Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Thursday, June 24, 2021

GLOG Hack: Godkillers

 At last, friends, I do believe it is time. I've been working on this hack on and off for roughly eight months, ever since I first joined the GLOG community, and it has evolved massively from the scope I had originally planned. And the scariest thing is that it's still going upwards. But I'll talk about my plans afterwards. Right now, I present my magnum opus, the big kahuna: Godkillers!

Faerie Tale, Fish, King, Poisson, Roi

CLICK FOR DOC

Featuring: 

  • The best dice, the d12.
  • Post level 4 progression because you're gonna kill some Gods, kid.
  • A generally higher power level than most GLOG hacks, though still very deadly.
  • A word-based magic system that allows absolute freedom to cast whatever the hell you want.
  • Universal Templates: one level classes allowing for even more customisation.
  • I have playtested this a lot and am still not sure how balanced most of this is.
  • So many classes. Like genuinely, I look at this and wonder when I found the time to write all this.
  • An ancestry table and an alternate advanced ancestry system.
  • Probably a bunch I forgot to talk about. Go read it and find the rest.
Plans for the future:
  • A hirelings and retainers system.
  • More Ancestries and Classes.
  • A domain system.
  • Weapon and armor crafting.
  • Alchemy and potion making.
  • Tier 3: Godkiller.
  • Psionic and Magictech Classes.
  • Vehicle rules (Ships, Spaceships, Horses)
  • Corruptions (I've already finished two but I want a few more before I do a release)
  • Better monster rules and a Bestiary of some kind.
  • Some dungeons and adventures specifically for the system.
  • Magic items.
As you can see, there is still a lot I want to do, but I am happy with what I've thrown together so far. Quite a few playtests have been done, but far more are definitely necessary. Please, please tell me your thoughts, whether through the comments or discord DMs. Godspeed, friends, and await more content coming soon!

Monday, December 7, 2020

GLOG Class: The Knight-Errant

 This is an idea I’ve wanted to do for a long time now. The idea of the brave knight on a quest is such a powerful image to me still, even as I grow older and further away from the fairytales of youth. So when the idea of + templates was raised to me, I jumped on the opportunity. Essentially, + templates are extra abilities that build upon what you already have, unlocked when you complete an in-world goal. This will hopefully encourage players to engage with the world more. Maybe. It could also just annoy some of the more power-gamer-y types.

Anyway, without further ado, here it is!


Knight by Johannes Voss

Knight-Errant

Starting Equipment: A Faithful Horse, Heavy Armour, Crested Shield, Sword Given To You By Your Old Master


Skills: 1. Courtship, 2. Chivalry, 3. Dueling


A: Knightly Quest, Crest [+Title]

B: Challenge [+Slayer of Legends], Code of Honour

C: Squire [+Warband]

D: Whosoever Lifts This Sword [+Divine Right of Kings]

A: Knightly Quest

A Knight-Errant is defined by the Quest they embark upon. Every Knight-Errant rolls for a Quest or discusses one with their GM. This is always some deed of immense honour and glory, and completing it successfully will bring much respect to your family and your name. Begin play with a strange magical item that, while slightly obfuscated in its exact use, will help you complete your quest, whether by leading you to the location of what you’re looking for or giving obscure riddles as to the true nature of your quest.


You may not ignore your Quest for more than a month at once, or you lose all Knight-Errant Templates. While you are working towards your Quest, there will always be a way to escape any bad situation. Upon completing your Quest, you will receive another one at some point in the next 1d4 years through magical or divine means.

A: Crest

Your shield is marked with the crest of your house or homeland, a reminder of where you set out from, though it is far away now. While wearing a shield with your crest on it, you have advantage on checks against being frightened or mind controlled, and have +1 Defence. You will be given an audience in any court you go to, though they may not necessarily like you.


+Title

Prerequisite: Complete a Knightly Quest


You are far more than merely a normal knight-errant now. Through your deeds, your name has become known throughout the land. Gain a title appropriate to what you have done, or whatever sounds cool (e.g. a Knight who found the Crystal Rose of Telgalan would become known as the Knight of Roses). You are immune to being frightened or mind controlled. Any enemy that knows of your reputation rolls morale checks with disadvantage. You will be given audience by anyone you ask it of, and most will respect your opinion on matters of war and battle. Once per adventure, you may pull off an unreasonably heroic feat and survive the process, no matter how improbable. If you ever sacrifice yourself for a cause you believe in, that cause will gain divine protection.

B: Challenge

You may at any point challenge another creature to a duel. In combat, they must save vs. compulsion or be forced to attack you and only you, though you must do the same. The duel is broken if any other creature intervenes in the fight. Outside, you may challenge anyone that can hear you. They must save vs. compulsion or agree to it. You must then decide amongst yourselves a time and place, and terms as to what happens when either of you win. A sufficiently wealthy person may send a proxy to fight in their place.


+Slayer of Legends

Prerequisite: Kill an opponent of mythical proportions in one-on-one combat.


Any normal creature you challenge to a fight now has a 3 in 6 chance of running away in fear at your reputation. You may now challenge people across any distance, and they will receive news of your challenge within 1d3 weeks. This can include kings, gods, dragons or anything of significant enough power. They will accept your challenge unless they have a significant reason to refuse.

B: Code of Honour

Name three things that you hold as evil and dishonourable (e.g. lying, consorting with demons). You can always tell when someone is engaging in those activities. You deal +1 damage to anyone you view as evil in reference to these three tenets. If you ever break one of your own tenets, you lose any + templates you may have and must go on a quest of atonement to regain your honour.

C: Squire

You have a loyal squire by your side, who will assist you in your Knightly Quest. They are two levels below you, and have templates in a martial class of your choice. You may decide their personality and backstory with your Gamemaster. They seek to learn from your experiences, and will assist you in any way they can. However, they may still leave you if they are mistreated. After six years of training from you or after they gain their last template in a martial class, they gain a level in Knight-Errant and go on their own Knightly Quest.


+Warband

Prerequisite: Gain a Title and be granted land by a lord.


Once per month, you may call together a group of up to [Level x 10] Knights to help you in a single task, such as storming a castle or grounding a dragon. These knights are old friends and acquaintances of yours. They will only stay with you for up to a week, and only for the duration of one specific task, after which they disband.

D: Whosoever Lifts This Sword

Gain a sword of immense magical power, rolling on the table below for its magical properties or deciding an appropriate ability with your GM. Once per adventure, you may miraculously survive a killing blow, instead dropping to 1 HP.


+Divine Right of Kings

Prerequisite: Claim the throne you were fated for.


You are the ruler of a prosperous, powerful kingdom. You may retire your character at any point and your character will go down in history as a good ruler, and the people will forever speak your name in reverence.


1d12

Sword Property

1

You may point your sword at a demon and cause them save vs. banishment or be forced back to their home plane.

2

You can instantly kill any being of 1 HD or lower, and cannot be harmed by them.

3

Woodland animals recognise you as a friend, and will follow your orders as their ruler. You can speak to and understand woodland animals.

4

You cannot be hurt by fire or lava. You may ignite yourself to impart an extra 1d6 fire damage on a hit.

5

You may fly and control the direction and strength of the wind.

6

You may raise the corpses of those you kill as 1 HD servants. You may have up to twice your Knight-Errant templates of undead under your control at one time.

7

You may mark any two doors with your blade. Opening one will lead out into the other. Only the one who holds the sword may use this effect. To everyone else the doors function normally.

8

You may freeze any water your blade touches, and are immune to all cold effects. You do not slip on ice, and anyone hit by your blade has their movement halved.

9

Your blade glows as a bright light, and you may shine it in the eyes of your enemies, forcing them to save vs. blindness or be blinded for 1d6 rounds. If they succeed, they are immune to this effect until the next day. You deal an extra 1d6 damage to anyone who violates your code of honour, and also to undead and demons (this does not stack if they are both).

10

Your sword may act on its own, flying out of your hands and attacking whoever you direct it towards. You may do this for [Knight-Errant templates x 2] rounds per day. It may also do this out of combat with no limit, though it cannot attack without using a round.

11

While standing in shadows, you are invisible to everything except high-level magic. You may teleport from one set of shadows to another you can see.

12

You cannot bleed, and cannot suffer from injuries (you still take damage, but there is no physical effect until you actually die). You cannot be hurt by projectiles, only melee weapons.


1d10

Knightly Quest

1

Kill the tyrannical red dragon Termithraviax of Bloodpeak Mountain.

2

Find the Crystal Rose of Telgalan by completing the Trials of the Forest Kings.

3

Reclaim the Throne of Silence from the giants who wrongfully claim it.

4

Find the Ocean Grail of the Coral God, Manifil.

5

Defeat each of the Manifold Knights in single combat.

6

Travel to the City of Ravens and entreat the Lady of Black Feathers to give you the Falling Star Rite.

7

Reach the end of the Time Spiral at the End of the World.

8

Return the Lich Jewel to its rightful place atop the Bonewall.

9

Slay the King of the Insect Hordes and bring back his mandibles.

10

Find the cure for the Heart-binding Curse.

Tuesday, October 6, 2020

GLOG Class: The Rebel

 There are always those who wish to make a difference in the world, to carve out a place for themselves and others that is better for all. This is not that person. This is a contrarian, simply causing rebellion for rebellion's sake. Who knows though? Maybe someday their opinions will settle down into something more rigid. Until that time, here you go:

The Rebel

Starting Equipment: A mostly unknown weapon ill-suited to real combat but still surprisingly effective, four paint spray cans, socially unacceptable musical tastes, a history of trouble with law enforcement


A: Against The Grain

B: Contrarian

C: Stick It To The Man

D: Take a Stand!

A: Against The Grain

In all things, you seek to stand out and rail against that which is widely accepted. Choose three things about the world you see as unacceptable. If you see anything that you believe conforms to those things or accepts them, you may roll twice on any rolls to influence its opinions or deal with them forcefully (including attack rolls), taking the better result. However, if at any point you are aware of more than 10 people that agree with your views, they are now widely accepted and you must choose a new ideal to replace it.

B: Contrarian

A number of times per day equal to your total number of Rebel Templates, you may refuse to accept a fact about the world, ignoring any effects related to that fact for one round (this cannot include damage as a whole, though can include specific damage types).

C: Stick It To The Man

You are immune to fear and effects that force you to tell the truth. At any point, you may challenge a person of clear authority on their worldview. They must save vs. compulsion or be forced into a debate with you. Each round, you must present an argument to the target. In return, the target must spend their entire turn responding to you and presenting their own ideas. If at any point you run out of things to say, use a logical fallacy or say something obviously untrue, the debate ends and the target cannot be debated again for 24 hours. If the same thing happens to the target, they immediately take 1d6 psychic damage and must attempt to return to their home for the next 6 hours.

D: Take a Stand!

At any point, you may make an impassioned speech in front of a crowd. All people who can hear you must save vs. fanaticism or be driven into a frenzy at the injustice of what you discussed, helping you in whatever endeavour you undertake if it is related to your speech for a number of days equal to your number of Rebel templates. If you show weakness or a lack or resolve at any point during this time, the frenzy ends. Anyone who succeeds the saving throw is immune to your speech making abilities for one week.


Tuesday, September 15, 2020

That Which Is Lonely: Lore and The Lonely One GLOG Class

 

Blindfolded by Saehral

That Which Is Lonely


‘From afar, it leers,

Entirely alone in its togetherness.

For years upon years upon years,

It has grinned in its timelessness.


It has no one, yet needs none,

It’s mother dead by no hand known,

It looks to its father,

And sees naught but a withered crown.


Nothing.

Lonely.

Alone.

Solitary.


But it is still here, after all this time. 


Just as you remember it.’


-A Prayer Spoken by a Friend, right before their inevitable demise in the forest. You do remember, don’t you?


There is spoken of, amongst the myriad magical colleges of Loa-Imidan, a path to true immortality. Lichdom, while appealing, condemns one to a lifetime of collecting fuel for your phylactery, and should you ever fall off doing so, you will not be given favourable treatment by the Kings of the Afterlife. And thus, we have ever searched for an alternative, not a half-measure that creates dread unlife, but true prolonging of life.


Curious. Very curious. A pity that my time should be now.


This text tells of a man named Telvaran U’Lorsix. He, like so many of us, sought the secret to unending existence, never to age or experience the cold embrace of the Sky Above. I have often wondered what comes afterwards, myself. Some speak of the Great Wheels, where we walk endless, powering the machines of the Kings as they float slowly towards their home far away in the Beyond, where green shores and purple trees kill each other at dawn. I went there once, long ago. Maybe.


Telvaran was one of the Good Lords of the Once-Free Kingdoms, kind in demeanour and terrible in anger, he slew 13 of the Drarik-Gon before taking the throne in Kil’gattan, the Ancient City of Demons. He wrested control from the previous owner, a Pit Lord named 


It was a nice walk, as far as I remember. We were many that day, though we were oh so lonely. The trees stretched high above our heads, black and imposing, until we saw him. Or maybe we didn’t. But whether he was there or not is not important, for we felt him. I still feel him, right beside me, and it makes me feel so alone.


as he took the Black Sword Ulrathi, screaming as it sliced through his enemies with abandon. Yet even that could not stymie the ever-marching progress of time. And so one day, he left his last message, saying only one thing. ‘Goodbye’. And then he left, marking the first of the Good Lords to disappear from Fallen Earth. But as has surfaced since, it was not the end of his story.


I went slowly towards him, him with blue eyes and thousand miles in his hair. The others gasped in false horror. False, for I knew he was beautiful beyond anything else upon this earth. He offered solitude from my nightmares, and I gladly accepted. I have seen so much, friend. I am so tired. So very tired. I left it behind, all of it, and I became something more. Something far better than before. And I smiled, for I am so happy.


We will never truly know whether he achieved immortality through its help, for to see him is to break the spell. He is lonely, and he survives through the mystery. By giving up everything, he had everything to gain. But we must ask this question. Is an eternity alone worth it?


Hold now. Who wrote all that? I am sure no one else was in here to mess with my work. I will have to check. Probably some mischievous student. I will teach this fledgling wizard not to mess with Archmage Kul-Kashan!


Who was I before? I do not know. I am locked in my head, writing this small little addendum to his work. He was created so that I may be lonely. A quaint man, I have become since I left on that walk. But of course, he does not remember me, nor himself. A pity, indeed, but at least I have found something new for myself. Goodbye, Kul-Kashan. May our life be happy. 

Lonely One

You have given yourself to That Which Is Lonely. Whatever you were before is of no consequence. Lock yourself away in your head, and let instinct take over.


Starting Equipment: A blindfold, a memento of an event you are no longer allowed to remember, a locked diary.


A: Locked Away, Ever Lonelier

B: Lonely Ritual
C: Fortress of Solitude
D: Total Isolation

At any point, a Lonely One may take a template in another class and have it count as the next Lonely One template for the purposes of ability uses.

A: Locked Away

You have gone through the Severance, a ritual which entirely cuts your consciousness off from reality and replacing it with a fabricated person, complete with their own fake memories and everything, all so that you can be entirely alone, and thus closer to That Which Is Lonely. You play as that fabricated person, who has no idea of the circumstances of their creation. The Referee determines who you were originally, keeping this information away. If you ever learn your old name again, you automatically lose all Lonely One Templates, since you are no longer alone. Once every year, your original self is permitted to take control of the body for no more than {Lonely One Templates} minutes.

A: Ever Lonelier

You may cut off your senses to gain extra abilities, however each one you cut off also gives you a drawback. The more alone you are, the more powerful you become. After cutting off a sense, you must wait 1d4 weeks before allowing yourself to bring them back.


Sense

Perk

Drawback

Sight

Able to sense invisible creatures and magical signals. Immune to all gaze attacks and being frightened.

Cannot see normally. Penalty of 2 on all attack rolls and -2 AC.

Hearing

Immune to all sound-based attacks and spells with verbal components. Cannot be stunned.

Cannot hear. Must roll twice to determine surprise against you and take whichever number would be worse. You cannot benefit from any sound-based abilities (bard songs and the like).

Smell

Immune to gas attacks and any other smell-based attacks. Can breathe in airless environments, and can roll twice and take the higher number to avoid being choked.

Cannot smell. You have a penalty of 2 on all rolls to notice things around you, and must always roll to find or discover things.

Touch

All damage taken is reduced by 2, and you do not fall unconscious after reaching 0 hit points. You deal +4 damage on a hit.

Cannot feel. You no longer keep track of your HP, instead the Referee does it for you, keeping the number a secret from you. Your allies must tell you if you seem very hurt, for you cannot feel it. All damage taken below 0HP counts as double for the purposes of all mechanics that track it.

Taste

Without opening your mouth, you may mimic any voice you’ve heard and make it sound as if it is coming from somewhere within 200ft. Can communicate telepathically with entities within 100ft, not requiring a common language to understand and be understood. Once a connection is established, the creature may reply.

Cannot taste or speak. You cannot tell when you have been poisoned, and the Referee makes any poison saves for you in secret. Your dice to roll when you rest to regain hit points goes down by one step on this chain: 1d12, 1d10, 1d8, 1d6, 1d4.

B: Lonely Ritual

You must spend at least 4 hours alone each day, or lose the perks from Ever Lonelier while keeping the drawbacks until you make up the lost time. If you sleep alone, you gain +2 health from the rest. You may perform a ritual to That Which Is Lonely during a rest, seeking guidance. You may ask {Lonely One templates} ‘yes or no’ questions to the emptiness. It will give an answer as honestly as it can, answer either ‘Yes’, ‘No’ or ‘Unclear’. If any of those would be misleading, they may give an answer of up to {Lonely One templates x 2} words in length. 


You may replace one of these questions with a cry for help, asking for That Which Is Lonely’s help on one action that you specify. If that action occurs before the next time you perform the ritual, you may roll twice and take the better option.

C: Fortress of Solitude

You have a demiplane inside your head, with a radius of {Lonely One templates} miles from the centre, in a rough sphere. This may appear as you wish, with very few restrictions. At any point, you may start a 30 minute long ritual to enter inside along with up to {Lonely One templates} x 2 other creatures. You may place up to {carryweight x 2} of items inside this demiplane. Any items created inside the demiplane cannot be brought into the real world. 


As an action once per day, you may make an attack roll against an enemy. On a hit, the enemy must succeed a save vs. teleportation or be forced into the demiplane for 1d6 hours. During this period, you can hear everything they say, and can talk to them.


Anyone killed inside the demiplane is instantly ejected and takes 1d6 psychic damage.


A nameless figure stalks the demiplane, constantly alone, trying to speak its name to anyone who listens, but can never manage to say it. If someone enters the demiplane who is actively antagonistic to you, there is a 10% chance that it will hunt them down and attack them.

D: Total Isolation

Once per day, if you have cut off all 5 senses, you may temporarily reach Apotheosis for {Lonely One Templates} rounds. For the duration, you lose all drawbacks and all numerical values in the perks are doubled. In addition, all hits are critical hits for the duration. However, when Apotheosis ends, you lose all the perks but regain the drawbacks for {Lonely One Templates} rounds. After that time period has ended, you go back to normal.

Who Were You Before?


1d20

Identity

1

A scholar, scared of losing their knowledge forever.

2

A traveller from a faraway land, unable to return home.

3

A convict, atoning for heinous crimes they wished to forget.

4

A ruler deposed, escaping responsibilities.

5

A soldier in a bloody war, trying to forget the atrocities they witnessed.

6

A wizard, chased out of their village for consorting with demons.

7

A gang member, running from the wrath of their former allies.

8

A peasant farmer, drowning in the grief of their family’s death.

9

A ship’s captain, marooned on an island after a bloody mutiny.

10

An ex-cultist, attempting to forget the things they did in the name of their god.

11

A warrior, trying to forget the lives they’ve taken.

12

A scholar who learned far too much.

13

A hermit who wished to achieve ultimate enlightenment through solitude.

14

Someone who lost their one true love.

15

A cleric who failed in their god’s mission.

16

A hero who failed to fulfill the prophecy they were ordained to succeed in.

17

A street urchin, born into squalor, who never managed to wrest themselves from poverty’s iron grasp.

18

The bastard child of a ruler, scorned and forgotten.

19

A child born to a prostitute, thrown to the streets, never to know their parents.

20

They too had forgotten, long ago.

Conclusion

We have all, at some point, wished to get away from everything, to be entirely alone. That is the paradise that That Which Is Lonely offers to its acolytes, to be locked away in your mind and replaced, so that you may wander the halls of your mind-fortress forever. What exactly that does to someone, none yet know, though it cannot be good.


Once again, I must say that this has been by no means playtested, so make adjustments as you must. Steal liberally and unapologetically, my friends, and godspeed to you all. And maybe don’t cut yourself off from everything, at least not in real life. Maybe do play this class.