Friday, November 4, 2022

GLOG Zuiquan Wuxia Class

A Zuiquan is a master of drunken martial arts. While drunk they are mighty fighters, but sobriety robs them of their martial prowess.

Equipment:
A large flask filled vodka or absinthe, a map of all the best breweries and taverns, a manual or scroll detailing how to perform your techniques that stinks of stale alcohol with scribbled illustrations.


A: Qi Dice, Qing Gong, Alcoholism, Fundamentals of the Zuiquan, 2 Standard Techniques +1 AC

B: Drunken Dragon, Pub Crawl, 2 Standard Techniques, +1 to hit

C: Liquid Courage, A Likely Story, 2 Standard Techniques +1 AC

D: Flow like the Keg, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a level in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of heavy drinking while contemplating your martial prowess (change as appropriate to your setting).

 Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Alcoholism:
Other than your Qing gong, your Zuiquan abilities only work while drunk. Your training in these martial arts has greatly increased your tolerance for alcohol and you must consume three times as much as a regular person to get drunk.

Fundamentals of the Zuiquan:
You are a master of bar fights, your unarmed attacks deal 1d6+STRMod damage, and you are skilled in the use of improvised weapons, treat broken bottles as knives, chairs as bludgeons, bar stools as medium shields, and small tables as large shields. Other improvised weapons function as your GM decides.



Drunken dragon:
You belch fire from your mouth in a 5*[dice]' cone.  This blast of fire does [dice]d6 damage and sets flammable objects on fire.

Pub Crawl:
As long as you have at least two unspent QD, you can move and fight just as effectively while lying on the ground as while standing, you do not suffer any penalties for being tripped or prone.


Liquid Courage:
For better or worse you are completely immune to fear. Ignore any effects that would cause you to become afraid.

A Likely Story:
Once per day if you are caught trespassing alone you can convince whoever found you, that you stumbled in by mistake. If you saw something you shouldn’t have, you can convince them that you are so black out drunk you’ve already forgotten what you saw (roll 1d4, on a 1 you are being honest about this). Unless the person is particularly cruel or paranoid, they will only chastise you and throw you out.

 

Flow like the Keg:
Whenever a melee attack hits you before rolling damage you may expend a QD to redirect the attack. The attack deals damage to a target of your choice within 10’ of you that the attacker can reach. You may reposition the attacker 5’ so that they may reach the new target. You take no damage.




Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning the numbers after taking a level in the class. Techniques are considered to always be prepared.

1. Gin and tonic
R: 0
T: self
D: 0
You are an expert at numbing your pain with alcohol. You may skull a drink to restore [dice] hp. Or sterilise yourself of [dice] diseases.

2. Uninhibited Insults:
R: earshot
T: [dice] people who speak your language
D: until you or all of them are reduced to a bloody pulp.
Targets must save vs wisdom or attempt stop whatever they’re doing and rush to attack you. Anyone else who can hear you is shocked and appalled.

3. Grape Stomp:
R: self
T: all around the caster
D: one action
You stomp your foot.  A blast of energy emanates out from the point of impact, doing [dice] damage, save for half, to those within 10*[dice]'.  Those damaged also must save or be blown 10*[dice]' backwards. 

4. Intoxicating mist:
R: 30'
T: 10*[dice]' cubed
D: Special- see bellow
You take a swig of alcohol and spray an alcoholic mist from your lips. The mist covers an area that is up to 10*[dice]' long, wide and deep. Creatures that move inside the cloud save vs constitution or become drunk, with a –[Dice] penalty.  Creatures who do not need to breath or are immune to poison are unaffected.  The mist can be dispersed by strong winds or weather events such as rain.  If it is is not, the cloud persists for 2[dice] rounds indoors or in an area with stagnant air, or [dice] rounds outdoors. The mist is highly flammable, if ignited anything inside takes [dice]d6 damage and is set on fire

5. Blade of Grass:
R: 0
T: Self
D: [dice] rounds
Your skill at using improvised weapons is superhuman. Anything you hold becomes a lethal weapon regardless of how seemingly harmless. Such improvised weapons have a reach of 10’, and deals 1d10+STRMod damage. Improvised weapons can be thrown with a -1 penalty to hit for every 20’ after the first. Improvised weapons used this way do not break after a single use, for which tavern owners are incredibly grateful.

6. Lift Spirits
R: Touch
T: An alcoholic drink
D: special.
You fortify a beverage with your qi. Anyone who consumes the drink in its entirety must save vs wisdom or become merry and unburdened by concerns for [dice] hours. This will likely decrease their motivation and self-preservation.

7. False Sobriety
R: 0
T: self
D: 10 minutes
For the duration of the technique you can think and act as if you are completely sober regardless of how much alcohol you consume. You suffer the penalties of sobriety as normal but may choose to end the technique at any time. Alcohol you consume while using the technique will still affect you after the technique ends.

8. Shaken not stirred:
R: special- see bellow
T: A non-hostile person.
D: [dice] minutes
Target must save vs charisma or be pressured into getting drunk with you. For the next [dice] minutes they willingly answer any questions you ask them honestly and without a filter.  

 

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

http://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

 

 

Tuesday, November 1, 2022

GLOG Rakshasa Wuxia Class

A Rakshasa is a martial practitioner who has endeavoured to gain grotesquely skillful mastery over their bodies. They typically do not utilise weapons, instead prefering to make use of their improved unarmed attacks.

Equipment:
Loose fitting clothes, a manual or scroll explaining how to perform your techniques written in horrifyingly explicit detail with illustrations.

A: Qi Dice, Qing Gong, Unconfined Movement, Fundamentals of the Rakshasa, 2 Standard Techniques +1 DR

B: Contortionism, Octopus Crawl, 2 Standard Techniques, +1 AC

C: Disarming Defence, Regeneration, 2 Standard Techniques +1 DR

D: Swallow Whole, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Unconfined Movement:
Your abilities pertain to the body and require a greater degree of freedom than armour permits for. Other than your Qing Gong, your Rakshasa abilities only function if you are unarmoured and in loose clothing.  


(Akame Ga Kill Manga)

 Fundamentals of the Rakshasa:
You have trained your body to become incredibly strong and flexible, your unarmed attacks deal 1d6+STRMod damage and have a range of 15’ achieved by temporarily dislocating all the joints in the limb you attack with.



Contortionism:
you may squeeze yourself out of restraints or slowly move through gaps large enough to accommodate your head at a speed of 5’. You can rest comfortably while squeezed into a 2’ cube such as in a box or barrel.

Octopus Crawl:
As long as you have at least two unspent QD you can move at normal speed while squeezing through a gap large enough to accommodate your head.


Disarming Defence:
Whenever an opponent hits you with a melee attack you may use a QD to cause the weapon to become stuck in your body disarming your attacker.

Regeneration:
Once per day when you are reduced to 0 hp return to full hp and restore one Parry Dice, you regrow any missing body parts.

 

Swallow Whole:
Make an unarmed bite attack (your neck can stretch in the same way as any other limb) on a hit your jaws unhinge and you swallow the target for [dice] rounds during which they take 1 acid damage per round no save, DR works if appropriate. Swallowed targets may attempt to cut themselves out with a knife or similar small sharp object, such attacks automatically hit and cannot be parried though your DR still applies where appropriate (the DR you get from levels and techniques is always appropriate). dealing 3 damage allows a swallowed target to cut themselves out of you.
During or after the [dice] rounds you may vomit up whatever is left of your target as a projectile that deals 1d6 damage to a second target as well as the target. with -1 to hit the second target every 5’ after the first, the vomited projectile does not get a save though its DR reduces damage as normal and my sunder its shield to prevent all damage. 


(Pathfinder)

 

Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning the numbers after taking a level in the class. Every standard technique expends QD, and functions kind of like a martial spell.Techniques are considered to always be prepared.

1. Float
R: 0
T: self
D: [Dice] minutes
Your inflate your lungs like balloons you gain a fly speed equal to your normal speed for the duration of the technique. You can increase your altitude by inhaling more air and decrease altitude by exhaling air.

2. Fire Punch
R: 0
T: self
D: [Dice] rounds
You cause the oils in your skin to ignite, your unarmed attacks deal an additional 1d6 fire damage and set targets you hit on fire. You are immune to fire damage for the duration of the technique.


(Hells Paradise Manga)

3. Body Hardening
R: 0
T: self
D: [Dice] rounds
Your Muscles harden to become as strong as steel you gain +[Dice]DR for the duration of the technique.

4. Sweaty Net
R: 30’
T: An open space
D: 0
You fling strands of sticky sweat at a target location. The sweat strands cover and connect all surfaces in a 10’x10’x10’ cube.  Anyone who touches the sweat must save or become stuck in it.  The sweat has 6 hp and takes double damage from fire and sharp damage.


(Also Hells Paradise Manga)

5. kraken’s Embrace
R: melee
T: [Dice] creatures or objects
D: 0
Roll to Hit with once and compare it against the AC of all creatures and targets. one of your limbs (arms, legs, neck etc.) coils around each target you hit. Targets are grappled and take 1 damage every turn unaffected by DR and shields, until they escape, or you choose to release them. You can move no more than 15’ from targets grappled this way but may otherwise move freely.

6. Water Breathing
R: 0
T: self
D: [Dice] hours
You can extract oxygen from water or other oxygenated fluids that fills your lungs for the duration of the technique. You may empty your lungs of fluid at any point in time regardless of whether you are using the technique.  

7. Greased like a Hog
R: 0
T: self
D: [Dice] minutes
You secrete slippery oils and sweat prevent you from being grappled or stuck to anything for the duration of the technique.

8.  Sensory Amplification
R: 0
T: self
D: [Dice]*3 Hours
You elevate all of your senses to superhuman levels, you can use echolocation like a bat, track scents like a blood hound see in near total darkness in saturated colour vision, see heat like a snake or use any other sensory ability at your GM’s discretion.

 

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

 https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

 

 

GLOG Youxia Wuxia Class

Here's the first Wuxia class made using the template, hopefully it demonstrates the ways I thought the template could be useful. The class assumes that my combat rules are used but hopefully you can still get something out of this even if you don't use them.


The Youxia is a martial artist who has dedicated themselves to mastery of a single type of weapon. Disarmed a Youxia is little more than an acrobat, and may easily be dispatched by even the most inexperienced of foes. 

Equipment:
Your favoured kind of weapon and a manual or scroll explaining how to perform your techniques written in in flowery metaphorical language accompanied by illustrations.

A: Qi Dice, Qing Gong, Favoured Weapon, Fundamentals of the Youxia, 2 Standard Techniques, +1 to hit

B: Killing intent, Leaping Strike, 2 Standard Techniques, +1 AC

C: Skilled Parry, Sure Strike, 2 Standard Techniques, +1 to hit

D: Mastery of the Blade, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation reading your manual and contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Favoured Weapon:
Other than your Qing Gong, your Youxia abilities only work if you are wielding your preferred type of weapon, this includes bonuses to hit, AC and extra attack.
Roll 1d6 to decide your favoured weapon:
1. Rapier, 2. Short Sword, 3. Medium Sword, 4. Long Sword, 5. Axe, 6. Polearm

Fundamentals of the Youxia:
You have mastered the technique of parry riposte. Whenever you expend a parry dice, you may immediately make an attack against the target whose attack you parried.

 

Killing Intent:
you may expend one QD to project an aura of killing intent. Creatures with even a modicum of sentience within a radius of 10* your level Imagine themselves dying on your weapon and must make a morale check or flea in abject terror.

Leaping Strike:
As long as you have two unspent QD whenever you move 15’ from your original position during your move action you gain advantage on your next attack made in the same turn.

 

Skilled Parry:
You may roll QD as parry dice. QD used this way are still d8s not the regular d6s of a parry dice.

Sure Strike:
Once per day you may make an attack against a creature, your attack counts as a natural 20, and the target can’t sunder their shield to prevent damage.

 

Mastery of the Blade:
You may use 2 standard techniques as a single action, they both use the same QD. E.g. you could use wind slash and unavoidable strikes and roll 1 QD, the 1 QD is counted as the roll for both techniques. You could theoretically use 8 techniques before needing to meditate, or 4 techniques in a single turn.

 

Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and reassigning the numbers after taking a level in the class.

1. Thousand Cuts:
R: melee
T: creatures
D: 0
Split [sum] damage among creatures in range in any way you want, no Attack roll, DR still applies, shields may still be sundered to avoid damage.

2. Wind Slash
R: [dice] x 50'
T: line
D: 0
Roll to Hit once and compare it against the AC of all creatures and objects in a line, roll damage for your weapon once and apply it to every creature that was hit. DR still applies, shields may still be sundered to avoid damage.

3. Principle of Cutting:
R: melee
T: wielded sword
D: [sum] rounds
You can cut or pierce materials harder than your weapon. Ignore any hardness, damage reduction, or resistances of materials you cut, if your opponent wields a shield, it is sundered once and provides no protection against your attack.
At 1 [die], you can cut steel as easily as flesh. At 2 [dice], you may cut through magical materials or enchanted items with ease. Adamantine splits like wood. At 3 [dice], you may attempt to sunder force effects (magical barriers such as wall of force). At 4 [dice], you may attempt to destroy artifacts.

4. Unavoidable Strikes
R: melee
T: wielded sword; D: [sum] rounds
Your weapon lashes with graceful bloodlust, bending in impossible directions to strike at your target. Even if you miss a melee attack, the target still takes [dice]*2 damage, DR still applies, if a shield was sundered the target takes no damage as usual.

5. Flurry of Blows
R: 0
T: self
D: 0
You can perform [dice] bonus attacks. If you forgo one of these attacks, you may unsheathe your weapon, attack and sheathe it again so fast all creatures will have to roll against [sum] to notice you even moved.
This technique can also be used to do clothing damage or cut letters on the enemy's skin before they can react.

6. Defensive Cut:
R: 0
T: self
D: concentration
You cut through a ranged attack, splitting it without being harmed.
At 1 [die], you can split arrows or stones flying at you, or stay dry in a rainstorm by deflecting the raindrops with your sword. At 2 [dice], you can cut through a boulder, a ballista bolt or a cannonball. At 3 [dice], you can cut through a splash of liquid, a gust of wind or dragon fire. At 4 [dice], you can split apart spells before they hit you.
You may also use this technique as a reaction to any ranged attack against you, even outside your turn.

7. Debilitating Strike:
R: melee
T: creature
D: 0
Roll to Hit, if you succeed target takes damage as normal but also rolls [dice]*2 dice from their dice pool, split any way you want without providing any benefits to the target.

8. Flying Blade:
R: touch
T: Your Weapon
D: [dice] rounds
You throw your weapon so that it flies though the air as you direct it, it has a speed of 40’, its attack range and damage is as normal for the type of weapon. As long as you remain within melee range you do not suffer the effects of not wielding your favoured weapon for the duration of the technique.  

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

https://madqueenscourt.blogspot.com/2021/03/grass-grows-birds-fly-sun-shines-and.html

http://journeyintotheweird.blogspot.com/2018/08/glog-class-sword-wizard.html