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
- Trip over your own feet. Flip every template you have.
- Torn muscle. MD only return to your pool on a 1-2 for 24 hours.
- Pinched nerve. Take 1d6 damage.
- Slowing down. You cannot Flip any of your templates until you next Rest.
- Broken toe. Your movement speed is halved until you next Rest.
- Overextended. Every MD spent on this ability is exhausted.
Atrophies
- 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.
- The speed is tearing apart your soul. Roll two more ability scores and tear them off.
- You've been hollowed out. Tear off all your ability scores.
Good post. The atrophies are interesting. After Atrophy 3, you can still exist, but you fail all rolls?
ReplyDeleteExactly - it's not technically *fatal*, but I expect it would persuade most people to retire the PC.
Delete