Tuesday, July 4, 2023

GLOG mega wuxia class

So i didn't like how complicated my older wuxia classes were, it felt like they kind of missed the point of GLOG and it started feeling tedious to put them together so here is my solution: a wuxia class with a bunch of sub classes or styles. It has all of the classes I have made and was planning on making as subclasses. I had a lot of fun making this and I hope people enjoy it.

Wuxia Class:

Starting equipment: largely dependent on the first style you pick but you will certainly receive a weapon, a scroll or manual detailing your style, clothes, A master who’s sect you have sworn loyalty to, and an unscrupulous rival.

A: Qi, Style, Precise strike
B: Qing Gong
C: Killing intent
D: Sect master


(A) Qi: You gain a 8 sided Qi Dice (QD) for every template you take in the wuxia class. QD are expended when used to do cool stuff, but having unused QD might let you do other cool stuff as passive abilities. You recover QD after 1 hour of meditation contemplating your martial prowess.

(A) Style: You gain a template in a wuxia style for every template you take in the wuxia class. Your style largely defines the kind of warrior you are. You can only take a template in a new style if you have trained under a master of this style and obtained a manual. You may advance any styles you already have.

(A) Precise strike: you may expend a QD to gain advantage on your next attack as a bonus action.

(B) 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.

(C) 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 you murdering them horribly, and must make a morale check.

(D) Sect master: You have become a reputed master of extreme violence, you can always recruit 1d4 disciples at any moderately large settlement you visit. Disciples will not ask for monetary payment but instead to be taught how to fight good. Disciples who survive with you for an extended amount of time can learn some of your skills. If your disciples die too often your reputation will suffer and it will take longer to recruit more so try to keep them alive.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Style:
A: Limitation, fundamentals
B: Technique
C: Technique
D: Technique


Youxia Style:
Starting equipment: A bladed weapon (1. Rapier, 2. Shorsword, 3. Medium sword, 4. Longsword, 5. Axe, 6. polearm), a scroll or manual is written in flowery metaphorical language and has illustrations of people cutting and stabbing each other, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an unscrupulous rival.

A: favoured blade, A thousand cuts
B: Principle of cutting
C: Wind slash
D: flying blade

(A) favoured blade: you have a favoured type of bladed weapon, if you are not wielding that weapon you cannot use any abilities from this style.
(A) You may expend any number of QD to deal [sum] damage split amongst any number of foes foolish enough to come within range of your blade in any way you please.
(B) principle of cutting: for the next [sum] rounds your blade can cut through materials far harder than it. For 1 QD steel, for 2 QD magical items, for 3 QD force fields and barriers, for 4 QD artefacts.
(C) Wind slash: you can expend a QD to make a slash that travels beyond the reach of your blade to up to [Dice]*50’. 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.
(D) Flying blade: You can 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. While using this technique you cannot use any other abilities from this style.


Hoplite style:
Starting equipment: A short sword, a shield(1/2. Small shield, 3/4. Medium shield, 5/6. A large shield), a scroll or manual is written in Militaristic language and has illustrations of people in shield formations, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an undisciplined rival.

A: Shield dependency, Safeguard
B: Disarming defence
C: Immovable object
D: Indestructible Protection

(A) Shield dependency: you must be wielding a small, medium or large shield to use any of the abilities of this style.
(A) Safeguard: Once per round when someone or something would physically harm someone within 5 feet of you, you may intercept it, you may roll parry dice and sunder your shield as normal but the attack does not need to roll to hit.
(B) Disarming defence: Whenever a melee weapon attack would fail to deal damage to you, you can expend a QD to cause the weapon to become stuck in your shield and disarm the enemy.
(C) Immovable object: As long as you have 2 QD and ground beneath your feet nothing can forcibly move you. Anything that collides with you and doesn’t reduce you to a fine red mist is stopped upon collision.
(D) Indestructible protection: You may expend 1 QD and sunder your shield (small shields are destroyed) to completely nullify a physical attack, cannonballs will shatter ineffectively against your shield, avalanches will part before you, unstoppable forces will be redirected. Only the gods could possibly strike you down, or someone using a non physical force like poisonous mist. Them too.


Rakshasa style:
Starting equipment: a scroll or manual is written in grotesque detail and has illustrations of human anatomy contorted in unnatural ways, a loose and skimpy outfit that would look at place on a belly dancer (as unarmoured), a master who’s sect you have sworn loyalty to, and an dogmatically honourable rival.

A: Contortionist, flexible fighting
B: Body hardening
C: Sweaty Net
D: Phoenix form

(A) Contortionist: your abilities stem from your ability to manipulate and contort your body in seemingly unnatural ways, and require a high degree of freedom of movement. You can only use abilities from this class whilst unarmoured and in un-confining clothing. Your contortionist abilities allow you to rest comfortably in a 2’ cube.
(A) Flexible fighting: 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.
(B) Body hardening: Your Muscles harden to become as strong as steel you gain +[Dice] DR for [sum] rounds.
(C) Sweaty net: You may expend 1QD to secrete and 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. If you expend an additional QD you can cause your sweat to become acidic dealing 1d4 damage to anybody stuck in it per round.
(D) Phoenix form: your body is now immune to fire damage, additionally you may expend 1QD to ignite the oils in your skin for [sum] rounds during which you are on fire and deal 1d6 fire damage to anything you touch in addition to any other damage you would have done, and ignite it if it is flammable.


Zuiquan style:
Starting equipment: A large flask filled with either vodka or absinthe, a scroll or manual that smells of alcohol and vomit and is written in slurred script with poorly drawn illustrations of people brawling, a stained and soiled robe (as unarmoured), a map of all the best local breweries and distilleries, a master who’s sect you have sworn loyalty to, and a prude and principled rival.

A: Alcoholic, Bar brawler
B: A likely story
C: Pub crawl
D: Drunken dragon

(A) Alcoholic: you can only use abilities from this style while drunk, and you have developed a formidable tolerance to alcohol requiring you to drink three times as much as the average person.
(A) Bar Brawler, you are a master of bar fights, where another might see a broken bottle you see a knife, where a sober man would say that's a bar stool you would insist that it is a small shield. You can treat improvised weapons as proper weapons.
(B) If you are caught trespassing alone or with other drunks 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.
(C) 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.
(D) Drunken dragon: You belch fire from your mouth in a 5*[dice]' cone.  This blast of fire does [sum] damage and sets flammable objects on fire.


Shinobi style:
Starting equipment: A disguise kit, 4d6 shurikens and kunai, a garrote, and a manual or scroll explaining how to perform your techniques written in a convoluted cipher only your sect is privy to, it is devoid of imagery, a master who’s sect you have sworn loyalty to, and a rival who’s true identity is unknown to you.

A: walk in darkness, infiltrator
B: Shadow step
C: Substitution jutsu
D: Disappearing strike

(A) walk in darkness: your abilities rely on you being stealthy, you can only use abilities from this style in dim light or darkness. You can always see 30’ so long as there is a little bit of light.
(A) Infiltrator: As long as you have at least 1 QD when terrain features obstruct your passage, you are 25% likely to be able to render the obstruction irrelevant with minimal effort. You can unlock doors, pry open windows, or find an alternative entrance to where you want to go.
(B) Shadow step: As long as you have two unspent QD whenever you can make a stealth check to move undetected you automatically succeed.
(C) Once per day, when an attack would hit you it instead hits a decoy like a log or a rock and you appear up to 20’ from the substitute.
(D) Disappearing strike: After you make an attack you may expend QD to become invisible for [dice] rounds, this invisibility ends if you attack a creature and the attack does not kill it.


Kodoku style:
Starting equipment: A nest of venomous animals tunnelled into the meat and sinew of your body, a scroll or manual is written in journalistic language and has illustrations of various poisonous creatures, a tatty roughspun robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a dogmatically principled rival.

A: Infestation, swarmlord
B: Poisonous body
C: Dominion worm
D: Gu

(A) infestation: your body is home to vast assortment of venomous creatures, they must be fed (and combined eat as much as an additional person) and looked after, if you ever become submerged in water or are set on fire the creatures will attempt to forcibly escape from your body dealing 1d6 damage. You require these creatures to use any of the abilities of this style, and it takes you a week to find suitable replacements if you ever lose them.
(A) Swarmlord: you can expend a QD to call forth a swarm of venomous creatures dwelling in your body to act as you command.
(B) Poisonous body: You are completely immune to poison, and the venom of your tenants seeps throughout every fluid in your body making them all into deadly poisons. Each day you may harvest enough venom from your saliva to coat a weapon or poison a well. Alternatively you can use your blood by injuring yourself, obviously this harms you.
(C) Dominion worm: You implant one of your bugs inside a person, the person must make a constitution save. You can give this person orders if they ever disobey your orders they suffer excruciating pain until they either comply with the order or die. Implanting a bug in this way reduces your qi pool by 1 QD. You can regain this QD by taking your bug back, taking your bug back has a 25% chance of killing the victim.
(D) Gu: You produce a particularly venomous creature called your Gu. It is the most venomous creature in your body. You may expend 1QD to send it after a target. Any creature bitten by your Gu must make a constitution save or Die. The Gu will hunt after its target for [sum] hours after which it will forget what it was doing. You can remind your Gu of its target by speaking to it. The Gu has 1 HP and is small, it moves at normal speed.


Physician Style:
Starting equipment: A scalpel (as a knife), acupuncture needles, herbal medicine, a scroll or manual is written in dry medical terminology and has illustrations of the human body and it meridians in various stages of dissection, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a callous and cruel rival.

A: Duty of care, Balance humours
B: acupressure points
C: Poison dosage
D: Peg prosthetist

(A) Duty of care: As a practitioner of the healing arts you have a duty to save lives, if an ally is dying you must use your remaining Qi to save them, if you do not you lose access to all abilities from this style until you next save a life.
(A) Balance humours: you may expend any number of QD to heal a target from injury by [sum] hp or from disease. You hastily accomplish this by means of moxibustion, bloodletting, acupuncture and massage
(B) Acupressure points: when you make an attack against a person you may expend 1 QD to target their acupressure points to immobilise them. They may save vs paralysis every round at the end of their next turn.
(C) Poison dosage: you can expend QD to make your attacks poisonous for [sum] rounds.
(D) Peg prosthetist: you can craft and install functional prosthetics made from wood, iron and thread (and glass in the case of eyes) to replace any part of the body. If you replace a person's limb, you can add a single piece of equipment to the prosthetic, like from sekiro or berserk.


Kyujutsuka style:
Starting equipment: A Bow (1-5 a bow, 6 a crossbow), a scroll or manual is written in flowery metaphorical language and has illustrations of archers firing on people with parabolic arcs drawn and annotated, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a patient and inspired rival.

A: Bowman, Eagle eyed
B: Qi Arrow
C: Arrow rider
D: Fight in the shade

(A) Bowman: You require a Bow, or crossbow to use any of the abilities of this style.
(A) Eagle Eyed: As long as you have at least 1 QD your vision is superior to a sniper scope, you can see incredibly far away and fire ranged weapons to their maximum distance with no disadvantage to accuracy.
(B) Qi Arrow: you can expend QD to conjure [sum] spectral arrows
(C) Arrow rider: as long as you have 2 unspent QD You can leap atop an arrow and let it carry you to your target.
(D) Fight in the shade: You may expend QD to fire a great many spectral arrows All targets within a [dice]*10’ circle take [sum] damage as the spectral arrows blot out the sky and fall upon them.


Scourger style:

Starting equipment: A flexible weapon (1. whip, 2. flail, 3. chain, 4. Razor wire, 5. A chain sword, 6. A flying guillotine), a scroll or manual is written in lurid detail and has suggestive illustrations of people bound and whipped, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a timid but determined rival.

A: flexible inflexibility, serpentine
B: Ensnaring strike
C: get over here
D: lashing barrier

(A) flexible inflexibility: you can only use abilities from this style whilst wielding a flexible weapon.
(A) Serpentine: you can control flexible weapons as if they were snakey appendages of your body.
(B) Ensnaring strike: You may expend QD to force a target to save or be restrained, each round the target takes [dice] damage and may then attempt to break free.
(C) Get over here: you may expend QD to force a target within [dice]*15’ to save or be pulled to within 5’ of you, though you can choose to not pull them that far.
(D) lashing barrier: you may expend QD to set up  a barrier by lashing your weapon around you for [dice]*2 rounds. Anyone who comes within [dice]*5’ takes [highest] damage.


Skald style:
Starting equipment: An exotic musical instrument (), Sheet music from classical composers on a scroll or in a book, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a rival with great artistic ambitions.

A: instrumentalist, Inspiring Virtuoso
B: Performer
C: banshee sound
D: siren song

(A) instrumentalist: you must be using an instrument to utilise abilities from this style
(A) Inspiring Virtuoso: you may expend QD to inspire people. You can give [dice] allies a [sum] bonus towards completing a single thing, e.g. combat, negotiating, flirting.
(B) Performer: in any settlement you are able to find employment as a musician
(C) you may expended QD to force everyone who hears you other than yourself to make a constitution save or take [dice] damage, and you can be very loud.
(D) you may expend a QD to force enemies who hear you to save or move towards you irregardless of danger, though people won’t take suicidal actions if there is another way to get to you.


Grafter style:
Starting equipment: A tin box of Immunosuppressant pills, A sickle (as an axe), a scroll or manual is written in botanical language and has anatomical illustrations of limbs and their meridians, an easily adjustable robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an unimaginatively virtuous rival.

A: Immunosuppressants, Limb grafting
B: pairs of limbs
C: Bonus attacks
D: strange grafts

(A) immunosuppressants: you rely on a strong cocktail of drugs to keep your body from rejecting the extra limbs you attach to your body. If you ever stop taking these you cannot use any abilities from this style and your body rejects all the extra limbs you have accumulated.
(A) you may expend a QD to harvest a limb from a corpse and add it to your body. You may have up to a maximum of (2^templates) total additional limbs. Each additional arm allows you to carry another item, each additional leg grants you an extra 5’ feet movement speed.
(B) each pair of additional arms allows you to wield a 2 handed weapons, each pair of additional legs grants you another movement action
(C) Bonus Attacks: you may expend a QD to gain an additional standard or move action
(D) Strange grafts: you may graft limbs from non-humanoid creatures to your body, e.g. dragons heads, wings, tentacles etc. strange grafts count as two limbs for the purpose of additional limbs.


Berserker style:
Starting equipment: A longsword, a scroll or manual is written in uncompromising language and has illustrations of the meridians of the body with emphasis on the circulatory system, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a headstrong rival.

A: Blood reversal, immense strength
B: Oversized weapon
C: inescapable strike
D: Hulk out

(A) Blood Reversal: to use any of your berserker style abilities you must be in a state of blood reversal. You can enter a state of blood reversal by expending a QD, your blood reversal ends if you do not attack an enemy during your turn.
(A) immense strength: add double your strength bonus to your damage instead of just your bonus.
(B) Oversized weapon: you can wield an oversized weapon that deals 2d8 + strength mod (it will be 2* strength mod due to immense strength), oversized weapons take up 4 slots, and may only be effectively wielded while in blood reversal.
(C) Inescapable strike: when you miss an attack you can expend QD to gain +[sum] to hit.
(D) Hulk Out: you may expend a QD while in blood reversal to hulk out. You become a size category larger and you use 3*strength mod instead of 2 for your damage.


Cavalier style:
Starting equipment: A loyal steed of good breeding, a polearm, a scroll or manual recounting heroic exploits and techniques through text and image, comfortable pants and a good tunic (as unarmoured), a master who’s sect you have sworn loyalty to, and a reputable rival, loved by many.

A: trusty steed, jouster
B: uninterrupted charge
C: Air jump
D: spur on

(A) Trusty steed: your abilities only work whilst mounted on a steed of some kind.
(A) Jouster: you can make part of your move action, attack then resume your move action.
(B) uninterrupted charge: you may expend a QD so that you may attack any number of different targets in between moving for a turn.
(C) Air jump: as long as you have 1 QD your steed can double jump and alter its trajectory whilst in mid air.
(D) you may expend a QD to double the movement speed of your mount, 2QD to quadruple, 3QD to multiply by eight and 4QD to multiply by sixteen.


Tessenjutsuka style:
Starting equipment: An iron fan the size of an adult (as a polearm), a scroll or manual is written in sophisticated flowery language and has illustrations of the sky, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a cunning and duplicitous rival.

A: Fan Art, Gust
B: Wall of wind
C: Alter weather
D: Air glider

(A) Fan Art: you must utilise a folding giant fan to use Tessenjutsuka style abilities. Treat the fan as bludgeon for damage.
(A) Gust: you can expend QD to generate a powerful gust of wind in a [dice]*5+5’ cone from your fan that deals [dice]d4 damage and forces all creatures in the area to save or be thrown back 5 feet and knocked prone.
(B) Wind wall: you may expend QD to generate a wall of wind [dice]*10’ long and [dice]+10’ high. The wall can be any shape as long as it is continuous and it lasts [dice] rounds. Projectiles fired at those behind the wall either automatically miss as the wind knocks them wildly off course, though larger projectiles like boulders are unaffected. Additionally, those within 10' of the outside of the wall when it first appears must save.  On a failure, they are blown backwards and take [dice] damage if they are in an open space, or 1d8+[dice] if they could be blown backwards into something hard enough to damage them (rocks, a tree, a person with a spear, etc).  Those who attempt to get close to the wall from the outside must also save or be blown away and take [dice] damage.
(C) Alter Weather: you can expend a QD to cause extremely localised weather phenomena like mist, thunder clouds, dust devils, blizzards or clear weather with your fan. The area may extend no more than [dice]*15’ radius with you at the centre. The weather lasts for [dice] hours.
(D) Air glider: as long as you have 1 QD you can ride on top of your fan similar to a hang glider it descends at a rate of 5 feet per round, and is lifted by updrafts. If you expend a QD you can bring a passenger with you.


Ashigaru style:
Starting equipment: A firkin of black powder, A slightly singed scroll or manual written in allegorical language and has alchemical illustrations of deep symbolism, a robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a scarred and weary rival.

A: Powder keg, Demolitionist
B: Quick draw
C: black wind
D: Implant explosive

(A) Powder keg: you make use of black powder for your Ashigaru style abilities, if you ever run out of explosive powder you can not use these abilities.
(A) Demolitionist: You may expend a QD to set an explosive trigger on some black powder you can reach, it could be due to proximity with people an individual you are familiar with or after an amount of time. You can also spend a QD to detonate any black powder you have personally deposited regardless of established trigger or proximity.
(B) Quick draw: as long as you have at least one QD unspent you can load and fire a gun in the same round.
(C) Black Wind: you can expend QD to deposit black powder [dice]*30’ away by scattering it on the wind.
(D) Implant explosive: you can implant black powder explosives into willing or helpless living beings.


Inspiration:
https://archonsmarchon.blogspot.com/2023/05/glog-class-martial-artist-blogswap-in.html
https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html
http://attnam.blogspot.com/2018/07/class-sword-mage.html
https://blog.d4caltrops.com/2021/02/d100-magic-shields.html
https://cyberjazzfusion.wordpress.com/2021/03/15/the-glog-core-classes-reimagined/
https://crateredland.blogspot.com/2019/01/the-scholar-and-thief.html
https://coinsandscrolls.blogspot.com/2018/01/osr-spider-wizards.html
http://unlawfulgames.blogspot.com/2018/05/osr-snake-wizard.html
https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html

Dense ex parabola for the grafter

Thursday, June 29, 2023

GLOG Hoplite Wuxia Class

Here is the Hoplite, a shield based class. Hopefully its not too reactive.

Equipment:
A a small, medium or large shield, a short sword and a manual or scroll explaining how to perform your techniques written in a grandiose tone with illustrations of various defensive stances.

A: Qi Dice, Qing Gong, defensive dependency, Fundamentals of Hoplite, 2 Standard Techniques +1 AC

B: Shield parry, Immovable object, 2 Standard Techniques, +1 DR

C: Shield coordination, Redirect force, 2 Standard Techniques +1 to DR

D: Indestructible defence, 2 Standard Techniques, extra attack

(https://www.deviantart.com/dstolpmann/art/Hoplite-Concept-263161516)

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.

Defensive dependency:
Your abilities pertain to the shield. Other than your qing gong none of your abilities work without holding a shield

Fundamentals of Hoplite:
Once per round when someone or something would physically harm someone within 5 feet of you, you may intercept it, you may roll parry dice and sunder your shield as normal but the attack does not need to roll to hit.

(https://www.deviantart.com/frostllamzon/art/DnD-Avengers-Captain-America-803528596)

Shield parry:
You gain an additional parry dice for each Hoplite template.

Immovable Object:
As long as you have 2 QD and ground beneath your feet nothing can forcibly move you. Anything that collides with you and doesn’t reduce you to a fine red mist is stopped upon collision.


Shield Coordination:
You can expend QD  to gain 2*[dice] AC for [highest rounds]

Redirect force:
Once per day when an attack would be blocked by your AC you may reflect that attack so that it successfully hits the opponent who attacked you, they roll damage against themselves. 
 
 

Indestructible defence:
You may expend 1 QD and sunder your shield (small shields are destroyed) to completely nullify a physical attack, cannonballs will shatter ineffectively against your shield, avalanches will part before you, unstoppable forces will be redirected. Only the gods could possibly strike you down, or someone using a non physical force like poisonous mist. Them too.



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. Every standard technique expends QD, and functions kind of like a martial spell.Techniques are considered to always be prepared.

1. Qi wall:
R: 0
T: a continuous line [dice]*10 feet long and high
D:[sum] minutes
You create a wall of Qi [dice]*10 feet long and [dice]*10 feet high, you must remain within 5 feet of the wall or it disperses.

2. Patriot’s protection frisbee:
R: touch
T: Your Shield
D: [dice] rounds
You throw your shield so that it flies through the air as you direct it, it has a speed of 40’, its attack range and damage are 5 feet and 1d6 respectively. As long as you remain within melee range you do not suffer the effects of not wielding your shield.

3. Capable block:
R: any
T: Opponent who successfully attacked you.
D: 0
You may force an opponent to reroll a successful attack they made against you, can impart disadvantage by expending 2 QD

4. Tetsudo:
R: 5 feet
T: allies
D: [sum] minutes
Attacks against allies within 5 feet of you have disadvantage

5. Between a rock and a hard place
R: 5 feet
T: A flanked enemy
D: [dice] rounds
If you flank an opponent with a wall or ally you may prevent the enemy from moving for dice rounds.

6. Guardian Aura.
R: enemy melee range
T: an enemy whose attack did not harm you
D: [dice] rounds
Enemies within [dice]*10 feet must save or become incapable of attacking anyone but you.

7. Table turn:
R: enemy melee range
T: an enemy whose attack did not harm you
D: 0
For 1 QD when an enemy makes a melee attack against you but deals no damage, move to their position and get under them with your shield, you lift them up and flip them into a position within 5 feet of you. For 2 QD you can hurl them unceremoniously on the ground dealing 1d6 damage and knocking them prone. For 3 QD you can dump them on top of another enemy within 10 feet of you dealing 1d6 to both and knocking them both prone. For 4 QD you can fling them like a catapult dealing [sum] damage split evenly between the thrown attacker and whatever they are thrown at.

8. Disarming defence:
R: enemy melee range
T: an enemy whose attack did not harm you
D: 0
When a melee attack made against you deals no damage you may force your opponent to save or be disarmed, their weapon becoming lodged in your shield. If you expended 3 [dice] non-magical weapons are destroyed on a failed save, if you spent 4 [dice] magical weapons are destroyed and their enchantments are transferred to your shield on a failed save.

 

 

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://blog.d4caltrops.com/2021/02/d100-magic-shields.html

Monday, June 26, 2023

Dragons

 Dragons in my humble opinion should have 4 legs, 2 wings and breath fire. Importantly dragons should feel powerful, I imagine fighting an adult dragon to be similar to fighting a semi truck. If a semi truck could fly and breathe fire that is. The thing should be able to plow right through you and keep going.


Breath weapons beyond regular fire breath, because while I like my dragons to be traditional fire breathers, variety is the spice of life.

  1. Cold fire from huffing helium, the dragon has a comically squeaky voice.
    https://www.youtube.com/watch?v=cUpv2AqbZ1E
  2. Fireworks from munching different minerals.
    Colorful charts with circles, splashes and text annotations on white background.
  3. Fire tornadoes form where the dragon breathes fire, sucking victims in.
    https://www.youtube.com/watch?v=QlS8kbKjAQg
  4. Steam pressure water jet cutter from boiling water in its gullet.
  5. Napalm gel that can be sprayed ignited or unignited to set up hazardous traps
  6. Salamander fire elementals form from the dragon fire, they revere the dragon as their creator.
  7. Explosive shockwaves that deafen and knock over people from setting off explosions in its mouth
  8. Vacuum from intensely burning fire in its mouth to suck in oxygen and anything else in the vicinity.
  9. Poisonous obscuring smoke from burned plants.
  10. Molten sand that cools and hardens into fragile and razor sharp volcanic glass when the dragon spits it out.
  11. The dragon launches mouthfuls of burning debris like grapeshot.
  12. The dragons fire produces carbon monoxide an undetectable killer.


Hoards, I think dragon hoards can go beyond just coins and jewels. Coins are good but there are plenty of other forms of wealth that a dragon might be interested in.

  1. A botanical garden of rare and beautiful plants.
  2. A coin collection of historically/personally significant coins. The dragon was probably around when these were minted.
  3. A library of significant tomes of literature of the dragons favourite genre: 1 History, 2 Cooking, 3 Religion, 4 magic, 5 Fiction, 6 Erotica, 7 Bestiaries, 8 some kind of mix
  4. An art gallery of priceless works, perhaps the dragon has become a skilled painter or sculptor themself over the centuries.
  5. Deeds of ownership for vast swaths of land, the dragon is a landlord and charges exorbitant rent.
  6. A furniture collection of exquisite carpentry. Lots of rich mahogany.
  7. A menagerie of exotic and delectable animals. The dragon has custom set up an entire ecosystem.
  8. A university churning out research patents, knowledge produced is jealousy guarded.
  9. A collection of china wear and other earthen works. The dragon likes firing clay.
  10. Contracts with the land's finest bards, the dragon is a record label producer and has excellent musical taste. Currently collecting princesses for an idol band.
  11. Trophies from their most glorious battles, melted steel, rent armour, exquisite weapons and many many bones. Probably not big on negotiating.
  12. A prosperous merchant guild the dragon runs, it does not take embezzlement lightly.
  13. A stamp collection, with stamps from every corner of the globe.
  14. A collection of gemstones that the dragon feels give off good vibes.
  15. A collection of sportsball memorabilia from the dragon’s favourite teams and players.
  16. A real railway, because model trains are too small for a dragon.
  17. Historical artifacts plundered from foreign lands, the dragon might have work for a plucky young tomb raider like you.
  18. A collection of dolls, figurines and toys. The dragon is a young soul in an old body.
  19. A collection of silverware, lots of spoons, knives and forks, also some candelabras, plates and platters.
  20. The real treasure was the friends we made along the way, the dragon is a consummate socialite, who treasures their relationships.


Monday, June 5, 2023

GLOG Shinobi Wuxia Class

I present my take on the ninja, the shinobi. Everyone and their aunty knows what a ninja is. Here's hoping I managed to capture some of that essence and introduced at least something a little novel.  


Equipment:

A disguise kit, 4d6 shurikens and kunai, a garrote, and a manual or scroll explaining how to perform your techniques written in a convoluted cipher only your sect is privy to, it is devoid of imagery.

A Qi Dice, Qing Gong, Walk in darkness, Fundamentals of the shinobi, 2 Standard Techniques, +1 AC
B shadow step, cats eyes, 2 standard techniques, +1 AC
C substitution jutsu, assassins' mark, 2 standard techniques, +1 to hit
D Assassinate, 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.

Walk in darkness:

Your abilities pertain to the shadows and stealth. Other than your Qing Gong, your shinobi abilities only function when you are in dim light or darkness

Fundamentals of shinobi:

When terrain features obstruct your passage, you are 25% likely to be able to render the obstruction irrelevant with minimal effort. You can unlock doors, pry open windows, or find an alternative entrance to where you want to go.

Shadow Step:
As long as you have two unspent QD whenever you can make a stealth check to move undetected you automatically succeed.

Cat’s Eyes:
As long as there’s a little bit of light, you can see 30’ in darkness (no colour)

Substitution Jutsu:
Once per day, when an attack would hit you it instead hits a decoy like a log or a rock and you appear up to 20’ from the substitute.

Assassin's Mark:

You can spend 1 QD to mark a target as your prey, allowing you to track them effortlessly.

Assassinate:

Whenever you make an attack against a target not aware of your presence you automatically hit and deal max damage.


Standard Techniques: (Roll these at random)

1. Face Thief
R:  touch
T: A living or dead person with a face
D: 0
take the face from an intact corpse and take on its appearance. Or make a contested check to take the face of a living creature. If you rip the face of someone they take [sum] damage and no longer have skin on their face.

2. Illusory Clone
R: 15 feet
T: unoccupied space
D: [sum] minutes
Create [dice] illusory clones of yourself, the clones can move but are intangible and dissipate upon being struck.

Ninja Scroll (1993)
(Shijima from ninja scroll)

3. Killing blow
R: melee weapon reach
T: a target who is unaware of you
D: 0
Deal [sum] additional damage to a target who is unaware of you with a melee attack.

4. Disappearing strike
R: 0
T: self
D: [dice] rounds
After you make an attack become invisible for [dice] rounds, this invisibility ends if you attack a creature and the attack does not kill it.

5. Ventriloquism
R: within hearing distance
T: creatures that can hear
D: 0
[1 dice] you can project your voice, [2 dice] you can mimic sounds like crashes or water or fighting, [3 dice] you can mimic voices of specific people. [4 dice] you can make different people here different sounds.

6. False tracks
R: line of sight
T: The ground or any other surface
D: 0
instantly creates a false trail to follow.

7. Extraordinarily Unremarkable
R: 0
T: self
D: [sum] hours
So long as people do not see you do something particularly notable, eg. assault, trespassing, theft then they will forget they saw you as soon as you leave their field of view.

8. Shadow swim:
R: 0
T: a shadow you are in contact with
D: [sum] hours
you can meld into a shadow as if it is a pool of water 3 feet deep. Other creatures can reach into this shadow to pull you out or attack you.



inspiration:


https://cyberjazzfusion.wordpress.com/2021/03/15/the-glog-core-classes-reimagined/

https://crateredland.blogspot.com/2019/01/the-scholar-and-thief.html