Friday, April 5, 2019

GLOG Parasite Challenge: Vine Servant

Normally I’d start with some vague, punchy blurb about DEATH and POWER but this class is not about death and power.

This class is about love, friendship, and caring. Also smells. Good smells.

You’ve found a special rose! It loves you so much that it’s growing with you and you can carry it forever and ever. It tells you about all the wonderful things there are to see and all the stupendous people there are to hug and share stories with!

Vadim Romanov

People will love you anywhere you go because you smell good! Share the smells with people to make them happy. This is a sad, sad world we live in, and people need to be cheered up! If you come across a violent person, you can touch them with your rose friend, and rose friend will drain all the anger out of them and put them to sleep.

Rose friend can also drain jealousy, envy, and all the other frets and worries people carry with them. Make friends! Help them calm down! Grab things with rose friend! Share good smells!

Other parasite submissions!
BioconBody KingCuckoo FolkEater of TonguesHydrargentKlyntarMother of OskMycorrhizanPARASITEParasite BrainSpellbugTemporal ParadoxUmbrant

This challenge brought to you by Micah of Nuclear Haruspex!
GLOG Class: Vine Servant

A: Blossoms, Happy, Parasite Die
B: Vine
C: Pigment Shift
D: Heartwood

You gain +1 HP for every Vine Servant template you have. Whenever an effect asks for your number of templates, use the number of Vine Servant templates you have.

Your Parasite Die controls the effectiveness and intensity of your powers. It starts as a d20. When you use your powers that tell you to roll your PD, roll it, and consult the Manifestation Table. Whenever you roll a 1 on your PD, it decreases by one dice size. (d20-d12-d8-d6-d4).
When your PD becomes a 1d4 and you roll a 1, your Parasite consumes your mortal shell and enters its final form in a glorious transformation. You die horribly.
Even if you never use your powers, you still must roll your PD once a week to see if it decreases in size.

Manifestation Table (roll the appropriate dice)

  1. Apotheosis. You choose the desired effect which doubles in intensity and take 1 damage. Your PD decreases by one step.
  2. Two effects. One that you want, another of the DM’s choice.
  3. Roll two effects on the appropriate feature table and pick one.
  4. Some other randomly rolled effect from another feature triggers.
  5. An effect of your choice. 
  6. The DM chooses what effect triggers.
  7. You choose the effect, but it’s inverted if possible (you don’t know it’ll be inverted).
  8. Roll on the appropriate feature table and apply the effect.
  9. You have -2 to your next Save.
  10. An effect of your choice triggers.
  11. Next time you take damage, you double it.
  12. An effect of your choice triggers but it’s half as powerful.
  13. Nothing.
  14. The effect is determined randomly and inverted if possible.
  15. Nothing.
  16. Nothing.
  17. You take 1 damage for every time you’ve rolled on this table today.
  18. Nothing.
  19. Nothing.
  20. Save or gain a plant based mutation of the DM’s choice.

You can sprout gorgeous Blossoms from your body and pick them. When you do so, roll your PD on the Manifestation Table and then consult the Blossom Table if necessary. The effects of any Blossom last for [template] minutes, after which they become a normal, if beautiful, rose. The range of all Blossom effects is equal to [template] x 5’, centered on the rose. You are immune to your own Blossoms, and you can only use each Blossom once a day.

Blossom Table (roll 1d6 if you must)

  1. Yellow Rose. Creatures must Save or be overcome with an overwhelming reproductive impulse.
  2. Red Rose. Creatures must Save or have their emotions amplified dramatically.
  3. White Rose. Creatures must Save or take damage equal to the half the damage they’ve inflicted in the last minute.
  4. Lavender Rose. Creatures must Save or have their movement and actions cut in half. 
  5. Pink Rose. Creatures must Save or forget the last minute.
  6. Black Rose. The first creature to fail its Save against this rose dies if its [HD] < [templates]. The black rose dissolves immediately after it kills a creature.

You’re a Happy person! You rationalize all the horrible things you do to others quite easily and have a [template] bonus to Saves against mental trauma or realizing what you’ve become. If you ever fail a Save of that nature, though, the effects are twice as bad.

Hoang Lap

Your rose sprouts a small Vine from a location of your choice. This vine has a length equal to [template] x 5’ and deals 1d4 damage if used as a weapon. If the vine is cut, you lose 1 HP for every 5 feet lost; the vine regrows 1’ a day. It can carry an object that weighs [template] pounds or less and support up to your weight. You can only use each Vine effect once a day.

Vine Table (Roll 1d4 if you must)

  1. Drain. A creature within the reach of your vine must Save or lose [template] HP. You gain the HP it lost. Any excess provides a bonus to your next Save equal to the excess HP gained.
  2. Transfer. You may lose up to a maximum of [template] x 2 HP to give that HP to a creature within the reach of your vine.*
  3. Shred. The next [template] attacks you make with the vine have their damage dice increased by one step.
  4. Extract. A creature within the reach of your vine must Save or you extract a fluid of your choice (poison, urine, etc) from it. You can store a bit of this substance inside yourself for [template] days, after which you suffer its effects unless you discharge it. You may discharge a stored fluid into another creature or a container. Unwilling creatures get a Save to avoid this.*

*if a creature is affected by this ability, it must Save or be infected by a Mictla Rose seedling. If it fails, its next template must be a Vine Servant.

Your rose can Pigment Shift your skin once per day. If you move slowly, the color of your exposed skin blends in perfectly with the background for [template] minutes.

Your tender flesh is partially replaced with Heartwood, and you reduce all bludgeoning/slashing damage by 3.

When the rose consumes and subverts your fleshy shell, you root to available dirt at the earliest opportunity and become a huge, carnivorous rosebush that seeks edible meat. Possibly your companions.

Sebastian Montecinos

Design Notes
: Holy hell is this class mechanically complicated for a GLOG class. I have absolutely no idea how balanced this is or how well it’d play at the table. I didn’t have time, but I think I’m going to retrofit this class into a more encompassing Parasite class later with that delicious decreasing dice mechanic.

The biggest hangup is the Parasite Dice. I've tried to balance it, but I simply have no idea how well it will work. I can estimate math (if you count nothing as a bad effect, 12/20 or 60% of the time a d20 will crap out on you); I still have no idea how long an infested PC will last. Assuming that a dice rolls perfectly randomly, a 1 on the d20 should crop up after 20 rolls? And then 12 rolls for a d12, 8 rolls for a d8, 6 rolls for a d6, and 4 rolls for a d4. So this class has around 40 rolls in it? 40 uses of your powers, count them carefully.

I considered condensing the Parasite Dice with a Blossoms/Vine table but I decided that if I want the PD model to be adaptable to different parasites I should leave them separate.

Speaking of the Blossoms/Vine tables, I'm worried about their usability. The first two dice steps (d20 and d12) grant the uncertain use of features, but d8 and under becomes increasingly reliable and predictable. Does this power scale well? Are the features strong enough to be useful but still potentially dangerous enough if triggered wrongly to prompt second thoughts about spamming them? These are questions I think only playtesting can answer.

By the time a Vine Servant's powers become super useful, using them too much can lead quickly to death. I think that tension will go a long way towards counterbalancing the pull of strengthened abilities but then some players just run characters into the ground. Forming an attachment to a PC with this infection is risky anyway. More than anyone else, Vine Servants are going to die. It's just a matter of time.

I think this class has some great tools but I'm worried about it outshining other classes at lower levels. If a player gets "lucky" and decreases their PD on the first couple rolls, then they can enjoy higher levels of power while the rest of the party has a limited repertoire.

I really like this class concept: a time bomb. Kind of like the Biocon. Like my favorite GLOG classes, you can access great power relatively easily, but using it will surely damn you. Your expiration date is just more sure than most.

Monday, April 1, 2019

GLOG Class: Really Bad Rabbit and G+ Eulogy/Break

Her companion lay asprawl on the grimed stone, limbs slack and head twitching as in sleep. As she approached, a small, writhing bundle of fur peeped out from the other side of his head, shaking and twisting with the rhythm of his neck.

No, his neck twisted with the furry thing.

No sooner had this correction flittered across her mind than a dainty white ear flopped out, and rotated towards her. She stopped, acutely aware of her chinking mail and her pattering heart. Another ear joined the first, and the bustling movement stopped.

A small face red as roses and slick as oil rose above her companion’s neck, with crimson beads languidly sliding down blood-thickened whiskers. Its teeth were drenched, but not enough to conceal the sickly yellow of their enamel or their absurd fanged enormity.

The eyes, though, yes, the eyes were the worst, she thought. No sclera, iris, or nictitating membrane, just an abyss of shifting, fluid red. And the pupils! Dull, white, sightless things, drooping carelessly to either side.

While its hindquarters tensed and its belly sank, she thought of a stray cat right before pouncing on a bird. How the cat’s eyes fixed steadily on its prey, mesmerizing it. How the bird shrieked before the cat casually slapped its head against the gutter stone!

The eyes, though, the eyes were certainly nothing like a cats. And the teeth sinking into her throat couldn’t have come from any feline either.

Oh yeah, April Fools. Here's my "funny" thing. Heheheheheh.

GLOG Class: Really Bad Rabbit


A: Just a (Killer) Rabbit, Hop, Carnivore
B: Arterial Spray, Bunny Nose
C: Dodge, Swirly Eyes
D: The Great Escape, Kits!

For every Really Bad Rabbit template you have, your bite increases by one dice size. Start with a d4.

You are Just a Rabbit. You are an exceptionally intelligent rabbit, able to count coins, find traps, and remember conversations, but you are still a rabbit. Algebra and writing are out of the question. Most creatures will underestimate you if they can’t see your crimson eyes or your huge goddamned fangs.
You can communicate with your fellow PC’s with body language and bunny squeaks and you understand the lingua franca of the setting. You also speak Lapin, the language of rabbits and hares. The only rabbits/hares you really get along with besides other killer rabbits are dire haremoths and jackalopes. Normal rabbits and hares will flee unless you really, truly pinky swear like you’re bestest friends promise not to eat them. (Eat them, and their children, and their parents, and their friends. Spatter them with the blood of their family! Coat their warren in blood!)
Your eyes are pure red with dull white pupils after you taste blood and your teeth are fangs. This is a significant tell that you’re not a regular rabbit. Also, you can detect killer rabbit lineage by scent, and may rarely encounter cousins.
Because you are a killer rabbit and therefore dangerous, you are illegal to own or transport (live) in civilized places. Your fur is worth 10 times as much as a regular rabbit fur. You may be hunted for your fur alone or to become an exotic pet of a foppish, spoilt noble.

Maks Copylove


Hop along like a demented pogo stick. Whatever a rabbit movement normally is, yours is twice as much and your leaps are thrice as long. You can leap backwards too.

You’re a Carnivore. Your best food is fresh, bloody meat. Cooked meat will do, but bloody meat is best. Vegetables and fruits do nothing for you, and carrots are poison. For every day you go without meat, you lose some movement and a hit point. If your stats ever reach those of a normal rabbit, you must Save every hour or kill the first meaty thing you see. When you drink blood, your eyes turn crimson and stay crimson until you’re hungry again.

Arterial Spray spurts from the necks of your victims. For every creature you kill in battle, you gain +2 HP and + move. This HP and move can exceed your normal maximum but goes away as soon as the blood on you dries or disappears. If a creature watching this has never seen a rabbit tear through necks and limbs like a demonic wood chipper or something equally traumatizing it must Save versus Fear.

Your Bunny Nose is adorable - when you want it to be. You can attempt to charm a creature that might like cute animals by spending a minute being petted and cooed at. This attempt fails automatically if your teeth are seen or if you have blood on you. If you attack a creature that is charmed by you, they must Save versus Charm or you crit them. The charm lasts 1 hour per RBR template you possess.

Dodging is second nature to you. Every round you don’t attack a creature that attacks you, you get +2 to AC/Defense rolls against its attacks and +1 to damage against that creature as you learn its attack pattern.

Your Swirly Eyes are mesmerizing. Once per day, you can force a creature making eye contact with you to Save or be paralyzed until they take damage, succeed on the Save, or somebody slaps them.

You have been summoned by the Council of Caerbannog to rescue another killer rabbit from the horrible state of pethood with a Great Escape. You have a week before the killer rabbit is defanged. If you fail, killer rabbits will shun you until you successfully rescue another. When you succeed, you may summon 1d4 killer rabbits once a year to aid you with a task.

Eventually, Nature digs her claws into you and commands you to have Kits! You must immediately seek out another rabbit and procreate once a month. Gestation for killer rabbits is one month.
If your mate is a regular rabbit, you have a 10% chance of bringing one killer rabbit into the world instead of regular kits. It ate all its siblings in the womb and starts with an extra hit point. (Female killer rabbits: eat your normal male mates after the act!)
If your mate is a killer rabbit or a jackalope, you instead bring 1d4 killer rabbits into the world. God help us all. Roll on the following tables for each killer kit you spawn.
If you have Kits and then die afterwards, you may immediately start play again as one of your children with your first RBR template.

Run away! RUN AWAY!

Kit Color: (1d50 or 1d100/2)

  1. Agouti: Bands of color occur on each hair in rabbits with aguit fur. The colors of these bands vary depending on the type of agouti coloration.​ Roll again twice, ignoring this result.
  2. Black: Dark black.
  3. Black otter: This pattern includes a black body with a lighter underside, hair may be orange tinted at the border of the black and lighter color.
  4. Blue: Medium or slate blue.
  5. Blue otter: Blue coat with fawn tipped guard hairs and fawn areas.
  6. Blue steel: Blue with silver or tan "ticking."
  7. Blue tortoiseshell: Blue and beige.
  8. Broken: This pattern can include rabbits that have white fur with any color patches or spots, with nose markings, colored ears, and/or eye circles.
  9. Brown-gray agouti: The individual hairs of this color of rabbit are blue at the base (closest to the skin) then medium tan, charcoal, and finally tan at the tip.
  10. Californian: White body with black on nose, ears, tail, and feet.
  11. Castor: This is a pattern that has brown fur over top, a slate blue undercoat, with orange or red in between.
  12. Chinchilla: Slate or black blended with pearl and black tipped guard hairs.
  13. Cinnamon: Rust or reddish-brown color.
  14. Chocolate: Deep dark brown color.
  15. Chocolate agouti: Bands of tan and chocolate with a chestnut tip.
  16. Chocolate chinchilla: Chocolate and pearl with chocolate tipped guard hairs.
  17. Chocolate steel: Chocolate with tan or silver ticking.
  18. Chocolate tortoiseshell: Creamy chocolate with fawn.
  19. Copper agouti: Bands of red/orange and dark slate with red at the tip of the hair ticked with black tipped guard hairs.
  20. Cream: Pinkish beige to almond color.
  21. Crimson: Blood red with white patterns on chest and face.
  22. Fawn: Straw color.
  23. Frosted pearl: Pearl with black, blue, chocolate or lilac shading.
  24. Gray: Three different colors of hair: black, black with tan tip, and black with a tan band, and slate undercolor.
  25. Light gray: Agouti with slate blue at the base of the hair, off-white in the middle, and light gray at the tip with black tipped guard hairs.
  26. Lilac: Pinkish pale gray.
  27. Lilac chinchilla: Lilac and pearl ticked with lilac tipped guard hairs.
  28. Lilac steel: Lilac with tan or silver ticking.
  29. Lilac tortoiseshell: Lilac and beige.
  30. Opal agouti: Slate blue at the base of hair then gold then a blue tip.
  31. Orange: Light to bright orange color.
  32. Pearl: Light creamy gray color.
  33. Pointed white: White with a black, blue, chocolate or lilac colored nose, ears, feet, and tail (like a classic Himalayan cat coloring).
  34. Red: Rich brown red color.
  35. Sable: Dark grayish brown color.
  36. Sable marten: Siamese sable coloring with silver-tipped guard hairs.
  37. Sable point: Cream body and sable on the nose, ears, feet and tail.
  38. Sandy: Reddish tan color.
  39. Seal: Dark (almost black) sable color.
  40. Self-group: Solid color in black, blue, lilac, blue-eyed white, and ruby-eyed white.
  41. Shaded group: Color transitions from dark to light (e.g. frosted pearl, sable, sable point, siamese sable, seal, tortoise).
  42. Silver or silver fox: Silver with white or white tipped hairs.
  43. Silver Marten: Black, blue, chocolate or lilac color with silver-white markings and silver-tipped guard hairs.
  44. Tan Pattern: Marks (not necessarily tan) on the nostrils, eye circles, jowls, inside ears, belly, inside leg, and underside of tail. Groups included marten and otter colorations.
  45. Ticking: Solid or tipped guard hairs different than the main coat color interspersed throughout the coat.
  46. Tortoise: Orange with black, blue, chocolate or lilac.
  47. Tortoiseshell: Orange or dark fawn and black.
  48. Town Watch: Grey with tan head and brown paws.
  49. Tri-colored: White with either black and orange, lavender blue and fawn, chocolate and orange, or gray and fawn colors.
  50. Violet: Deep mottled bluish-purple.

(I made up three of these colors. Guess which ones they are without searching.)

Kit Changes: (1d10) These changes are only hereditary if you breed with another killer rabbit with the same change.

  1. 1. Scrawny. -2 HP, +3 Move.
  2. 2. Plate Teeth. Can crush/shred an armor piece on max damage roll.
  3. 3. Claws. Gain small retractable claws that deal 1d4 damage and can help cling to objects like a cat.
  4. 4. Beefy. +2 HP, -1 AC.
  5. 5. Keen Ears. Better at hearing but Save versus loud noises (gunfire, etc) or take 1 nonlethal damage.
  6. 6. Keen Nose. Can track by scent but must Save versus hideous smells or be unable to smell for a day.
  7. 7. Smart. Can understand another language, read, and do simple math.
  8. 8. Pouch. Like a kangaroo. You can carry a few coins or a very small object.
  9. 9. Bunnicula. You can drain blood from a sleeping creature without waking it up to sustain yourself. This deals 1 damage and gives the creature -1 to Saves for the next day.
  10. 10. Roll twice on a Mutation table and pick one of your choice. Roll 4 times and choose two if you’ve eaten the brain of a magical creature. These mutations have a 50% chance of cropping up in descendants.



Design Notes:
Well, I wanted to do something goofy for April Fools and something to wrap up G+. Originally I planned on releasing my druid to mark the end of an era but work and procrastination prevented that.
I think the real strength of this class is in the descendants. After a couple generations of breeding and “bunny retirement”, a killer grandrabbit would be quite entertaining to play. Hell, roll on the table before you start if you like. I’m not too worried about killer rabbits overunning my campaign world because they are pruned/hunted for fur quite vigorously. Usually killer rabbits are lone, territorial creatures, but if you kill enough they will hunt you down in a pack of rustling, lithe, adorable fur and fangs. Your skull will be picked over and dragged back to the Council of Caerbannog’s Dread Warren.
This class has perhaps more “+1 to X” bonuses than I originally intended, but I tried to make those dynamic rather than passive. I find flat bonuses boring.  I'm trying to create a tension between Dodge and Arterial Spray so that each is advantageous at different times without having to resort to dice mechanics.
 My favorite part of this class is the hypnotizing bunny eyes and the charm. It just warms my rotted, stony heart thinking about charming the tyrant’s child and then ripping their throat out in front of their parents. Also gives the class RP/ambush tools so the killer rabbit can be a good infiltrator/spy. Basically, seduce children and then listen in to their parents. Have a kid snack, leave droppings everywhere, and report back to the party.
Why would a killer rabbit even adventure with the party? Well, the Really Good Dog is there as a companion. Why not a killer rabbit? Killer rabbits can form friendships with other PC's just like other animals can.

Future Thoughts
I'm going to be taking a month-long break from blogging. Finals and whatnot. Expect a slapdash parasite and then radio silence until the first week of May.

If you were never part of G+ you can skip this next part cause there's no game material.

Things Fall Apart...
To accompany this.

...which is the title of an excellent book by Chinua Achebe and the eventual fate of almost every TTRPG. How many campaigns get a bang instead of a whimper?

DISCLAIMER: ALL THE FOLLOWING IS FROM MY PERSPECTIVE WHICH IS GUARANTEED TO BE NOT QUITE RIGHT. I ONLY OFFER OPINION HERE. Also apologies if any of this is triggering. I'm recounting my own little story here and if you don't like thinking about past events on G+ please don't read this.

When I first started lurking (and started this blog), G+ was on a pretty steady roll. Zak S (rot his soul) was handily coordinating most of the OSR sphere and launching semiregular attacks on other people (most D&D and some conservative) he didn't like. Arnold K's posts were slowly but surely in decline. Patrick Stuart was releasing Maze of the Blue Medusa with Zak S to much acclaim and working on Veins of the Earth.

Arnold, Patrick, and Zak were how I measured the pulse of the OSR world, which was slowing on some fronts. Blogs were becoming slightly less active, some went dark. I shouted a few piddly things into the abyss. It seemed a stable place, if a slightly tense one. I didn't like the way Zak talked about people from the start.

2017 was a hell of a year. Throne of Salt and Coins and Scrolls began to rip their way through the blogosphere. I wrote what I consider my best post so far. It's about how druids will fuck you up from a distance. 

Then, something started to give. Zak and Paolo G had an argument which Zak refused to lose. Patrick got tired of moderating the personality clashes. Patrick severed his relationship with Zak. I wrote Patrick on G+ and it was whoooo boy. Wow. I was an awkward kid. 

In between the game posts, it seemed that something was building up...or not. Skerples and Patrick had a falling out of their own. Then, things settled down. I became busy with school and checked G+ once a month after one-offing a couple of wizards and not blogging.

Then things changed. Google announced the shutdown of G+ and moved the shutdown date up later. Gradually, as 2018 faded into 2019, people became aware that things were shutting down, the great circuits going quiet. Every time Google posted some info about the shutdown, there'd be a string of farewell posts. 

Despite that, though, the G+ community rallied. I think Jan 2019 up until the notification icon went away was the most active the community's been in years. That was awesome. Long post discussions, interesting ideas, and cool kickstarters. Silent Titans! Ultraviolet Grasslands!

Then, Mandy Morbid posted about Zak's history of abuse. And the sky fell. Other people - Patrick, Scrap Princess, Arnold, Skerples - said what needed to be said. Zak was denounced. I blocked him, left his Discord OSR for Chris M's OSR Discord, and felt happier. Mandy's post was an insight into the why and who of Zak, and I think the catharsis G+ finally needed. 

The poison has been purged. I wish that it were earlier, say true and say thankya, but the poison is purged. I have immense respect for Ms. Morbid and the others who told us the truth of Zak and I'm so sorry for their suffering. I wish them the best in recovering and living a full life.

After the notification icon died, G+ entered its twilight. The number of posts dropped dramatically. People started saying final goodbyes.

Tonight, I think, G+ ends. I will wake up tomorrow morning and attempt to open the app if it isn't already gone. When that fails, I will delete the app from my phone. And probably tear up.

The G+ community has been quite good to me. I will miss our tumultuous little corner of the internet. To everyone who isn't sure about Discord, I can vouch for the one I'm on. It's not nearly the same but it's quite nice. 

After I publish this post, I'm going to import my G+ data into MeWe, and preserve a bit of its glory. This will be my last Google Plus post. I may check and comment until I sleep, but this is it. 

To all the G+ers: Thank you!

Some specific goodbyes:

K Yani: I'm glad to be your friend. I look forwards to coming along wherever your journey takes you, and I encourage you to join us on MeWe. I think it most resembles G+.

Arnold K: Thanks for being my original inspiration. Please post more. That's kind of a shitty goodbye, but I really can't put it any better in complex words, and I feel like an ass when I try.

Patrick S: Keep doing your thing, man. Your weird, byzantine, esoteric thing. Can't wait for Silent Titans.

Ian Reilly: Thanks for being an early supporter of my chicken scratchings. 

To all those others: Long days and pleasant nights. I'll see you again. Please, add people to your blogrolls.

Friday, March 22, 2019

GLOG Class: Berzerker

Some people get angry. They cuss, swear, stamp around, and transition to sullen after a while. Every so often, they get extremely angry, and scream venom with tendons in their necks twisting like snakes.

You do not “get angry”. You will never “get angry”. The rage that occasionally bursts capillaries all over your body, bruises muscles, and leaves your vocal cords a sweltering, bloody mess is something older than anger. Like it, hate it, it lives within you. Most of the time, it leaves you alone. Every so often you erupt, and when you do, people and objects break.

You’ve found a way to call it or calm it. It’s a companion now, with no setting between asleep and ravening.

If you get hurt, it doesn’t matter how you feel. The dog’s been in his house some time now, and he wants to be LET OUT.

Song zhenyang

GLOG Class: Berzerker

A: +1 Rage Dice, Conduit, Notches, Rumble
B: +1 RD, Froth, Malaise
C: +1 RD, Mindless, Die Hard
D: +1 RD, Relentless

Thanks to the murderous Lexi for her gory editing!

Rage Dice are what power your murderous frenzies. They are d4’s. When you wish to rage you may roll Xd4 to enter a rage, which lasts for [sum] rounds. When you take damage and are not raging, you enter a rage with your remaining RD unless you Save versus Int with a penalty equal to your remaining RD.
Your rage grants you [dice] extra attacks per round and [sum] extra HP for the duration of the rage. You can try to end your rage early with a 1 in 4 chance. Any extra hit points over your HP maximum disappear when your rage ends. You take [dice] penalty to AC or your equivalent while raging.
While you rage, you can only take actions towards murdering things, and if your rage doesn’t expire, it lasts until all enemies are killed, subdued, or driven off. Spellcasting is possible but only for spells that deal damage, remove obstacles between you and enemies, or move you closer to enemies.
RD burn out on 3-4, doubles, triples, and quadruples, and return after a good night’s sleep.

Your Conduit is that which channels your rage. It can be a mantra, a tone, a torn portrait, a bell. Whatever it is, expressing and leashing (to an extent) your rage with this thing grants you a passive ability and an active ability to use while raging. When you use this active ability during your rage, it decreases the duration of your rage by [dice] rounds.
If your Conduit is broken or lost, you lose its active and passive benefits, Froth, and Malaise. You may acquire a new Conduit, but for each day you go without one, you get a -1 penalty to Int Saves not to enter rage upon taking damage or in stressful situations.

You gain Notches when you kill things 10, 20, 35, and 55 times with the same weapon.
10 times: +1 damage with that weapon
20 times: Expanded crit range (however you adjudicate that)
35 times: Passive weapon ability #1
55 times: Passive weapon ability #2

You may seek out fighters of especial puissance to Rumble with them, fighting one-on-one. For every opponent you defeat unaided with a number of class templates greater than or equal to yours, you gain +1 to damage against enemies with one armor type that was used in the Rumble.
Starting when you gain your 3rd Berzerker template, warriors with a number of templates equal to yours will seek you out as you travel to test their strength. If you beat challengers unaided, you gain +1 Defense against one weapon that was used.

Froths are special effects triggered by doubles and triples on your Rage Dice. When you enter a rage and roll doubles or triples, consult the relevant table, roll, and apply its effects for the duration of the rage. Each Froth triggers a Malaise, each action an opposing reaction. Froth and Malaise effects will not trigger if you're wearing armor.
If you roll quadruples (1% chance with 4d4), roll twice on the triples chart and apply both effects.

When you trigger Froth, you also trigger Malaise. After rolling Froth, check the appropriate Malaise table and suffer the effect which corresponds with the Froth.

Your rage is Mindless. You’re immune to magical effects that would affect your mind while raging, and if you’re affected by a spell against your will, the spell ends as soon as you enter rage.

You’ll Die Hard. You have 4 turns to heal Fatal Wounds instead of 3.

You are Relentless. When you’re raging and you kill a creature, roll a d4. Your rage extends for that many rounds. Additionally, if you drop to 0 HP while raging, you are able to keep raging and ignore the effects of Fatal Wounds as long as your rage lasts like the Black Knight from Monty Python. (You can still be killed from disintegration or beheading. Be reasonable.)
Keep track of your Fatal Wounds, though, because if you haven’t healed them before 4 rounds have passed, you’ll suffer their effects immediately after ending your rage, potentially dying on the spot.

Conduit: A Mirror Darkly

Somewhere, sometime, you collected a small hand mirror of unknown provenance. The handle and frame are stained silver, the mirror a bright slab of inky stone. There’s a gemstone setting without a stone on the handle’s end.
When you look in the mirror, you see yourself as you wish to be. Sometimes you see an older you with a gentle smile, surrounded by vague black silhouettes at a smoky table in a blurry room. Sometimes you see your torn, rough hands cradling a child.
Sometimes, you see a face torsioned by roiling muscle into a gaping rictus drenched in blood.

Passive benefit: The mirror provides you with flashes of what might be, augmenting your senses. You have a 2 in 4 chance to detect ambushes and similar surprises right before they happen.

Active benefit: For a round, your exposed skin becomes empty and reflective. Any hostile creatures who can see you must Save (creatures fighting you in melee automatically fail) or see visions of their most likely death, believe it to be possible, and react accordingly.

Doubles: (1d4)
Froth: When enemies damage you in a way that could break glass, everyone very close to you takes [dice] damage from small, shiny stone shards.
Malaise: Your flesh takes on the qualities of glass for [dice] hours.
Froth: You reflect light sources stronger than a torch painfully, forcing those looking at you to Save or be blinded for [dice] rounds as their eyes adjust.
Malaise: Every bit of your body reflects light powerfully for [dice] hours.
Froth: You can attack the reflections of enemies.
Malaise: You can only see the world reflected for [sum] hours.
Froth: You only become visible in reflected surfaces.
Malaise: You become a reflection for [dice] hours. You can still interact with creatures’ reflections and retain all your belongings, but upon your return to the real world you arrive naked unless you exit the mirrorworld where your belongings are.

Triples: (1d4)
Froth: Your reflection splits off from you and can attack and be attacked by enemies reflections as if it were you. It is unaffected by things that have no reflection.
Malaise: Your reflection stays enraged and murderous for [dice] hours. It’ll seek things to kill.
Froth: You split into [dice] copies, each possessing [current HP]/[dice] and your equipment. Each one can make 1 attack. You control each one, and if they all die before your rage ends, you die.
Malaise: Any enemy you critically hit for the duration of your rage splits into [dice] copies of itself with HP equal to [current HP]/[dice]. These copies last until killed.
When you kill an enemy, they explode in showers of polished stone for [dice] damage to nearby enemies. If another enemy is killed by this damage, they also explode with the same effect.
Malaise: This above Froth applies to you and all allied creatures for [dice] hours. If you gather all the shards of a shattered creature up and put them back together, a stone to flesh spell might do something...
Froth: Roll twice on the Doubles Froth table and apply both Froth effects.
Malaise: Apply both Malaise effects for the Froth effects you rolled.

Alice Bessoni

Conduit: Drug Fiend

You have 2d10 doses of a substance that keeps you on the straight and narrow and 1d4 doses of two more recreational ones. You’ve experimented a lot to find something that works for you, so you have a pretty good idea of what most drugs do to people. Need a hookup? No problem, s’long as you got the dough.

Don’t get between these people and their dope. Shred is a kind work for the violence they will visit on your meat.

Passive benefit: You can tell what a drug might do (benefits/dependence) by handling/sampling a bit of it. You can also hook people up with some good stuff cause you know the right people, and you can tell what drugs someone’s on with a glance. Become a drug connoisseur! Sample poisons! Experiment!

Active benefit: You can consume a dose of your drug to instantly end your rage.

What is this drug, specifically? Well, a stereotypical one is:

Elagoria paste (pastepal, happytoff, chill bill)
Description: A thick, chunky, chewy brown paste with blue highlights. Is applied by smearing it on a mucus membrane.
Effects: Calms emotions and relieves the symptoms of emotional problems (anger management, anxiety, depression, etc.)
Application: Comes in a sealed jar with 2d4+1 doses. Each dose lasts a day.
Dependency: Stains the membrane in question a vibrant yellow and makes the breath sweet.
Overdose: Coma for 1d4 days. Save again at the end of the coma, if you pass you wake up and if you fail you quietly die.
Obtaining it: Banana rose fruit mashed up with the dried brain of insane people and fermented with yeast.

For more drugs: Goblin Punch, Scrap Princess, Wyrdspeak.

Doubles: (1d4)
Froth: Exhale the drug or poison you’ve most recently taken. People close to you must Save or be affected by the drug or poison for [sum] rounds.
Malaise: You continue to breathe out drug stuff for [dice] hours.
2. Froth: When you damage an enemy, they must Save or suffer a random drug’s overdose effect for [dice] rounds.
Malaise: For [dice] hours, any person you touch has to Save or suffer the overdose effects for [sum] minutes.
3. Froth: You gain the effects of [dice] drugs you’ve ingested of your choice.
Malaise: You suffer the dependency effects of those drugs for [dice] hours.
4. Froth: You become immune to a harmful liquid/powder/paste inside of you/that you ingest.
Malaise: You suffer it’s effects for [dice] rounds, but make your Save with a [dice] bonus, and if you pass all of them, the effects of the substance end.

Triples:
Froth: When you take damage, [dice] small homunculi crawls out of the wound. They have [dice] HP, and when they die or touch someone, they explode for [dice] damage (you’re unaffected) and cause all creatures within 10 feet to Save or be affected by a drug of your choice. You direct them.
Malaise: Homunculi crawl out of your mouth for [dice] hours, and you don’t control them. If they’re prevented from escaping, they explode inside you for [dice] damage.
2. Froth: You’re immune to a method of exposure to drugs of your choice. (Piercing, slashing, snorting, ear dropper, etc.)
Malaise: You’re vulnerable to that method of exposure for [dice] hours. If it’s a type of damage that can be inflicted by weapons, you either take 2x the damage total or gain a Fatal Wound, your choice. If it’s inhalation, you automatically fail your saves against gaseous things. Etc.
3. Froth: Your blood is horrifically corrosive. Anyone within 10 feet of you when you take damage takes [sum] acid damage. Save for half. Metallic or organic objects are degraded by this stuff.
Malaise: This substance turns into a gas that has the same effect with radius equal to 10 * [dice] when your Rage ends. Run!
4. Froth: Roll twice on the Doubles table and gain both effects.
Malaise: Suffer both the Doubles effects at the same time.




Notes on Rumble:
Rumbles are supposed to be pit fights, more or less. There’s at least one fighter in every town who’ll Rumble with you, and you have a 50% chance of encountering a traveling fighter on a journey..
Rumbles will occur at a time and place agreed upon by all contestants before hand. Observers are welcome and usually encouraged, as is betting. Interfering in a fight except to stop the rumblers from killing each other results in an automatic loss for the fighter supported by the interference. Rumbles end when one side/fighter is at 0 HP. Some rumbles are to the death, but those are grudge matches or gladiatorial combats.

At the end of the Rumble, if you win, roll 1d6, add half your remaining HP, and consult the Thumping chart.
1. It was very, very close. If there was any suspicion of cheating, you’ve earned a Hateful Rival. Otherwise, you earn a friend.
2. Well fought, but you won. Gain a Friendly Rival.
3. You put up a decidedly better showing then they did. If you treat them well, you’ve earned a Friendly Rival.
4. A combination of cunning and toughness puts you on top. If you disparage them, you’ve earned a Hateful Rival. If you treat them well, a Friendly Rival.
5. It was a beatdown. If you’re kind, they may ask to become your Companion, otherwise you’ve gained a Hateful Rival.
6+. You trounced them. Hard. If you were mean, they’re a Hateful Rival. Otherwise, they’ll ask to become your Companion and treat you with respect.

Rivals:
Rivals are fighters you know casually and have an ongoing competitive relationship with. They may become friends, important NPC’s, PC’s, romantic relationships, or deadly enemies. If you beat them by 4 or more on the Thumping chart, they’ll gain 1d2 class templates before seeking you out to try again. Rivals will try to best you 1d6+1 times before giving up.
If a Rival ever beats you, you lose 1 point of Charisma as your reputation for being a tough gal lessens. You regain that point if you beat them again.
For every two Rivals that give up, you gain a point of Charisma.
Hateful Rivals - Every time you beat a Hateful Rival, they have a cumulative 10% chance of trying to kill you the next time you fight or when given a chance. There’s a 25% chance they’ll act like a Friendly Rival while hating your guts.
Friendly Rivals - these people are drinking buddies. You may run into them at other times and share a flask of rotgut while reminiscing over past adventures. If you beat them every time they challenge, they’ll either ask to become a Companion or become a genuine friend.

Companions:
Companions are henchmen with an important difference: they’re here to learn. They’ll fight for you and protect you and expect half the normal treasure share for a henchman. In return, they expect you to train them. The XP requirement for an NPC Companion to level/gain a template is reduced by 20% as long as you spend actual time training them. You cannot teach them anything you don’t know.
If the Companion ever gains as many total templates as you have, they’ll leave to forge their own future. If you’ve treated them well and fairly, then you can call upon them for future assistance should you need it.
If you treated them badly and/or if you didn’t teach them but promised to, you’ve earned an enemy.

Design Notes on Rumble:
I’m going to try give all my martial classes this in one format or another. Veterans and Gunslingers will have Scores (though Gunslinger Scores will be more like Rumbles), Berzerkers have Rumbles, Soldiers (my fighter replacement) will have Rumbles, Nobles will have Rivals, and Assassins will have Competitors.
Wizards will have Grudges. Bards will have Rivals. Clerics should have Nemeses - like a fellow worshiper who believes almost everything else you do except one thing that you cannot abide. My personal opinion is that Sorcerers are too full of themselves to give a shit about anything else. I’m excited over taking a crack at writing rules for a GLOG wizard duel and a GLOG bard duel.
Warlocks may have Pursuers? Most warlocks exist outside typical power structures and deal with creatures nasty enough to trigger some backlash from society anyway, but I do like the idea of a recurring hunter.
I’m not sure about Druids.
You’re welcome to discard the additional material from the class (or all of them) if you like; I’ve tried to make Rumble work without these features.
I think having a network of friends, apprentices, and rivalries would deepen immersion for PC’s and give them a tangible sense of grounding the more templates they gain. Plus, it gives them goals and ways to help each other out. Nobility, religious figures, and magic users are famous for petty grudges and rivalries - why shouldn’t martial classes gain the same benefit?

General Design Notes:
Well, most of my classes are definitely going to have some sort of dice mechanics with benefits and drawbacks and subclasses. Judging from the massive popularity of wizards, this formula needs to be more widely applied to even out the mechanical weight of the GLOG.
I think the word berzerker occupies a different and more neutral conceptual space than barbarian. Barbarian, as a word, carries its own cultural baggage and lends itself to a narrower design space. It’s true that berzerkers probably didn’t carry around magic mirrors, but whatever. My point is that any design that can have its majority flavor injected into it instead of inferred while still retaining enough base elements (or tropes) to be distinct offers a more branching and fuller space to game inside.
Besides, I don’t think there’s any one way to play an archetype (to clarify, raging person is the archetype here) and I want to reflect that in my design. I also think designing modular classes allow for much greater engagement and collaboration. Making a GLOG wizard was kind of a rite of passage for me.
It’s true that some classes I’m going to design will overlap heavily in design space (as in: different varieties of fighters) with other classes. I think that’s fine because I want to establish a thematic feel to my world. If template design is how a class (and by extension, a player) will approach the problems they come across, then class design is how a player will deduce what problems exist to be solved. If all your classes are combative and involve weapons, then you’ve created a world of fighting people where problems are solved with violence. Skerple’s monks (think Catholic monks), goliards, and underground cannibal gourmets are excellent examples of class design that not only incentivizes the creation of situations in which their abilities will be useful but also opens up entirely new toolsets to solve problems and creates a mental world in which underground cannibal gourmets are a valid way of solving problems. Cook and eat your problems!
To aid this mindset, I think I’m going to create a GLOG Artist class and use that GLOG Philosopher Skerples made. A party with a potter, a philosopher, a gunslinger, and a pink fluff warlock is a damn good party.

Wednesday, March 6, 2019

GLOG Class: Veteran

On a beautiful summer day ripe with the musk of freshly felled hay, your country called you to fight. Or, after the raiders had left, you crawled over to the mace in your mother’s cold hand and swore to kill every last one of them. Or, after the sermon, with the priest’s shouts of blasphemy burning hard and bright in your mind, you bought an old sword with intent.

It doesn’t matter.

There were battles, bonds made and broken, men and women laid out on the ground, blue with the blanket of death. You stacked rocks with scabbed, trembling fingers atop the bodies of your friends, or brothers, or sisters.

It doesn’t matter.

What matters is that you are now breaking the oath you made after your last battle. Against all reason, against the tenuous feeling of your body, against the little voice in your head saying that now, you might actually die, you have picked up arms once again.

There is something. A person, a promise through shredded lips, a doubt. You will not rest until they are dead, or the promise fulfilled, or the doubt assuaged, or your own death.

Whatever it is, though the gates of hell stand in your way, you will blast them down and with your last breath seize your prize.

GLOG: Veteran
Johannes Helgeson
Thanks to the wonderful Lexi for her feedback during the editing process!

A: +2 Old Wounds, Pangs, Vow, +1 Fighting Style
B: Drinking Buddies, Weathered, +1 Attack
C: Scores, Recall, +1 Fighting Style
D: Venerable Glory, +1 Attack

Old Wounds are the injury you suffered in your previous life come back to haunt you. Fragments of your skills remain, but using them risks tearing something. Your Old Wound dice are represented by d6’s.
When you hit with a weapon, you may roll any number of your WD (Wound Dice) in addition to damage. If the attack roll was even, add all even WD to damage; if the attack roll was odd, add odd WD instead. Sum all the WD that you didn't add and trigger the relevant Pang, then expend those dice until tomorrow.
When you take damage, you may roll any number of your WD. If the damage was even, subtract all even WD from damage; if the damage was odd, subtract odd WD instead. Sum all the WD that you didn't add and trigger the relevant Pang, then expend those dice until tomorrow. If you reduce an instance of damage to 0 using WD, you automatically trigger a relevant Pang with the sum you used to defend.


Pangs are what you suffer when your Old Wounds stir again. They range from mildly debilitating symptoms to devastating reopenings of old wounds. When your dice don’t match up as detailed above, check the sum of the unmatched dice, consult the Pangs table, and suffer its effects.

Your Vow is the reason you bear arms again. You will not rest until it is completed. You will never act in a way that directly contradicts your Vow, and if you are charmed to act against it, you can make one additional save with a +1 bonus for every Veteran template you have.
For every Veteran template you gain without breaking your Vow, you get +1 to saves against effects that would instantly kill you.

Pick a Fighting Style from Mimics and Miscreants. Pick well.

Drinking Buddies are people you served with, veterans of your war(s). You can call upon them for a small favor, like dinner and a place to sleep for the night, or an audience with the local baron. You may ask them for a larger favor, but they’ll ask a favor of you in return. There's at least 1 Drinking Buddy in any small town, and more in larger settlements.

You’re Weathered from past trauma. If your game uses stress points, trauma dice, or similar mechanics, you can ignore the first time these effects trigger. You can sleep outdoors in your armor (unless it’s plate) comfortably as long as weather conditions permit, and you have +1 to saves against exhaustion for every Veteran template you possess.

Scores are relics of your violent past that bubble to the surface as word spreads that you bear arms again. When you return to town after some time spent adventuring, roll a dice.
On evens, a person you served with, a Drinking Buddy, or a relative of such will seek your help avenging a major wrong.
On odds, an old enemy, a Drinking Buddy you offended, or a relative of someone whose death you were responsible for is waiting for you to settle affairs.
If you reject pleas for aid or put off resolving old conflicts, your Drinking Buddies will no longer extend aid until you tie up loose ends. For every Score you settle, you can reroll a Pang you dislike one time.

You may Recall knowledge from your past life. Once a day, you can make a skill check as if you knew about the relevant topic.

You are, now and forever, a Venerable Glory. The first time you kill a creature in combat, all hostile, sentient creatures must Save or refuse to attack you until you deal damage to them.

Carlo Arellano


Old Wounds (1d6)
1. Right arm
2. Torso
3. Left leg
4. Head
5. Left arm
6. Right leg

How Did I Get This Wound? (1d6)
1. Pulling an unconscious friend out of the battlefield into cover.
2. Trampled by pack animals during a night surprise attack.
3. Sniped from a distance. Spent 16 hours curled up in a hole, not daring to move.
4. I tried to end myself to forget all my sins. It was only after I did it that I realized I wanted to live.
5. Stumbled across army corruption. A trio of soldiers was sent to silence me. I silenced them.
6. Wounded from behind. None of my fellow soldiers would confess to it, but I have my suspicions.

Head Pangs (Old Wounds Sum):
1. Mild headache. No negative effects.
2. Sharp spike of pain. -2 to attack rolls for 1 round.
3. Hallucinate a dead enemy as a priority target for [sum] rounds.
4. Stunned for [dice]x2 rounds.
5. -3 to mental activities for [sum] rounds.
6. Agony for [sum] rounds.
7. Flashback to your war for [sum] rounds. All creatures within sight are treated as enemies
8. Alien limb syndrome for [sum] rounds. The limb is hostile to you.
9. Unconscious for [sum] rounds.
10. Gain a Fatal Head wound.
11. You drop to 0 HP.
12. You die. No save.

Torso Pangs
1. Mild abdominal ache. No negative effects.
2. Sharp spike of pain. -2 to attack rolls for 1 round.
3. Vomit blood for [sum] rounds.
4. Stunned for [dice]x2 rounds.
5. Lose 2 HP per round for [dice]x2 rounds.
6. Agony for [sum] rounds.
7. For every action or 10 feet of movement, you take [dice] damage for [sum] rounds.
8. Overwhelming exhaustion for [sum] rounds.
9. Unconscious for [sum] rounds.
10. Gain a Fatal chest wound.
11. You drop to 0 HP.
12. You die. No save.

Arm/Leg Pangs
1. Mild ache. No negative effects.
2. Sharp spike of pain. -2 to attack rolls for 1 round.
3. -3 to physical activities for [sum] rounds.
4. Stunned for [dice]x2 rounds.
5. Appendage moves half as fast for [sum] rounds.
6. Agony for [sum] rounds.
7. Appendage goes limp for [sum] rounds.
8. Every time you use the appendage, you take [dice] damage for [sum] rounds.
9. Unconscious for [sum] rounds.
10. Gain a Fatal wound in the appropriate area.
11. You drop to 0 HP.
12. You die. No save.

Design Notes

I wanted to make a fighting class that used hacked MD for non-magical abilities. While the Veteran lacks the sheer tactical versatility of the many Fighter variants out there, and has significant overlap with the Fighter, I feel that it benefits enough from its non-combat abilities to be a good option for any adventuring party. If I were to kill all the fighters, I'd replace them with this, the Knight, the Assassin, the Barbarian, and a few other niche weird classes. 

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