Showing posts with label GLOG Class. Show all posts
Showing posts with label GLOG Class. Show all posts

Saturday, December 2, 2023

He was just one day from retirement (NKOG Class: Guards)

I've recently had trouble in one of my games with a busy player, dropping the party from 3 to 2 characters. To solve this I used The Crew class as a support class to represent the parties hirelings (which were, in fact, a pirate crew). This worked fantastically and so I've decided to make my own version, it is designed to be played collectively by the party or by guest players and so has some simplifications compared to other classes in my system.

The Guards

An Imperial Guard from the videogame Elder Scrolls 4: Oblivion by Bethesda Softworks
"STOP You've violated the law, pay the court a fine or serve your sentence." Source Unofficial Elder Scrolls Pages & Bethesda's ESIV: Oblivion

Starting Equipment: Fancy Armor (Medium), Long weapons, mementoes of their families

Background Question: Who or what did they first protect?

XP Trigger: Special. Guards level is always the average of the parties level.

Starting Stamina: 1d12+6 rolled each time they recover

A:

Guards! Guards! Guards!, Look Out Sir!

B:

Captain of the Guard

C:

Charge! one at a time, +1 Lieutenant

D:

We'll Handle it, +1 Lieutenant 

A: Guards! Guard! Guards!

The entire squad of bodyguards are represented by one HP pool which becomes equal to 1d12+6 each time they recover. When they take damage they act as one target. Any effect that would kill or Wound a character instead cause 1hp to be lost as a single guard dramatically dies. Other effects either affect them all or fail completely.

If reduced below 0 HP, the Guards all die in tragic-comic fashion except for the Named Characters. If these all survive to recruit a new crew within 1 session, they can become The Guards again. Otherwise, they disband except for one Named Character who can start to gain classes.

The Guards have encumbrance as a normal character and can only carry the same coin as a regulars character. They will inevitably lose, forget or have stolen from them anything beyond that. Weapons, clothes, ammunition and armor do not occupy inventory slots. Guards need 10 copies of a weapon or item to benefit from it. They consume rations and ammunition as if there were only one of them.

At any one time the guards have as many people as is needed for the scene, if needed the rest can pour from a side room where they were standing guard or gambling.

A: Look out Sir!

The bodyguards can leap in front of an attack that would wound an ally they can see. They take the damage instead as the guard tragically dies.

B: Captain of the Guard

The Guard squad gains ranking members for each template they gain past B, these members have a name, skill and family. They can each act with this skill once per session before fading into the background. The First named character is the Captain, each other character is a Sargent. When a ranked character dies other are promoted to fill the spaces.

C: Charge! one at a time

The Guards can one at a time charge at an opponent and die pointlessly to them. However the opponent will be unable to move until the guards are all dead or they chose to retreat on their turn.

D: We'll Handle it

The bodyguards can sacrifice 1d6+3 stamina, and one ranking character to split off a group to scout, guard or escort something. They will inevitably die but they will be mostly successful in their mission and leave the ranking guard behind to die dramatically after giving the party the information they need.

For example, the guards sent to escort the prince are all found dead but Graham, who was one day from retirement, is bleeding out on the side of the road. He lets the party know that the prince escaped with a ranger they found in a nearby town and is heading towards the capital. He then lets out his last breath, still clutching a photo of his husband.

Monday, October 16, 2023

Those who hunt leviathans (GLOG Class: Levithan Hunter)

Based of the Whalers and void powers from the dishonored series, this class is a supernatural rogue and assassin. They get their powers from the magical blood of the creatures found in the deep sea, powering the entire economy of the northern coast this glowing blood holds a massive amount of power for those who can retrieve it.

The Void Sea to the north of Neria is considered a place that can never be passed, a seemingly endless ocean where vast creatures destroy anything that sails the seas. That is except for the Levithan Hunters, sometimes called Whalers. These brave individuals sail in vast boats forged from steel and hunt the vast creatures, dragging their corpses back to the shore. The Hunters themselves are feared and respected by many, both because off their skill and the odd powers their exposure to the creatures gives them.

A hunter can be recognized by the tattoo's covering their arms, each glowing with the blood of a leviathan. This blood gives them strange powers, ones often inexplicable to the mages who attempt to study them. Some hunters go further still, ridges on their tattoo's showing where they've placed the bone of a Levithan they've slain. Though seen rarely outside of Grine, where the factories harvest the bodies of these beasts, some hunters travel in land, seeking other signs of the void and other hidden creatures to slay.

A Whaler vessel, the iron body being one of the few things able to survive the onslaught of a Levithan (source: Dishonored: The Dunwall Archives)

Levithan Hunter

Starting Equipment: Heavy leather coat (light armor), A shortblade (light melee weapon), A pistol or hand crossbow (Hand Weapons), A mysterious gift from a god of the void.

Background Question: What drove you to the sea?

XP Trigger: Find occult shrines and secrets.

Expert: Pushing yourself only costs 1 stamina.

Stamina: 6

A:

Voidborne Power (2), Bone Charms

B:

Runes, +1 VD, +1 Power

C:

+1 VD, +1 Power or Rune

D:

+1 VD, +2 Powers and/or Runes

A: Voidborne Powers

The blood of leviathans has mystical powers, the hunters who survive are given tattoo's from their kills. Grating them unique powers. Select 2 powers to begin with.

You have 3 void dice (VD) that you can expend to active a power. At the end of each round of combat you regain 1 void dice. You gain 1 additional void dice with each template.

Powers:

  1. Blink: You may instantly move [dice] ranges without provoking attacks of opportunity. This movement can occur in any direction and can end in mid-air. You do physically move this distance and so solid objects and hazards may obstruct you.

  2. Dark Vision: You may see in perfect darkness for the scene however you cannot see color. If 2 [dice] are invested you may see living beings even through walls. If 3 [dice] are invested you may see magic and magical materials.

  3. Pull: You may pull small objects of [dice] encumbrance to you. You can pull near characters of less than [dice] HD 1 range closer to you.

  4. Wind Blast: You can call on the screeching winds of the void and push [dice] close creatures back a range. If they collide with any solid objects, not including the floor, they take [sum] damage. Certain creatures may be able to resist or save against this.

  5. Swarm: You call upon a swarm of void creatures that have the appearance of vermin. This swarm has they has [sum] HP can attack with [dice]d to hit and deal damage equal to a third their remaining hp d4s. They will follow some commands but they hunger for flesh.

  6. Possession: You leap into the body of an animal with less than [dice] HD and can control their actions.

  7. Domino: You bind [dice] characters together and whatever effects one, such as attacks or spells, will also effect the other identically.

  8. Doppelganger: You summon [dice] illusionary duplicates, you can control both as if they were you and only reveal which one is real when you wish to physically interact with the world or would take damage.

  9. Bend Time: You may take 1 additional action for [dice] turns.

A: Bone Charms

You can use the bones of the void creatures you have slain to craft minor magical artefacts. You can maintain 2+[template] bone charms at once. You may take apart and assemble new charms when you take downtime.

Shadowkill: When you kill an enemy you may chose to instantly reduce their body to smoke.

Beast Whispers: Vermin and creatures near to the void can speak to you.

Apprentice: By granting this charm to another and expending a void dice as long as they hold it you may allow them to use one of your powers with 1 VD.

Fading Light: You regain a VD when you kill a character.

Fragments of Elmira: A womans voice whispers to you, it can guide you toawrds places where silver can be found.

Song of Inspiration: This charms sings quietly, the words can be made out to reroll a dice check once per session.

Bloodlust: When blood is shed you gain +2 stamina on top of your normal stamina this expires when you end combat.

Yearning of the Leviathan: Calls to creatures of the sea, allows the user to breath underwater.

Silence: Absorbs sound around the holder, you may reroll 1s on attempts to hide or sneak.

B: Runes

Runes carved from bone like a charm and embedded under the skin enhance the powers of the void. You may select one of these runes to enhance an existing power when you gain this ability and may choose to gain a power or rune for each template you gain

(Blink) Translocation: Blink now transports you through the void, you no longer pass through the physical world and teleport to the target location. You can only transpose to locations you can see or know well.

(Darkvision) Void Gaze: You can see magical materials and spell when using dark-vision. Void entities and artifacts can be sensed from miles away.

(Windblast) Shockwave: Windblast also effects all engaged characters.

(Possession) Human Possession: You may posses human characters, however your control is poor, you may not speak and will appear inebriated to others. Worthy characters may be able to save to resist this.

(Doppelganger) Deadly Shade: Your doppelgangers may make 1 attack each as if they were you without revealing themselves.

(Doppelganger/Blink) Transposition: When you blink you may switch places with any of your duplicates.

(Slow Time) Stop Time: When you use slow time time completely stops for you, You may make an additional attack action on your turn and your movement can no longer be seen, only the effects of your actions.

Moving Day

 This blog is moving to Bear ʕ•ᴥ•ʔ  it can now be found at https://nkom.bearblog.dev/blog/