind Plucks the Fruit - 10
Targets of your melee attacks are forced to Save vs Disarm or be...uh, disarmed. 
12. The Building Storm - 15
Upon a successful attack, add +1 to damage. This bonus damage stacks with previous bonus damage from this Move, and all bonuses are lost should you not attack or miss in a round.  

Style: Berserker
A warrior of rage and brutality that pops mushrooms like candy. All moves require the consumption of fly agaric mushrooms, suffering the effects as normal. 

1. Berzerkergang - 9
While on mushrooms, for [add] rounds, you enter a holy fury. Gain +3 to Attack, +2 to Damage, and lose 4 Defense. In this state you lose the ability to make tactical decisions any more complicated than "hit it until it dies." 
2. Bear Shirted Champion - 10
When wearing a bear pelt, you gain +[add] to your Damage.
3. Battle Swine - 10
When wearing a boar pelt, you gain +[add] to your Defense.
4. Wolf Coat - 10
When wearing a wolf pelt, gain an extra attack per round.  
5. Charge - 11
Move your full Movement in a straight line. Anyone you come in contact with must Save with a penalty of [add] or be knocked on their ass prone. 
6. Battle Cry - 9
By giving a mighty war cry (at the table, c'mon, let's hear it) you force enemies to make a Moral check with a penalty of [add]. 
7. Battle Intoxication - 12
Gain +[add] to Save vs Mind alter effects
8. Effektnummer - 12
When first entering Berzerkergang gain [add]d4 temporary HP, which disappear at the end of Berzerkergang. Can take you above max HP. 
9. Warrior's Madness - 10
Felling an enemy restores [add] HP. 
10. Kraki's Champion - 13
When in Berzerkergang, you are immune to fire and iron. 
11. Immune to poison - 10
Poison does not effect you while in Berzerkergang. 
12. Shield Biter - 8
Sunder a shield to restore 1d6+[add] HP

Style: Pugilist
A bare knuckle brawler who loves the Sweet Science. All Moves must be performed empty handed. 

1. Sand Puncher - 8
Your unarmed attack damage moves up a dice size. (d2>d4>d6, etc) 
2. Float Like a Butterfly - 10
You gain [add] to your Defense
3. Sting Like a Bee - 10
You gain [add] to your attack damage
4. Combo Set Up - 8
[Template] times per scene, target must Save or roll with disadvantage for [add] rounds. 
5. Clinch - 10
While target is disadvantaged, performing a successful Grapple restores [add] HP
6. Rabbit-Punch - 10
Attacking while the Target is unaware of you does max damage. 
7. Leonov's Thief - 10
If target is defeated by you while under disadvantage, reroll Reaction with [add] bonus
8. Song of the Merchant Kalashnikov - 12
While Target is disadvantaged, your successful attacks do an addition [add] straight to the Target's armor. 
9. Irish Stand Down - 12
If you haven't moved this round +[add] damage to your attack. 
10. Harlequin Step - 14
While disadvantaged, if a Target fails an attack against you, make a free attack at +[add] damage and move 5 feet. 
11.Haymaker - 12
[Template] per scene, your Critical Success range triples, however your Critical Fail range doubles. 
12. Fibbing - 16
While a target is disadvantaged, gain +[add] attacks against them per round. 

Variant Idea: Turn Move lists into Skill trees with spendable points equal to Inventory slots used. This started as a stray thought, but the more I think on it the more it seems plausible. But also, I've already written everything out. So, update based on play testing in the future, I reckon. 

New Item: Training Manual
Teachers are good and all, but sometimes they're not available. A manual, be it a collection of word carvings or a scroll of precious artwork, allows for self teaching after a week of study, albeit requiring an intelligence check. 

Normally, training with a teacher doesn't require an intelligence check, as they surely answer any questions you have. I don't think I mentioned that anywhere. I should go back and add it in, but we've already come this far, and it's all the way up there. So instead, I'm just...going...to end it...right here. 
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Witch Hunting Duck

 

It's too late. 

The witch hunters are in town and have your scent. 

I'm so sorry. 

It's too late.

Look out!


Witch Hunting Duck

Starting Equipment: Tiny trench coat, tiny hat, tiny Witch Hunter badge

Starting Skills: 1) Diving 2) Puddling 3) Hunting

+1 HP per template.

A. Duck, Sense Magic
B. Witch Hunter
C. Iron Quack
D. Magic Immunity

Duck
You are a duck, and all that that implies.

Sense Magic
You have a template-in-6 chance of detecting magic as a skill.

Witch Hunter
Your bite does an additional 1d6 to magic users.

Iron Quack
Your quacking carries the quality of iron, disrupting magic within range of hearing.

Magic Immunity
As a hunter of magic, you've grown immune to all forms. Including helpful.

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Spell Wall

Wizards and magic. It was only a matter of time before some jerk weaponized them into War Mages. 

Then it was only time before someone countered the War Mages. That's where the Spell Wall comes in: shield fighters trained to redirect enemy caster's magics and use it to bolster their own abilities. 

Requires an equipment endurance system to keep on the level. 

What'll be made to counter these? Something terrible I bet. Arms races always are; you start off with a pointy stick and end up with cyborg-tarrasque. 


Spell Wall

 Every template you take gives you a +1 to Shield Endurance. 

Starting Equipment: Standard Shield, 3 blank scrolls or 1 active scroll, shield repair kit
Starting Skills: 1) Magic Lore; 2) Military History; 3) Blacksmithing

A. Field Repair, Magic Absorbing, Magic Channeling
B. Nemo's Ingenuity 
C. Hold the Line, Magic Eater
D. Vomito Magicae

Field Repair
Once per day, during a short rest or lunch, you're able to restore the condition of your shield, should you have a repair kit at hand. This is opposed to only during a long rest. 

Magic Absorbing
While you don't generate magical energies yourself, you've learned to absorb energies directed against you. When holding your shield in hand, you can absorb and store 1 MD per Shield Wall template, until used. To do this, Save vs Spell (even if the spell typically doesn't offer a Save) - on a failure you suffer the spell normally. On a success, the spell carries out as normal, however you get to choose the dice being absorbed. Dice showing 1-3 do 1 endurance damage to your shield; 4-6 do 2 endurance damage. MD absorbed in this way do not return to the caster's pool until it naturally refills.  

Magic Channeling
Now that you've contained the spell, what are you gonna do with it? You've got a couple of choices: 1) Use it to boost your Save Vs Magic 2) Channel it into a blank scroll when you have a safe moment to concentrate

Nemo's Ingenuity
"I jus' 'acked i' on 'here, didn' I?"
Your shield hand now counts as "free" for the purposes of using a scroll. Because you've tacked it on there. With a tack. Wizards cower at your arcane prowess. The scroll is still consumed upon casting. 

Also, you can now immediately channel a spell into a blank scroll on the back of your shield. 

Hold the Line
You've formed a unique bond with your shield and, let's be honest, it's gonna take a lot of punishment in your line of work. To counter that, you're now able to channel the magic in your head into your shield in order to repair endurance checks at a 1:1 MD cost.

Additionally, when you channel MD to boost your Save vs Magic, you do so for people in 10' radius around you. 

Magic Eater
When things are proving difficult, you can consume a scroll via your mouth, with your teeth, to gain a magic di. 

Vomito Magicae
Again, you're no wizard: your control over these spells in your head is tedious at best. Sometimes it's best to let them out. As an interrupt action, while a caster is casting, you may release any number of stored MD you have in your head. These are rolled in conjunction with the caster's and count in terms of double/triples/quads. 


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Rat Master Redux

 I'm in the process of setting up a generic fantasy game using the GLoG for some friends, most of whom are new to the TTRPG scene. One of which wants to play a Rat Master. Not a problem, I love that class, however the trouble lies in that it's not exactly a GLoG class, as it's laid out over a span of nine levels, rather than four templates. 

So, I took out my files and started removing serial numbers. 

What's presented below is a combination of Arnold's original class, some parts from Knock's Swarm Master (word for word in a large amount of places), and a few of my own addons. 


Rat Master

For every template taken, your Horde Die (see below) increases one step and you gain +1 on Save vs Disease. 

Starting Equipment: Dang rags, bottle of high proof low quality hooch, cool looking rock
Starting Skill: 1) Locksmith 2) Pickpocket 3) Mucklurker

I was told I needed to use more pictures. So here's a rat.
A. Rat Friend, Summon Horde
B. Transfer Affliction
C. Guest of the Rat King
D. Rat Apotheosis, Embrace the Rat

Rat Friend
You can speak freely with all rodents. All rodents recognize you as a beloved of the rat god, and will improve their starting attitude toward you one step. This protection does not extend to your friends.

Additionally, you know that rats love to gossip. When gathering rumors, you gain an additional template amount of rumors. 

Summon Horde
You call forth a horde of rats to your current location, which will serve you faithfully, though not always without complaint. 

You gain a Horde Die, starting at d6, and may increase it up one step by taking an exploration turn (10 minutes), up to your maximum die, starting at d6 at template A to d12 at template D. 

Taking risky actions (noted in Horde Moves below) can potentially cause the Horde to reduce in number. When performing the action, roll the Horde Die. On a 1, the Horde is reduced a step. 

Transfer Affliction
Once per day, you can transfer a disease, poison, or curse onto a willing rat. Rats of your horde always count as willing, but prepare for complaints. Also, there is potential for it to spread any disease it bears for you. It’s a rat, after all. 

Guest of the Rat King
Should you find a Rat King, you’ll be welcomed into it’s “court” as a guest. This mostly means you can come and go freely, receive one secret for free per visit, and won’t be eaten if it knows you’re alive. 

Rat Apotheosis
You can establish a stronghold in the sewers beneath a city. You attract the local Rat King, 2d6 loyal wererats, 1d3 paladins of the rat god, and an insane cartographer. 

Embrace the Rat
At every level above 4, you have the option to take a template of rat based Lycanthropy as an Ω template, rather than a Curse Template. 

Dice Step

1 < d4 < d6 < d8 < d10 < d12



Horde Size

Number of Actions

d4

1

d6

2

d8

3

d10

4

d12

5

Where we going today, Boss?


Horde Moves Based on the size of your horde, they can perform a number of moves at once (see above)
With at least a turn, hordes may be commanded to…
  • Perform Domestic Services - as they’re able, by combining their tiny strength
  • Perform Manual Labor - Tunneling, burrowing, clearing rubble, gnawing corpses into oblivion, etc. This is a risky action and many tiny bodies could be crushed.
  • Forage and Scavenge - The horde can produce enough food for individuals equal to the result of the horde die. It will not be gourmet.
  • Bear Burdens - Individually, they are weak, but together the horde is strong. They can carry up to [Horde Size] worth of inventory space
  • Carry Their Master - Using their combined strength, the Rats hoist their master upon their tiny rat shoulders and carry them at Move equal to 10 + [Horde Size]
  • Search an Area - The horde can find traps, hidden doors, and other secrets in an area with a roll of the horde die of 3+. If traps are found, the horde has a 3-in-6 chance of accidentally triggering them. This results in the horde die being reduced one step.
  • Scout Ahead - Rats are stealthy and observant. I mean, they’re rats. You can send them out 30 + 10 ft/template from you, where their keen senses allow them to avoid surprise and spot ambushes on a horde die roll of 3+.
Within a round, the Horde can act quickly to…
  • Protect their Master if they are unarmored - If commanded to protect their Master, improve Defense by a roll of the Horde Die. This is obviously risky.
  • Attack their Master’s enemies, if the Master is unarmed - Inflicts Horde Die in damage to all enemies within 30 ft. This, too, is a risky action.
  • Sacrifice Themselves for Their Master - If struck, the swarm will sacrifice itself without being commanded to. Reduce the Horde by one step, then subtract a roll of the swarm die from the total damage suffered to the Master this round.

For the life of me, I'll never know why Google Drive and Blogger don't work well together when they're owned by the same company.
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