Wednesday, September 29, 2021

You Will Return With a Steel Mask Instead of a Face (GLOG Class: Specialist)

Starting Equipment: Any four items from the mundane equipment list, a double-action revolver with 6 rounds or a sword (probably a smallsword, backsword, or saber) and a parrying dagger, and a minor magical item (see the table at the end of the class).

Skills: Any two of your choice.

A: +2 Specializations
B: +1 Specialization, +1 Expertise
C: +1 Specialization, +1 Expertise
D: +2 Specializations, +1 Expertise
 
Specialization: At A template, you gain two Specializations. You gain a further one at B and C templates, and two more at D template. When you gain a Specialization, you gain it as a skill with all that implies in addition to gaining the first ability listed for that Specialization below.
 
Expertise: You gain Expertise in one Specialization at B, C, and D templates. When you gain Expertise in a Specialization, you gain the improved ability for that Specialization listed below. You also increase your score for that skill by 2.

Specializations:

  • Acrobat:
    • Ability: Treat any falls you take as 20 feet shorter. You can jump twice as far or high as you normally could, or can wall-run four times as far. Gain +1 Defense if your inventory is less than half full.
    • Improved: You can escape from any bonds or imprisonment given ten minutes, or any grapple given one round. Gain +1 Defense if your inventory is less than half full.
  • Archaeology:
    • Ability: You have a 3-in-6 chance of detecting traps immediately before activating them, although the nature and exact location of the trap is not revealed to you. You get a general sense of the meaning of any art you see.
    • Improved: If you see a ruined product of artifice, you know what it looked like when intact. When you enter an abandoned building or other construction, the DM gives you a flow diagram* of it (assuming it is of sufficient size to justify the effort).
  • Crime: 
    • Ability: You always know someone in the criminal underworld for a certain task. Depending on the difficulty and danger involved, they may hate you, they may require exorbitant payment, and they may be a hundred miles away, but they always exist. They have a 2-in-6 chance of owning you a favor, and there is an additional 1-in-6 chance that you owe them a favor.
    • Improved: 2d4+2 level 0 criminals (thieves, thugs, and the like) have heard of your prowess and enter your service. Any local crime bosses will probably take offense to this. Alluding to your criminal empire will intimidate people in proportion to how impressive it is (not very, to start).
  • Dueling:  
    • Ability: You have 2 weapon skill with melee weapons. When dueling a single foe, your melee attacks have +1 wound modifier and you gain +1 Defense.
    • Improved: If you win initiative in the first round of combat, you have +2 attack during that round. Gain +1 (unconditional) Defense.
  • Espionage:
    • Ability: As long as your face is covered by at least a mask covering the eyes or mouth, you cannot be recognized. If you talk with someone in polite company for ten minutes, you can ask 1d4 questions which they must answer truthfully and will not realize they have answered, and can automatically insinuate yourself into a stranger's good graces with a one minute conversation.
    • Improved: No one will ever suspect that you are lying or deceiving them unless presented with incontrovertible evidence, nor will they question any false identity you assume, as long as you apply more than a minimum of effort.
  • Exploration: 
    • Ability: Your group is slowed by natural obstacles half as much as they would otherwise be while traveling over land or water. You can see to the horizon with a telescope regardless of the air quality. Gain +1 inventory slot.
    • Improved: You know the location of all significant features within a mile of your location, and can remember precisely the locations of all major landmarks relative to yourself. Gain +1 inventory slot.
  • Forgery:
    • Ability: Your forgeries are so perfect as to count metaphysically and magically as the original. They cannot be detected as forgeries by any means.
    • Improved: You have a 2-in-6 chance (rolled secretly) of being able to forge things without seeing the original, improving by +1 for each of the following: you've met the creator, you know the creator personally and well, you possess bodily matter (hair, fingernail clippings, blood, flesh, etc) of the creator, you've seen other objects made by the creator.
  • Linguistics: 
    • Ability: You speak an additional two languages, and can gain working knowledge of any spoken or written language in a week of intensive study.
    • Improved: You have a 3-in-6 chance of knowing the meaning of any given short phrase of speech or writing in any language.
  • Medicine:
    • Ability: Given the proper supplies, those under your care regain lost Strength at twice the usual rate. With 50 sp of chemicals, a hypodermic needle, and an hour of preparatory time, you can prepare a serum that, when injected, restores 1d4+1 lost Strength. Each time after the first that it is injected per week, the chemicals also cause a permanent loss of 1 Coordination and 1 Observation.
    • Improved: Your serum now restores 1d6+1 Strength. If you tend to a character who was instantly killed within one round of their death for one minute, there is a 1-in-10 chance you can revive them, unconscious and with a permanent serious wound of the DM's choice.
  • Natural Philosophy: 
    • Ability: You can identify any creature, mineral, or other natural object or phenomenon that might plausibly have been written about in a scientific journal, and know one fact about it. If you catalogue new creatures, minerals, or other natural objects or phenomena and publish the information, you'll be paid 10 sp per fact published and will gain reputation among other natural philosophers quickly.
    • Improved: You can collect the body parts of magical creatures, then expend them to create a magical effect based on that creature. See table at end of class.
  • Thievery:
    • Ability: Gain +2 Stealth. Gain +2 inventory slots, the contents of which cannot be found by even the most thorough search. When you leave a room, you can choose to do so with up to 1d4 small items that won't be immediately missed in your pockets. You can climb any artificial structures without difficulty.
    • Improved: Gain +2 Stealth. If pretending to belong in a location, you will never be suspected of being out of place.  If in the dark and wearing dark clothing or are hiding in other concealment, you cannot be seen while standing still.
  • Tinkering: 
    • Ability: Provided the requisite materials, you can create small mechanical devices that do exactly what they are preset to do (i.e. a spring, 10 small gears, 6 small sticks, a compass, and a revolver can create a little device that walks 30 feet forwards, 20 feet left, and then fires all the chambers due north).
    • Improved: You always have a small supply of springs and gears on your person, regardless of whether you've been searched or anything else that might prevent you from carrying them. Upon touching a mechanical device, you intuitively know how to operate it, render it inoperable, and subvert its functioning to your purposes.

*More commonly known as a Melan diagram, but Melan is a gross bigot so fuck that.

Minor Magical Items (d6):

  1. Treasure Map: A sheet of worn paper that shows the location of all precious metals within 50 feet but nothing else. (Credit to CyberChronometer.)
  2. Magic Bag: Roll on this table. (Stolen shamelessly from Udan-Adan.)
  3. Bound Spirit: A small near-invisible spirit (can carry at most 5 lbs) bound inside a cigarette case; will perform one task you request before being unbound. (Credit to Gorinich.)
  4. Master Key: Will open any lock, but breaks and jams the lock upon opening it.
  5. Black Box: A little black box that can take any piece of soft metal less than 5 inches across and reshape it into whatever shape you want.
  6. Alden's Gift: A gilded midshipman's dirk (as a shortsword), can cut through 6 inches of any material once per day.

Magical Animal Parts (d6):

  1. Fairy's Wings: Gain a flight speed of 60 feet per round for 10 minutes, as long as you are carrying no more than 3 slots of gear.
  2. Phase Spider's Book-Lungs: Phase out of existence for 1d6 rounds, during which you cannot interact with the physical world and it cannot interact with you (allows you to walk through walls, etc.)
  3. Wyvern's Tooth: Stab a creature with the tooth; in addition to wounding as a knife it instantly deals 3d6 Strength damage.
  4. Giant Bat's Tongue: Gain (very loud) echolocation for an hour.
  5. Dragon's Heart: Permanently learn the language of the birds.
  6. Cockatrice Eye: One target who can see the eye must make a Luck check or die instantly.

Monday, September 20, 2021

The Thunder of the Guns, the Thunder of the Hooves (GLOG Class: Soldier)

You were once a servant of the great states of the exiled west, fighting in their wars and killing their foes. Now, for whatever reason, you've left that service, whether retired in honor and glory, wounded too badly to be of further use, expelled in ignominy, deserted in disillusionment or the heat of the moment, or even simply abandoned now that the need for bodies is past. With a tide of other rejects and drifters, you journey to the distant east to begin a new life away from that overpowering thumb of banners, uniforms, and bugles.
 
Starting Equipment: A leather duster and a bandanna or an old uniform, a bottle of whiskey, 50 "silver" pieces (counterfeit), and a tattoo with a minor magical effect (see table at end of class or make up your own along those lines), as well as whatever equipment your Archetype grants.
 
Skills: Marching and 1d3: 1. Digging, 2. Escaping Notice, 3. Logistics

For each template of Soldier you take, gain +1 weapon skill and +1 inventory slot. (Weapon skills are basically +1 to-hit for a certain type of weapon, i.e. Pistols or Swords.)

A: Archetype
B: Seasoned Campaigner
C: Take No Shit
D: Indomitable

Archetype: Pick an Archetype from the list at the end of the class, and gain its ability as well as its starting equipment.

Seasoned Campaigner: You can fall asleep anywhere at any time, and will always awake instantly any time a conscious person on watch would notice something awry, but only if it's actually dangerous. Once per day, taking a nap of at least 30 minutes reduces the healing time of a wound by one day.

Take No Shit: Your force of personality, when unleashed, is utterly overwhelming. You can cut through bureaucracy, snap raw recruits out of shock, and scare the hell out of just about anyone by yelling at them for a minute.

Indomitable: If reduced to 0 Strength by wounds, you can Save to remain conscious rather than being knocked unconscious. If you do so, you take another persistent wound and must Save again every time you take a wound while still at 0 Strength.
 

Archetypes:

  • Artillerist: 
    • Starting Equipment: A single-action revolver with 6 rounds, a shortsword or a hatchet, a Gatling gun with 100 rounds and a horse to pull it, a bag of oats.
    • Ability: You get a Gatling gun, I think that's plenty.
  • Brawler:
    • Starting Equipment: Brass knuckles, a big-ass knife and a broken table leg or a break-action shotgun with 2 rounds, a two-shot derringer with 4 rounds.
    • Ability: You have 2 skill with Improvised Weapons (not otherwise a weapon skill you can take) and can improve it as usual. Your unarmed attacks can be as deadly and effective as a knife, if you choose, and any melee weapon you use can be as deadly and effective as a sword.
  • Cavalry:
    • Starting Equipment: A cavalry saber, a trapdoor carbine or a single-action revolver (12 rounds for either), a horse with tackle, a bag of oats.
    • Ability: You have the Horsemanship skill and can train horses to do simple tricks with a week of training, and your penalties for firing from horseback are reduced by two.
  • Grenadier:
    • Starting Equipment: 3 black powder grenades, a rifled musket with 10 rounds and a bayonet.
    • Ability: When you throw explosives, they always go exactly where you wanted them to.
  • Gunslinger:
    • Starting Equipment: Two single-action revolvers and a quick-draw revolver, each with 6 rounds.
    • Ability: You don't need to roll to perform regular trick shots (throwing a card in the air, drawing a gun, and shooting it before it comes down; shooting through a noose) without a roll and absurd, impossible trick shots (shooting a coin dead center at a hundred yards between your legs) with a roll. You have advantage on Quickdraw rolls and your first attack roll with a gun in a fight.
  • Infantry:
    • Starting Equipment: A trapdoor rifle with 30 rounds and a bayonet, a portable moonshine still.
    • Ability: You can fit your entire body behind any piece of cover bigger than a small dog.
  • Officer:
    • Starting Equipment: A saber, a single-action revolver with 12 rounds, a horse with tackle, a bag of oats.
    • Ability: People will always listen to you unless they have a very good reason not to, and soldiers will follow your orders by reflex. Your side has a +1 to initiative rolls.
  • Pioneer:
    • Starting Equipment: A shovel, a pickaxe, a lever-action carbine with 12 rounds.
    • Ability: You and anyone working under your direction can dig trenches and tunnels, build earthen ramparts, lay or cut barbed wire, set or destroy stakes or abatis, and otherwise fortify the landscape three times as fast as usual. You can see normally within 10 feet of you in the darkness even with no light at all.
  • Scout:
    • Starting Equipment: A lever-action rifle with 12 rounds, a tomahawk, a compass, a telescope.
    • Ability: You have the Scouting and Stealth skills, and have advantage on all rolls to search, hide, or conceal in the wilderness. If traveling alone, you aren't impeded by any natural obstacles.
  • Sharpshooter:
    • Starting Equipment: A falling-block rifle with 10 rounds, a knife, a telescope.
    • Ability: You suffer no penalties for range up to the absolute maximum range of your gun.

d20 Magical Tattoos:

  1. Campfire: If you would be on fire, burns instead of you. After 5 cumulative minutes of being on fire, it burns up completely, leaving a permanent red scar.
  2. Anchor: You cannot be moved against your will.
  3. Pinup: You become more attractive to people you are attracted to the more intoxicated you are.
  4. Mug of Beer: You can't overdose or suffer injury as a result of overindulging in drugs. Does not prevent you from passing out, blacking out, or making terrible, horrible, awful decisions.
  5. Eye: Commanding officers and others with authority over you won't notice you incidentally. They'll still see you if you're attracting attention or if they're actively searching for you specifically.
  6. Ex's Name: Gives you a tingly feeling when you're about to do something really fucking stupid (read: once per session, your DM will warn you if they think something you're about to do is a catastrophically bad idea).
  7. Scripture: If a wound to the body part this tattoo is on would instantly kill you, you make your Luck check against instant death with advantage.
  8. Barbed Wire: Small stabby objects (barbed wire, thorns, needles) don't hurt you, although they can still catch your clothes.
  9. The Sun: Hostile supernatural creatures will attack you last, after any and all of your allies.
  10. The Moon: You can see in starlight as in moonlight and in moonlight as in torchlight.
  11. Teapot: You can heat liquid-containing vessels (and only those) in your hands, all the way to boiling if desired.
  12. Skull and Crossbones: You know the most valuable thing in the room you're currently in, but not necessarily its location or its actual worth.
  13. Tree: You can climb trees like a squirrel if carrying nothing heavy, or like a leopard carrying a dead impala if laden. 
  14. Raven: You have a perfect memory for faces.
  15. Cat: Your attacks have +1 to their wound severity rolls if your target is surprised.
  16. Dolphin: You can hold your breath for five minutes.
  17. Raccoon: You have an extra inventory slot which can only hold non-preserved food.
  18. Map: Provides a constantly shifting map of the area within two miles, poorly detailed and without labels or key.
  19. Cattle Brand: You can tell how any scar on any person or other creature you can see was caused.
  20. Occult Symbol: Once ever, summon an otherworldly being of 2d4 HD. This being rolls reaction as normal (not automatically friendly or hostile). Once used, turns into a permanent red scar. Will probably get you run out of town if seen.