Sunday, July 18, 2021

Car Chases for Libra

Libra is a (shockingly incomplete, in retrospect) modern occult GLOG hack I made late last year. Now that I've started a campaign in the system, that incompleteness has become glaring, and so I'm working on a short series of posts to fill gaps in the game, possibly culminating in a second edition.

First is a system for car chases heavily based on this system by Ten Foot Polemic.

Cars & Their Stats

All cars have three stats, ranging from 1 to 3. These stats are:

Speed (SPD) - both the car's top speed and its acceleration. SPD does not affect the car's speed in overland travel.
Handling (HND) - the car's ability to turn and brake quickly, avoiding obstacles.
Durability (DUR) - how resistant the car is to damage and how effective it is when ramming.

When you roll a check using your car, pull Zener cards equal to the stat and have the driver guess one card that was pulled. To roll an opposed check, or to determine things like ramming damage or movement per round, pull Zener cards equal to the stat and read them (Circle = 1, Plus = 2, Waves = 3, Square = 4, Star = 5).

If you're using a regular system with dice for normal people, either use the stat as a bonus to a d20 roll, or add 10 to it and use it as a target for a roll-under system.

The Chase System


Chases have two groups - the Pursued and the Pursuers. The Pursuers start at the START point on the board, and the Pursuers start 1d6 spaces ahead.

On a turn, you pull Zener cards or roll d6s equal to your Speed and move that many spaces, either forwards or backwards. If you end up on a space with a !!!!, the GM rolls an Obstacle. If you land on a space with a line on the top, you follow that line to the arrow. (Both the line and arrow are at the top of their respective spaces - for example, landing on space 10 brings you to space 19).

If you are in the same row or column as the other group, you have line of sight, and everyone in the car can also take combat actions. You are 100' away for each space in between you and the other group.

If the Pursued make it to the END or START spaces, they escape and the chase is over. If the Pursuers land on or pass over the space the Pursued are on, they catch up. The same happens if the Pursued turn around and drive past the Pursuers.

If the Pursued are NPCs, they must immediately check Morale when they're caught up to. If they fail, they come to a stop and the chase is over. If they succeed, the Pursuers must disable their vehicle to end the chase. If the PCs are being pursued, it's their choice (though car crashes are dangerous enough that they may want to stop).

Disabling Cars

When you shoot at a car, either (if playing Libra) invert its DUR (3 turns into 1 and vice versa) and draw that many cards for the hit check, or (if playing standard OSR games), double its DUR and add 10 to determine its AC.

If you hit, a random passenger is damaged.

When you use heavy weapons such as explosives or anti-material weapons against a car, it is destroyed immediately.

When you ram a pedestrian with a car, draw both SPD and DUR (or roll that many d6s) and deal that much damage. When you ram a car with a car, make an opposed DUR check. The losing car is disabled, and all passengers take twice the excess in damage. 

Obstacles

When the PCs land on a space with an obstacle, roll 1d8 on this table to find what they're confronted with. These obstacles are meant to be avoided - the PCs are free to act in any way they wish to avoid them, whether that means skill checks, psychic abilities, or use of equipment.

1. A red light. You cannot move on your next turn, unless you want to drive through cross traffic.
2. Potholes. Draw one less SPD card next turn.
3. The bridge is out. You cannot move next turn, and your movement after that must be in the other direction, as you look for another route.
4. DUI checkpoint. You cannot move next turn, and the car will be searched by the police.
5. A car accident's blocking the road. Draw two less SPD cards next turn.
6. A drunk, tired, or distracted driver veers into your lane. If you don't do something, you'll crash.
7. Traffic jam. Draw only 1 SPD card for the next 1d4 turns.
8. You're stuck behind a truck carrying gravel, pipes, or other badly-secured items. Until you pass them, there's a 1-in-10 chance each turn that something falls from the truck (treat as a gunshot into the car).

Depending on your game, you might add extra obstacles - for example, supernatural events (awakening the Road Dryads, who must be persuaded to allow you onto the road) or post-apocalyptic disasters (pre-War minefield).

Saturday, June 12, 2021

Sunless Horizon Play Report #3 (Campaign 2 Session 1)

At the start of summer, I started a campaign the newest edition of Sunless Horizon. It's currently on hiatus, but we managed to play a couple sessions first. This is a slightly newer edition than the public one, but everything should still make sense. The campaign started with the Response Engine, a funnel-style campaign start.

As a warning, this play report includes depictions of the following: body horror, torture, brainwashing, and violence.

The Players

The Instrument - Kahva

I - Mihau

You - Mister Kent

The Meddler - Xenophon of Athens

The four characters dropped into a humid, brightly-lit metal room, with dozens of large tubes attached to the ceiling and a heavy coating of thick, reddish-brown liquid on the floor. However, they hadn't dropped into the same humid room.

I and the Instrument had landed in the eastern Growth Chamber, along with a few other clones, while You and The Meddler had landed in the western with a couple more clones and something else - the Hanged King; a pale crawling creature the size of a bus and with a single immense arm, gnawing desperately on something they couldn't see.

While they choked and spat the growth medium, words projected into their eyes: Please move to the Activation Chamber for infohazard injection and psychological testing. An arrow pointed them south, to a metal sliding door.


While the Instrument and I followed instructions, moving towards the Activation Chamber, the Meddler entered a dilapidated side hallway. 

The Activation Chamber was a large room, with a + carved into one wall. Their headsets played another message: Please give the + your full attention. Both of them complied as a hidden projector played an infohazard, filling the room with images of authority and punishment, centering around a single fact: Keter loves you, and you love Him. He knows what to do, and will instruct you. The Instrument's mind opened like a flower, and closed around the idea. I kept looking, but their subconscious resisted the instruction.

A tube on the room's ceiling dropped two sugar cubes. Thank you for your cooperation.

You and the Meddler continued through the ruined hallway, only to find it leading into their version of the Activation Chamber. Both of them covered their eyes as the infohazard played. They could, just barely, hear someone screaming in their Growth Chamber.

All four of them then begin the second stage: cognition tests. A set of circles appears on the wall:

O
OO
OOO
OOOO

along with a one minute timer. After a minute of panic (and obstinacy on the part of the Meddler), culminating in the Instrument shouting "Ten!", they failed the test, and their headsets administered punishment: an electric burning sensation shooting across their faces.
As the second test (O + O, OO + OO, O - O, OO - O) began, You and the Meddler heard an immense crash as something tried to break through the Activation Chamber's door. Both groups passed the test, and were given another cube as the headsets instructed thank you for your cooperation. please face forwards for Registration and every wall flashed white.

The doors unlock, and both groups move into the single Assignment Chamber, meeting each other for the first time. This is also when Mihau's character decides that now that there are four of them, they need names: they name themselves I, Kent's character You, Kahva's character (now muttering constant praises to Keter) the Instrument, and Xenophon's troublemaker the Meddler.

Unsurprisingly, having a character named I and a character named You has wreaked havoc with my narration.

Inside the Assignment Chamber are dozens of opened lockers, and a single breaker box marked with a lightning bolt. The Meddler immediately proves how much they deserve their name by opening the box's front panel and flipping each switch, plunging the room into darkness and opening every door. Then, they sprint to the lockers and loot them as the others try to find their bearings, grabbing a set of clothes and a bottle-sized square battery. As I lunges for the breaker box, the Meddler moves through the southern door into a garbage-filled room. When I turns the power back on, the doors close and a snap echoes through the Response Engine as a door shuts on the Hanged King's arm.


You, I, and the Instrument continue to loot the lockers, finding three sets of paper-like clothes along with a gray nutrient bar and two 30 foot lengths of rope. The Meddler sees that the room he entered is dominated by an immense nest of skin, plastic shards, and rotting meat. Shattered crates, larger than a person, lie strewn around the room.

Another message appears: the Response Engine will be reaching a Black Zone in 3 hours, 2 minutes, 32 seconds, 21 milliseconds. please decelerate the monorail using the control center on the upper level.

The three in the locker room start to hear scratching, and a coughing voice.

"in... i-in, let in. cold, let in, alone?"

They recognize that this is the Hanged King, and are absolutely certain they're never going to open that door again. At this point, I makes an odd decision, climbing on top of the Instrument to give themselves a safe place to stay.

The Meddler continues to wander through the Engine, finding a room marked "Liquid Oxygen Storage" then returning to the nest room as the other PCs arrive. They continue south as they hear a crunch - the Hanged King shattering its own bones to fit through the halls of the Engine. This new room is covered floor to ceiling in sketches of stick figures giving offerings to an immense, one-armed thing. The ground is covered up to their ankles in rotting, maggot-infested meat.

Meddler begins to poke at the Instrument - who is Keter? What does He actually want? However, the Instrument evades the questions.

Looking south shows a message:  area off limits to A section subjects.

Unsurprisingly, Meddler took this as a challenge and walked right through the door. They could barely see more lockers as a burning, electric pain clouded their vision. This Assignment Chamber was damaged, however - a small hole in one of the walls led to the hallway with the two staircases. Both of them had blood dotting the first and third stairs, so the Instrument stepped on the second as Meddler looted the second Assignment Chamber.

The Instrument had, sadly, made the wrong decision and the stair snapped under his foot, dropping his leg into a small spike-filled pit. (The second stair wasn't bloody because it gets replaced every time the trap goes off. The first and third don't, so the blood stays on them.)

I and the Meddler rush to bandage the Instrument's bleeding leg, as the Meddler takes the lead upstairs into cramped hallway illuminated by a buzzing light. They check both doors - one has footsteps behind it, and the other has a crude drawing of a spear. They choose the second, finding another staircase leading upwards and a mural of stick-figures, armed with spears, fighting against masked people twice their height.


They creep up the stairs, finding another sliding metal door at the top. Behind it, they can hear the soft crackling of fire. They search their meager inventories for firefighting tools, then open the door. The room is covered in a carpet of skin and hair, with a dying fire and hammered pot in the center. 

After planning to contribute whatever food they could find to the stew, they listened at the other doors, hearing breathing from one, and a mechanical whirring from the other. They choose the whirring door, finding Driver B: a set of wheels in a torn-open casing, screeching as they drag the Engine down the track. There's two other doors and through one they could hear an argument. They check the unoccupied room first, finding a staircase, then pick up their weapons, breathe deeply, and knock on the arguer's door.

They could hear as someone placed something on the ground (a pole, used to stop the door from opening), and then it slid, revealing three Ghouls - fragile, scale-less, and bipedal. Two of them point spears at the PCs while the third, wearing a crown of foil and wearing an engraved sword on her hip, barks orders they don't understand.

In the room behind them is a computer console, covered in talismans and maps drawn on skin.

When a guard sets down their spear and moves to arrest the PCs, grappling the Meddler, the Instrument dodges past them both, grabs the spear, and hands it to I. A fight breaks out, where both the Instrument and I attack the leader, stabbing her in the sword arm with the spear and punching her in the face.

The Meddler pulls out his wrench and cracks his captor over the head with it, while You first attempts to grapple the other guard, fails, and overclocks his metabolism to act again, shifting his grapple into a quick stab to the temple.

The leader nicks one of the Instrument's arteries with her sword, causing them to bleed, while the still-armed ghoul cuts You's cheek with his spear. The unarmed guard continues to grapple with the Meddler, hoping to pin them. 

Round 2 begins: the Instrument goes to grapple the leader, but she manages to stab them in the arm before being immobilized. Then, I stabs the unmoving ghoul in the eye, fatally.

The Meddler continues to grapple with one of the guards, until they break free and crush his skull with their wrench. You lunges forwards with their knife, clipping the last ghoul in the arm and getting a stab to the leg in return. 

In the last round of the combat, I leaps from his vantage point to avoid the final ghoul's stab, as the Meddler hits him in the back of the head and the Instrument drives their spear fatally through his ribs.

As the adrenaline fades, the Meddler, the Instrument, and I come to a realization: they just killed someone. I lies unmoving in the corner as the Instrument gazes, catatonic, into the leader's empty eye socket. 

The Meddler walks slowly to the console, and listens to their headset as it instructs them on how to bring the monorail to a safe stop. Then, they bandage their wounds, and think.

The Instrument breaks the silence. "I thought... I thought He would reward us, and provide further Instruction. Upon completion."

I shakes their head. "I don't think the instructions were meant as a reward. I think instructions are provided only as long as service is needed."

The whine of the wheels slowly falls silent.

Sunday, June 6, 2021

False Elf (GLOG Class)

(if i wasn't such a coward i would've titled this post "earaboo")

Flip Templates are a new piece of GLOG class design, where a single level gives you two template abilities, but you can only access one after using the other. So, this class has template A1 and A2, and you must use the A1 ability before the A2 ability, and then must do the A2 ability in order to use A1 again.

This is a Flip Template wizard, based off the four seasons. However, the flip does not come with the seasons themselves. True Elves will do that, but you are no True Elf. You are a thief, so envious of their power that you snuck in while they slept and stole their power.

Instead, you change because of the characteristics of the seasons.

Official 5e Art

A: Switching Seasons, +1 MD

B: +1 MD

C: +1 MD

D: Pinnacle Spells, +1 MD


Switching Seasons

Each of the four seasons has its Activation, its Cantrip, three Spells, and one Pinnacle, unlocked with the D template.

When a season is activated, it stays active for one week. If you have an active season and would activate another one, you can choose whether or not you want to switch.

If you have no active seasons, you are Neutral and cannot cast spells.


Winter

Activation: get frostbite or hypothermia.

Cantrip: your body temperature naturally equalizes you with your environment, preventing creatures that seek heat (which may or may not include Darkvision) from perceiving you in that way.

Spells

Vanish

R: n/a T: self D: [dice] minutes

Become a flurry of snow, vanishing from sight and flying low across the ground at walking speed for [dice] minutes (this flight is affected by wind), reconstituting at the end of the duration. You cannot be damaged by anything except fire, and if you are damaged by fire the spell ends immediately.

Freeze 

R: touch T: an object or person D: instant

At a touch, lower an object's temperature by [sum]*4 degrees or deal [sum] damage to a target.

Halt

R: 60 feet T: a 20' radius, or one object or creature smaller than an elephant D: variable

This spell can either target a radius, a single object, or a single creature.

If this targets a radius, all creatures within the radius have their movement speeds halved, and act in initiative order only after all creatures inside the radius have acted. Any moving object moves at half speed. This lasts for [dice] rounds.

If this targets a single object, it is frozen in place for [dice] minutes. This works on objects in midair, which will hover. When the duration ends, the object does not keep its prior momentum (a fired arrow will fall, not continue to fly). 

If this targets a single creature, it must Save with a -[dice] penalty. If it fails, it is completely immobilized and unable to act for [dice] rounds.

Pinnacle: Cataclysm

R: N/A T: [dice] mile radius D: [sum] hours

At one MD, the temperature within the radius reaches below freezing, and snow begins to fall.

At two MD, the temperature reaches into the negatives (negatives in Fahrenheit, or about -20 degrees Celsius) while freezing rain and snow cover the area.

At three MD, the temperature continues to descend, causing hypothermia and frostbite within minutes. The wind picks up, turning the rain and snow into a blinding blizzard.

At four MD, the sun vanishes from the sky. The temperature hits levels only found in space. Lightning strikes down through the whiteout.


Spring

Activation: create a lasting object that requires effort or money (building a chair or writing a poem counts, stacking two twigs or writing "hello" on the ground do not).

Cantrip: 

Spells

Heal

R: touch T: one creature D: instant

A creature you touch gains [sum] HP. If two [dice] are invested, this can instantly remove a minor Wound (broken bones, etc.) or cure an illness instead of restoring HP. With three [dice], you can regenerate mangled limbs and cure diseases. With four, you can regrow limbs and organs.

Bolster

R: 30' T: one creature D: [dice] minutes

For the duration, a character is supernaturally invigorated, gaining [sum] bonus HP and adding [dice] to their AC. This does not restore lost HP.

Animate Plants

R: 100' T: [sum] small plants or [dice] trees D: [sum] minutes

[Sum] small plants or [dice] large plants or trees spring to motion. They can be commanded verbally.

Pinnacle: Garden

R: 100’ T: N/A D: 

In a 100' radius around you, plants grow uncontrollably, no matter how difficult: in a desert, cacti spring up. Within a dungeon, moss spreads over walls and hardy plants punch through stone floors. The more MD are used, the larger the plants become: in a forest, one MD causes grass and flowers, two will begin to grow saplings, three will create trees, and four grow mythical plants that tower into the sky.

Jim Bahn

Summer

Activation: catch on fire.

Cantrip: if you wrap your hands around an object, it catches fire. 

Spells

Silence Weather

R: N/A T: one mile radius D: [sum] hours

For the duration of the spell, all weather effects stop, replaced with a vaguely-uncanny perfect average (partly cloudy, warm-ish, no precipitation).

Light

R: N/A T: N/A D: [dice] hours

A small pale yellow orb hovers over your head, shedding light as a torch.

Melt

R: Touch T: one object D: Instant

Steel, and anything with a lower melting point, melts as you hold it.

Pinnacle: Fireball

R: 200' T: 20' radius D: instant

Does [sum] fire damage to everything inside the radius.


Autumn

Activation: destroy a lasting object that required effort or money to create (kicking through a door, tearing apart a book).

Cantrip:

Spells

Shatter

R: 30' T: one object D: instant

An object smaller than your head, made of something no stronger than wood, breaks apart. Every added MD allows you to increase the size and durability of an acceptable target.

2 MD: an object smaller than a person, made of something no stronger than stone

3 MD: an object smaller than a car, made of something no stronger than iron

4 MD: an object smaller than a house, made of something no stronger than adamantium.

Feather Fall

R: N/A T: self D: [dice] minutes

For the duration, you fall at a leisurely 10 feet per round.

Gust

R: 30' cone T: N/A D: Instant

Objects in the cone, with a weight of up to [dice]*100 pounds, or half that weight if they are firmly attached to the ground, are thrown at [sum]*[dice] miles per hour.

Pinnacle: Fatal Touch

R: Touch T: One creature D: Instant

At your touch, a living creature takes [sum]*[dice] damage. If this kills the creature, it is reduced to dust.

Mishaps

  1. You catch fire.
  2. Frostbite covers your fingers and toes.
  3. The wind picks up, throwing objects and pushing people.
  4. All MD used on this spell are expended.
  5. For the next day, MD only return on a 1 or 2.
  6. You lose your current season, becoming Neutral.
Dooms
  1. The True Elf you robbed is on your trail. They have cursed you, hoping to put you down and repossess their gifts afterwards. Animals (except dogs) roll 1d6 instead of 2d6 for Reaction Rolls.
  2. The curse has a second layer added. You can almost feel it in the center of your heart. If you spend more than an hour near a plant, the plant becomes hostile and attempts to kill you. Trees will fall on you, grass will grow into your nose and mouth, poison ivy will slither into your hands.
  3. The True Elf has arrived, as has their Hunt. Fight, or die.

Tuesday, June 1, 2021

Flip Template Adept (GLOG Class)

wow, that whole "one post a week" thing sure is going well, isn't it?

Flip Templates are a new piece of GLOG class design, where a single level gives you two template abilities, but you can only access one after using the other. So, this class has template A1 and A2, and you must use the A1 ability before the A2 ability, and then must do the A2 ability in order to use A1 again.

(Also Flip Templates are cool and I'm going to be making more classes that use them.)

This is an unarmed fighter, with some MD-based resource management.


A: Gather // Release

B: Durability // Agility

C: Block // Counter

D: Invincible


A1: Gather

Every fight you win without being hit, gain 1 Momentum Die (d6, depletes on a 4+, Cramps on doubles and Atrophies on triples), up to your total Adept templates. With ten minutes of stretching, Flip this template.

A2: Release

You cannot gain MD, but can roll them to increase an unarmed attack's to-hit by [dice] and damage by [sum], or improve a STR, DEX, or CON check or save by [best]. When you Rest, Flip this template.


B1: Durability

While you have Gather, attacks that deal less than 4 damage don't count as hits for gaining Momentum Dice. Attacks that deal 1 damage do no damage. When you Flip Gather into Release, Flip this template.

B2: Agility

While you have Release, you can run across walls as long as you don't stop, jump twice your height from a still position, and sprint at twice your normal speed. When you Flip Release into Gather, Flip this template.


C1: Block

When you are hit by a melee attack, you can spend MD to reduce its damage by [sum]. Then, Flip this template. If you take no damage, this does not count as a hit for the purposes of gaining Momentum Dice.

C2: Counter

During your turn, or when hit by a melee attack, you can make an unarmed attack for free. Then, Flip this template.


Invincible

If you win a fight without getting hit, gain 2 MD. Even if you get hit, you still gain 1 Momentum Die.


Cramps

  1. Trip over your own feet. Flip every template you have.
  2. Torn muscle. MD only return to your pool on a 1-2 for 24 hours.
  3. Pinched nerve. Take 1d6 damage.
  4. Slowing down. You cannot Flip any of your templates until you next Rest.
  5. Broken toe. Your movement speed is halved until you next Rest.
  6. Overextended. Every MD spent on this ability is exhausted.

Atrophies

  1. You're going too fast, and something slips. Randomly choose one ability score (roll 1d6 if you're using the standards), and tear it off the page. You cannot make checks with that score and do not add its bonus to anything.
  2. The speed is tearing apart your soul. Roll two more ability scores and tear them off.
  3. You've been hollowed out. Tear off all your ability scores.

Sunday, May 9, 2021

TeleGLOGela Archaeology

The TeleGLOGela was a crime against humanity perpetrated by the OSR Discord. Twice.

Somewhere, in theory, there's something playable in it. In this post, we're going to look through the original TeleGLOGela, which you can read here, if you hate yourself

We are not looking at the even worse second edition, which among other things has a set of rules for dentistry and also removed every J, L and C from the document. There is nothing worth taking from it, and it should be abandoned. However, at the end of this post will be screenshots of some especially surreal parts.

Remember that none of this (except some of it) is original to me. This is research, not authorship.

Names & Deeds

The TeleGLOGela's advancement system (or, at least one of them) is Names and Deeds, a player-driven variation of milestone experience. Every time a PC accomplishes something significant, they can choose to append a fitting Name to themselves. Each time they wish to append a Name, their accomplishment must be grander than the last.

With each new name, they can choose one of three bonuses: an HP increase or Mutation (if you pass a Blood check), a new class template (if you pass a Sweat check), or a new skill or language (if you pass a Tears check).

Deeds are where the player-driven component comes in: at any point, the player can swear to complete a Name-worthy task. If they succeed at this, they can choose two bonuses instead of one. If they fail, they lose "an ability" of their choice.

The book also recommends using Names as a type of currency - giving it away to demons or other things in exchange for power.

Sundering & Spellcasting

Along with the common Shields Shall Be Splintered rule, where a shield can be sacrificed to lower the damage of a physical attack by 1d12, you can sacrifice a Skill to add 1d12 to a Save against a mind-altering effect.

Spellcasting works on the same system. Once a spell is found (for they are all found, and never known), you cast it by choosing to sunder up to 4 Skills, gaining 1 MD for each skill removed. MD can also be gained from natural means such as ley line intersections, some specially-built architecture, and sacrifices.

Sacrifices must be done in a specific way. You must take two opposing things (fire/water, metal/plants, etc.) and give the lesser to the greater. Plunge your last torch into a pool of water, abandon your sword in the weeds. These sacrifices must be of something needed. You can't throw a sword away when you're carrying three more, because you didn't really need it.

Experience and Unlocking Classes

The TeleGLOGela also recommends that some classes must be unlocked during play. While its ideas of what unlocks classes are all surreal (destroying the moon, finding an orb, inventing a medical technique, and killing (N ^ 5) + 1 cops are all options), I've played some GLOG campaigns where this was in effect, and thought it worked very well.

Not only does it give your players something they will definitely want to do, it also lets you slowly ease players into weirder games: start off with a Fighter, Thief, and Wizard, let them unlock the Flying Psychic Eyeball Man.

Vows

The scattering of the Cleric class, and its replacement with a more accessible form of religious magic, has become a widespread idea over the last year, but it is rarely reinforced with mechanics. The TeleGLOGela not only has this reinforcement, but does it excellently.

It instructs vows to be given in 4 parts:

  • the name of the god you are beseeching
  • what you ask the god to do, right now
  • what you vow to do in return, either immediately in the future
  • your name
And divides them into 4 categories of effectiveness:
  • Small things that could have plausibly happened without divine interferences (finding a lost set of keys)
  • Medium things that are technically possible, but very unlikely (evading the notice of bandits on the road)
  • Large things that aren't technically impossible, but would never happen (finding a weapon in a sack of potatoes, a locked door suddenly and randomly coming open)
  • Impossibilities that only happen because of divine intervention (causing the blind to see, incinerating false idols, banishing demons).
It also comes with guidelines for the GM on how to handle different types of offerings for vows. It is by far the most complete set of divine intervention rules I've seen in any game.

Part 2: The Screenshots

sounds about right



give me the Egg





dibs on making the Pi Bug class

why

Tuesday, May 4, 2021

Very Leetle Mountain (GLOG Class)

This should be all the context you need


A: Geological

B: Very Leetle Birds, Very Leetle Landslide, Size Increase

C: Very Leetle People, Size Increase

D: Very Leetle Eruption, Size Increase


Geological

You are a somewhat pathetic mountain: two feet tall and about 260 pounds, dragged along the ground by thousands of tiny legs (as all mountains are) at half standard walking speed. You have no hands, but can communicate (slowly) by vibrating.

You are automatically hit by all attacks, and cannot wear armor. However, you are immune to poison, disease, most fire, and other things that wouldn't affect a rock. You take half damage from physical threats (claws, swords, etc).

Every template, your height & width increase by 1 foot, and your mass increases proportionately.

B Template: 3 feet tall, ~900 pounds

C Template: 4 feet tall, ~2000 pounds

D Template: 5 feet tall, ~4000 pounds

Very Leetle Birds

A swarm of birds, each about the size of a gnat, have started to live atop your peak. You can politely ask them to do things for you. Together, they can lift 5 pounds.

Very Leetle Landslide

You can sacrifice HP to do an equal amount of damage to a target if the target is either shorter than you or below you. This does not require a roll to-hit. 


Very Leetle People

A village has been built in your foothills. Together, all the villagers can lift as much as a human, build as quickly, and otherwise be treated as a single human. It would be polite to warn them before a landslide.


Very Leetle Eruption

You can sacrifice HP to do an equal amount of damage to a 30' radius, and cover the area in lava, if the area is below you. Of course, I expect there are many other things you could do with lava.

Sunday, May 2, 2021

Orbiters Local 519 (GLOG Hack)

In this post about a derelict-crawling GLOG I said "This is just classes, and it probably won't go further than that". Well, it turns out I'm a liar.

Orbiters Local 519 is a GLOG hack using those classes, built for an open table or set of disconnected one-shots. In it, the PCs play a group of scavengers sent to recover delicate resources from wrecked starships. It has two important differences from your standard dungeoncrawl, however: one of them is simply the 0g environment, but the other is more interesting: destructibility.

Generally, a dungeon will stay physically the same when the PCs enter to when they leave - maybe they'll kick down a door or two, but they won't be caving in rooms. In Orbiters Local 519, not only will they be tearing through walls, but the derelict will be falling apart on its own. Pipes explode, gravity falters, derelicts spin, and entire rooms can tear off from the structure.

Click on the cover to read the core book's PDF, and the two links below to take a look at some example derelicts. 

Example Derelict One - EAS Aspen

A Navy railgun corvette was destroyed in a skirmish about 7 months ago. No survivors are expected, and sensors are picking up a radiation leak. Hopefully you can get in and out before the Navy realizes we're here.

Example Derelict Two - ISK Halamandaris

A biology research ship, destroyed by a power failure incident. The AI, Pythagoras, should still be online. Most of the habitat domes are still in one piece, and we have no idea what could be inside. We shouldn't be facing any competition for this one, feel free to take your time. As much as you can, anyway. 

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