Sunday, April 26, 2020

GLOG Class: Mime Thief

This class is built on the foundation created by Velexiraptor's Thieves' Guilds, which are an excellent framework to make all sorts of scoundrels. That post already has a standard Thief and a couple more particular sub-classes, so I'm not going to do that.

Instead, I'm going to go weird.


Hit Die: d6

Template A: 2 rank 1 abilities
Template B: +1 ability rank, +1 rank 1 ability
Template C: +2 ability ranks
Template D: +1 rank in all abilities, gain all abilities you don't have yet at rank 1


1. Charades
Rank 1: You can communicate silently in a complex sign language. The rest of your party knows this code, but no one else does.
Rank 2: Your sign language has gotten more interwoven with the cultures and languages you know, becoming a web of silent references. Through this method, you can communicate in every language you know silently.
Rank 3: The silent language starts to work through the subconscious mind. You can communicate with anyone, no matter what language they speak, silently.

2. Invisible Object
Rank 1: You can create an invisible simple object, at most the size of your head. You are the only person who can touch this object. If you create another one, the first vanishes.
Rank 2: The object you create can be the size of your body. Other people can touch the object, but you cannot hurt people using it.
Rank 3: The object you create can be more complex - a lockpick, a sword, etc. You can damage people with the object. 

3. Distraction
Rank 1: People love your acts. When you begin to mime, everyone watching must make a Wisdom save or watch you for 1d6 minutes.
Rank 2: Everyone who fails their save will watch for a full 6 minutes.
Rank 3: People no longer get to make a save.

4. Silence
Rank 1: You are silent. Things around you are not. For example, you can walk or run silently, but if you knock over a vase, it makes noise.
Rank 2: You can choose up to 3 people. For 15 minutes, all three of those people are silent.
Rank 3: You can designate an entire area the size of a house. Inside this area, nothing makes noise for 1 hour.

5. Hidden Hands
Rank 1: You can instantly move something from your hand to storage, without moving your hands.
Rank 2: If you can reach someone, you can instantly move anything on their person into your pockets. You cannot do this to anything they are currently wearing or holding.
Rank 3: You can do this to things someone is currently wearing or holding.

6. Unnatural Movements
Rank 1: Using invisible handholds, you can climb vertical surfaces at your walking speed.
Rank 2: Once per day, you can walk through walls on your round.
Rank 3: Once per day, if you are not being watched for any amount of time, including blinking, you can completely hide yourself.

Sunday, April 19, 2020

GLOG Class: Drifter

Somebody mentioned Hyper Light Drifter on the OSR Discord, and I decided to make a GLOG class. Why? uhhhhhh

don't ask questions
Hyper Light Drifter's a game I quite like - it's pretty, there's stab-murder, what else do you want?

This is a weird martial class - you've got a microscopic HP pool, but an ability that lets you avoid most attacks. Hopefully, the combination of this and the Laser Pistol/Zaliska should lead to hit-and-run combat gameplay similar to the videogame.

There's not many non-combat abilities here - Dash can be used to circumvent pits, and the Zaliska can do pretty well as a demolition tool, but that's all.

The Drifter would fit best in a science-fantasy game; the kind where finding (or building) a laser weapon and teleportation device would be possible.

HD: 1d4

A: Laser Pistol, Dash, +1 To-Hit
B: Reflect, +1 To-Hit
C: Zaliska, +1 To-Hit
D: Dash Strike, +1 To-Hit

Laser Pistol
The Laser Pistol has a range of 40' and deals 1d4 damage per charge used, up to 3d4. You have a maximum of 6 charges for your Laser Pistol. Each time you hit an enemy with a melee attack, you regain 1 charge. Beams from the Laser Pistol are incredibly hot, and can be used to melt through stone, burn wood, and scorch metal.

To prevent an overload, you must vent the Laser Pistol once per day. When it is vented, it returns to 0 charges. Unless you have something smart to do using this, just assume you vent it at the end of each day when you go to sleep.

At any time, you can move 10' instantly. You can do this once per turn - you regain the ability to do it on your round. If this moves you into cover from a ranged attack, the attack misses. If this moves you away from a melee attack, the attack misses. Dashes move you exactly horizontally - they will move you over pits, but not up walls.

You can Dash [template] times per turn.

Once per turn, you can reduce the damage of a ranged attack by 1d6. If this brings the damage down to 0, a target of your choice is hit by the projectile.

Your Laser Pistol has been retrofitted with a concussive emitter, causing the shots to explode on impact. As well as increasing damage, each charge expended in the Laser Pistol increase the radius of its detonation by 10'.

The Zaliska can shatter wooden doors, break through stone, and melt metal.

Dash Strike
After a successful attack, you can use your Dash ability and attack another target. This continues as long as you can Dash to another target. Each Dash used as part of this ability consumes one use of Dash for the rest of the turn. You cannot attack the same person multiple times with this ability.

Sunday, April 12, 2020

Preparing Sewer Rats, Part 4 (Finishing Touches)

Countdown to the Grave

Sewer Rats' health system is a lightly edited version of the standard Into the Odd system, with a Darkest Dungeon-style twist.

Damage is completely normal - take damage to HP, when that runs out, take damage to STR. However, you do not roll for Critical Damage (placeholder) when you take STR damage. You function perfectly fine until you hit 0 STR, at which point you drop dead.

Healing has been changed around as well - at the end of each Delve, you regain all your HP. However, you never regain STR. It's just a timer, counting down until you die. This is intended to balance the increase in equipment characters get over time - as characters get better, stronger equipment, their STR (probably) decreases, making it more of a risk to bring them down into the sewers.

This gives the players a good, in-universe reason to start building up a stable of characters - it's a bad idea to bring a long-running character into a low-level delve, because they'll be slowly worn down through attrition (after all, even a single lost point of STR is a problem), and you want to save them for more dangerous, more lucrative missions.

Optional: Dying of the Plague

To no one's surprise, the sewers under a titanic metropolis aren't particularly clean. Luckily, as long as you don't get cut, you should be fine.

You didn't get cut, right?

When a character takes STR damage, there is a 1-in-8 chance their wound is infected. Roll on the Disease table of your choice (and please, post it in the comments, I need one).

Dungeoncrawling Procedures

Dungeoncrawling is pretty simplified, made up of Turns and Delves. Each Turn, everyone moves, you check off one turn of light, and you roll a 1-in-6 chance for a random encounter. A Delve is the entire time you spend in the dungeon. Most beneficial items will last for a Delve.

I'm using a very simple 2d6 reaction table (2: immediate attack, 3-5: hostile, 6-11: neutral, 12: friendly), and resting during a delve is impossible. They're simply too densely inhabited for it to be a good idea.

Optional: Salary

This rule adds some extra pressure to your players. The Ratcatcher's Guild does not pay for everything. If you do not complete either of your objectives, you get nothing. If you complete your Primary, you get 2 Coins. If you complete both, you get 4.

Coins can be spent on 4 things: Housing, Food, Medicine, and Ammunition. If you do not pay for Medicine, you do not regain HP for the next Delve. If you do not pay for Ammunition, you cannot recharge the Usage Dice of your Ranged Weapons. If you do not pay for Food for 3 Delves, you die. If you do not pay for Housing for 3 Delves, you lose your house. This limits your inventory to 3 items - you must carry everything you own.

Optional: Retrieved Equipment

While most equipment in Sewer Rats is provided by an incredibly efficient and effective system (cough cough), that doesn't mean there's nothing to find during Delves. However, your superiors probably want whatever it is you've found.

Firstly, you must surrender half of any mundane items or equipment uncovered. Hoarding equipment is illegal, and can be punished with lost salary, imprisonment, or expulsion from the Guild. Of course, if you stash everything in an empty part of the sewer to come back for later, who's going to know?

Arcana is of much more interest to the Guild. Legally, you must surrender any Arcana for inspection, which takes 1d4 Delves to complete. If a 4 is rolled, the Arcana is confiscated permanently. If the Arcana is incredibly destructive (disintegration ray, hurricane gem), inspection is automatically permanent. If you hide Arcana and it is found, it will be assumed to be a weapon, and you will be charged with terrorism.

Random checks of Sewer Rats' inventories occur after 1-in-6 Delves.

Sunday, April 5, 2020

GLOG Class - Fighter (Let There Be Blood-style)

Hit People with Stuff, The Game

Fighters are generally the simplest class - a lot of HP, attack bonuses, that's about it. Recently, more complex martial classes have come out of the GLOGosphere - deus ex parabola's Zouave and Sword-Shepherd, The Princess in Yellow's set of 7, and Basic Red's veterans, for instance.

This Fighter is built specifically for Let There Be Blood, my weird homebrew combat system. However, it should be pretty easy to convert. 

Their Techniques are built to let you make most common flavors of Fighter - raging berserker (Careless Blow + Brutal + Siege Engine + Rage), exhausted infantryman (Long March + Foraging + Tall Tales + Field Medicine), and aspiring noble (Respectable + Authoritative + Commissar + Beastmaster), for example.

A: Weapon Specialization, +1 Technique
B: Riposte, +1 Technique
C: Extra Weapon Specialization, +1 Technique
D: Extra Attack, +1 Technique

Weapon Specialization
Choose 1 weapon. All your Attack and Defense rolls with that weapon are increased by 1. This allows you to roll a 7.

When an enemy's attack is fully absorbed by your Defense, you deal damage to them equal to your Defense.

Extra Attack
You can attack 2 targets per turn, using the same Attack value for both.

  1. Careless Blow - With melee weapons, you may choose to roll both of your dice in Attack, adding the damage dealt. If you do this, you roll no dice in Defense.
  2. Heavy Guard - With melee weapons, you may choose to roll both of your dice in Defense, adding the protection gained. If you do this, you roll no dice in Attack.
  3. Commissar - Through a combination of roared orders and threats of violence, you can force your hirelings to reroll a failed morale check 1/day. Further use of this ability is possible, but requires you to assault one of your henchmen. Each of these later uses decreases every hireling's maximum morale by 1, permanently.
  4. Authoritative - People look to you in times of crisis. In the absence of actual authority, peasants, militiamen, and similar groups will listen to you unless you prove yourself incompetent. Gain a +2 to reaction rolls with these groups.
  5. Long March - You and your party can skip sleep for one night, and continue to travel overland with no penalty.
  6. Foraging - Through trial and (generally quite unpleasant) error, you've managed to figure out just about everything edible you can grab in the wild. During a long rest, you have a 4-in-6 chance to find 1 ration worth of food. This chance is decreased to 1-in-6 in less lively environments (deserts, cities, dungeons).
  7. Underhanded - You've heard about honor, and you want nothing to do with it. You can use Combat Maneuvers without requiring an action.
  8. Respectable - Your pompous bearing has gotten you some attention. You are not a member of the nobility, but you can get them (at least, the lower ranks of them) to pay attention to you. Gain a +2 to reaction rolls with these groups.
  9. Just Plain Rude - Using mocking jokes, loud swearing, and generally impolite behavior, you can goad anyone outside of the nobility into a fight. You must fail a Charisma check if this is during combat, or if anything much more important (the person's house is on fire) is currently happening.
  10. Brutal - You may be a bit too into this. When you kill an enemy, you may choose to do it in such a theatrically bloody way that the sudden fountain of blood, bits of skull, and flying limbs force every enemy to make a Morale check immediately.
  11. Monster Hunter - You've fought bigger. By grappling, you can climb onto any creature larger than a human. While grappling, all your attacks against that creature automatically roll a 6 (or a 7 if you are specialized in that weapon). As an action, you can make an opposed Strength check to forcefully steer the monster around.
  12. Tall Tales - Your time on campaign brought you around a lot of weird people, and a lot of weird stories. When presented with a monster or magic item of note, you have a 4-in-6 chance of knowing what it is.
  13. Assassination - You killed someone very important, though you won't admit who. Against unaware targets, your Attack die automatically rolls 6 (or 7, if you are specialized in that weapon). 
  14. Pest Control - You can attack as many small creatures (rats, giant beetles, goblins) with a melee attack as you can reach.
  15. Field Medicine - Enough liquor and rags make everything better. You can attempt to heal someone for 1 HP with this method. They must pass a CON save to recieve healing. You can continue to do this to someone until they fail this check.
  16. Beastmaster - You can try to tame utterly unreasonable things (gryphons, snakes).
  17. Siege Engine - You can batter your way through wooden doors and walls in less than a minute.
  18. Rage - Once per day, succumb to a violent war-madness. For 3 rounds, you roll a 7 for Attack with your weapon, but a 1 for Defense. During the rage, if you would be knocked unconscious, gravely wounded, or killed, you ignore those effects until the end of the rage.
  19. Vigilant - You cannot be surprised. When you roll an Omen for a random encounter, you may choose to reroll.
  20. Spellbreaker - Wizards are a nightmare on the battlefield, but you've learned that a clear head can usually get you through them. You have a +2 to saves against magical effects.

Wednesday, April 1, 2020


Note: this class is bad and i've remade it here. Don't read that, read this.

Inspired partially by this video, but the blame should be placed on deus ex parabola on the OSR Discord.

Very Heavy Cube Owner
Weapons technology marches onwards forever. In your case, the march of progress got lost in a dark alley. The cube has its benefits, you desperately think to yourself - it's much quieter than a gun, and it's not stopped by armor.

These justifications do not stop anyone from laughing at your cube.

B: Cube-Sight, Increased Range
C: Cube-Cleave
D: Engraved Cube

Your body is covered in a prototype Kinesis Suit. In theory, you should be able to use the suit to telekinetically grab people and objects. In practice, the suit only works on materials made of a specific alloy - for instance, your Cube. You cannot wear any armor while wearing the Kinesis Suit.

On your turn, you can use the Kinesis Suit to move the Cube. The Cube moves at 100 feet per round, but it can only be controlled if it stays within a 50 foot radius of you. When it comes in contact with someone during it's movement, roll to-hit with a -2 penalty. On a hit, the target takes 3d6 damage. The Cube stops moving after hitting something.

You wake up one morning and start seeing through the Cube. Everything is red - it hungers to kill. You can switch between seeing through the Cube's eyes and your own.

Increased Range
The lights on the Kinesis Suit have all turned red. If you're very quiet, you can hear them crying as you move the Cube. The radius you can control the Cube increases to 100 feet.

The Cube's hunger is increasing. When the Cube kills something, the 100 foot distance it can move resets, letting it move 100 feet from this location. It does not stop after hitting something. If you squint, you can see a mouth starting to grow on its surface.

You cannot wield any weapons - the Cube will not accept them.

Engraved Cube
The Cube has been covered in grotesque engravings, and glows with a pulsing red light. Inside, you can see a dark shape. The Cube speaks to you when you sleep - it is but an egg, for the Flayed God who will rise, kill the world, and drown in blood. The Cube offers a gift, for a price. If the Cube kills 333 people, it will hatch, and you will ascend with it, to be the only god that survives this cataclysm.

The Cube deals 6d6 damage per strike.

Robert Orzol

Sunless Horizon Beta 2.3 Release

Commissioned from Scrap Princess excited screeching I've been posting about  Sunless Horizon  for about a year, and after finally gettin...