Monday, March 15, 2021

Making Ghosts of Men(GLOG Class: Fighter)

 So, on the OSR discord. Discussion once turned to how to make the Fighter interesting. This is my attempt to do so.



                     [Picture from Kill 6 Billion Demons by Abaddon, I do not own it]


You are not a lesser warrior. You are a true Fighter, with a burning will. Your weapon is a brush, the blood of your enemies is your paint, and the world is your canvas. Go, and paint the world you want to see. 


For every template in Fighter you have, you gain +1 max HP and +1 to Hit. 


Starting Equipment: Leather Armor, two Weapons of your choice, and 20 ammunition for your weapon(s) (if it uses some sort of ammunition), 1d4 enemies of varying levels of renown, and one Memento.


Starting Skills: 1d3: Hunter, Soldier, Sailor


A: Murder Die(MuD), Parry, d6 MuD

B: Bloody Grit, d8 MuD

C: Cleave, Massacre, d10 MuD

D: Crimson Will, d12 MuD


Murder Die: You are exceptionally skilled in the art of making ghosts. Whenever you land a attack, you roll this dice. The fighter's Murder Die starts at d6 and increases by one step for each additional template.


If the Murder Die comes up as a 6 or greater, that attack is a Murderous Attack if it hits. Murderous Attacks deal 3x damage. Ie if you roll a 1 on damage, the attack deals 3 damage.


Parry: When you would take damage from a attack, you can roll your Murder Die  Subtract the result of that roll from the damage you would take. If the MuD comes up as six or more, or you take no damage from the attack, you can also choose to do one of the following:

  • Send the opponent’s attack back at them. They roll damage, and then take that damage. If the attack is a ranged attack, you launch it back at them.
  • Disarm the opponent of their weapon, causing them to drop it. If it’s a ranged attack, you knock it back at them and have it hit them but not deal damage. If it’s a natural attack, you cut off the part used to make said attack.


You cannot parry spells or area of effect attacks.


Bloody Grit: You are so stubborn that you can do what normal people think is impossible. 


Whenever you roll the MuD, you can pay any amount of HP, and increase the result of the MuD’s roll by that amount, up to the MuD’s max roll. In addition when you fail a roll or Save, you can pay HP equal to the difference between your roll and the target number to succeed on the roll instead.


In addition, your Attacks always count as magical when it comes to hurting or killing something that can only be hurt/slain with magic.


Cleave: You have learned that victory is a continuous cutting motion. When you kill a enemy with a attack, you can make another attack against a enemy in range. You can also move before making this attack.


Massacre: Your will is like fire. All who stand too close will burn. At the end of your turn, you can designate up to [your level] enemies within attack range. Roll your MuD, once for each enemy, and allocate the results to each enemy, who takes their allocated result as damage.


Crimson Will: Your will just *will not break.* You are immune to any mind altering effect, and can now parry spells and area of effect attacks. In addition, [template] times per day, as a action during combat, you can roll your MuD, and heal the result’s worth of damage through refusing to die.


Author’s Note: I’m not too sure on if you should get both Cleave and Massacre, as both are meant to help you deal with groups.


1d6 Mementos of the Fighter

1. Old Mask: A old white mask. The only feature on it is a a large hole cut into the middle. When worn, you can see how many lives a creature has taken, with the number hovering over their head. 

2. Prayer Beads: A necklace of prayer beads, held together with a human hair. If you spend a entire round praying with it, all unholy (to you) creatures who hear it must Save, or be filled with a desire for death for [your level] turns.

3. Ashen Glove: A black glove, seemingly made of ashes. When you snap your fingers with the hand wearing it, it summons a small flame, just enough to set fire to something flammable, above your thumb.

4. Frost Boots: These heavy leather boots are always cold to the touch. Any liquid the boots touch when worn, freezes. This includes blood.

5. Skull Marbles: Six marbles. When rolled, they release a howling sound that drives knives into the listener’s brain, making them take [number of marbles being rolled] bonus damage from all sources. Only those who have taken a innocent life can hear them.

6. Skeleton Key: A key made of human bone, painted blue. When you put it in a skull’s eye socket and ‘unlock’ it, you gain the corpse’s memories of their last day alive.

Sunday, March 7, 2021

35 Techniques for the Avatar GLOG


As the title says. I’ll be making five techniques for each of Xenophon’s Avatar Glog(https://xenophonsramblings.blogspot.com/2020/06/avatar-glog-i-guess.html?m=1)’s classes(including each kind of bender).


Note. I own none of the gifs, and each of the martial classes’ example four template technique is meant to let them stand toe to toe against a Bender.


Firebender



Combustion Bending:

Prerequisite: Firebender A

You can make points you see explode through firing a beam of fire at them. The explosion has a radius of [dice * 10]’, dealing [sum] damage to all inside. You must be still to use Compustion Bending, and solid objects that you can see through(like glass) stop the beam and make it explode, in-fact anything that stops the beam makes it explode.


However, you cannot firebend the same hour as you Combustion Bend, not without exploding due to your Chi not being wired the right way to do so.


Body Heat Control

Perquisite: Fire Bending A

You can now use your fire bending to raise or lower your own body heat by breathing.


Heatbending:

Perquisite: Body Heat Control

You can use your bending to increase the temperature of a object you can see by [sum] through pushing your own heat into it.


Azure Fire

Perquisite: Firebender D

You can now create and bend blue colored fire, which is hotter then normal fire. Bending attacks made with it deal twice as much damage, but anything within [dice * 5]’ of the target, including you, take [sum] damage as well from the heat.


Energy Reading

Firebender A, 13+ Spirit

If you touch a living creature, you can diagnose any condition they may be suffering through reading their body heat and guiding along the body’s pathways.


You may also use this technique to try and heal a spiritual wound done to someone on a [dice] in 6. All BD used in this fashion are automatically expended.



Waterbender



Plantbending

Perquisites: Waterbender A

You can control plants with your waterbending through controlling the water inside of them.


Water Drain

Perquisites: Waterbender A

You can desiccate plants to draw water out of them - 1 ounce for a flower, one cup for a shrub, one gallon for a tree. 


Water Vampirism:

Perquisites: Water Drain

You can drain water from animals. When you make a bending attack, you choose for it to be a drain attack. The target must Save vs your bending or take [Sum] damage as [Sum] ounces of water are removed from their body. 


Aqua Constructs:

Perquisites: Waterbender A

You can invest BD to create semi-solid objects out of water. The invested BD can only be used to bend the constructs, and removing the BD from them causes the construct to collapse, and they only act fully solid when being bended.


Spiritbending:

Perquisites: Healing Hands, Spirit 13+

You can use Healing Hands on a spirit or such to rid it of impurities or add impurities to it. If it doesn’t want you to do it, you have to succeed on a Bending Attack to do so.


Earthbender



Sandbending

Perquisites:  Earthbender B

You can control sand with your earth bending, though the style to do so resembles air or water bending more then normal Earthbending.


Glassbending

Perquisites:  Sandbending

You can now control glass with your Earthbending, and use it to turn sand into glass. Bending attacks made with glass bending can cut things instead of just smashing them with a rock. 


Earth Armor

Perquisites: Earthbender A

You can invest BD to create armor of earth around yourself. The invested dice cannot be used to bend the armor and removing the BD from it causes it to collapse. The user of this technique takes -[dice invested] damage.


Bonebending

Perquisites: Earthbender D

If you are underground, you can bend the bones of living things you see. You can’t use it to take control of somebody’s body, as Earthbending is too stiff to do so, but you can force them to move [sum]’, their body sliding across the ground, as part of a successful bending attack.


Earth Sealing

Earthbender B, 13+ Spirit

You can use your Earthbending to seal immaterial things, such as spirits or ghosts, into objects that you can bend. Once you seal something into a object, you must lay down [dice] rules on how the bound thing acts, including a clause for the being to free itself. Binding a being that does not agree with the terms/rules requires a number of successful Bending Attacks from the sealer equal to it’s HD/Level.


Airbender



Sound Bending:

Perquisite: Airbender A

You can roll BD to perfectly replicate sounds through directing vibrating jetstreams. The sound can emerge from any direction, but it is audible only by up to [sum] targets.


(This technique came from BaaL over on tbe OSR server, and was posted with his permission)


Shattering Song

Perquisite: Sound Bending

You can roll your BD to shatter solid objects by bending the air to create a frequency that resonates with it. Up to [sum * 10] of the material, originating from a point the user can see, breaks apart. When used on living things or something worn by a living thing, treat it as a bending attack, with the destruction of the target’s armor or such as additional effect.


Silence: 

Perquisite: Sound Bending

You can use your Sound Bending to cancel out up to [dice] sounds per use, through creating a frequency that cancels out the sound’s own frequency.


Wind Slam:

Perquisite: Airbender A

When you succeed on a bending attack, you can choose to instead of doing damage, move the target [sum]’ in any direction.


Astral Projection:

Perquisite: Airbender A, 13+ Spirit

You can remove your spirit from your body and travel outside of it. As a spirit, you cannot be seen or heard by the physical world, but cannot physically interact with anything. Your spirit automatically returns to your body within [dice] hours, and if your body dies, your trapped as a spirit for [dice] days, after which you die.


Warrior



Cleave:

Perquisites: Warrior A.

When you reduce a enemy to 0 HP, you can make another attack on a enemy within range, through continuing on the momentum with your previous attack.


Iron Whirlwind

Perquisites: Warrior B, Cleave

You can make a extra attack per round. In addition, when Cleave triggers, you can move before attacking.


Armor Master 

Perquisites: Warrior B

The DR of Armor you wear is increased by one.


Juggernaut Smash

Perquisites: Warrior C

You add the DR of Armor you wear as bonus damage to your melee attacks you make, as you add the weight of your armor to the blow.


Heaven Cutting Blade:

Perquisites: Warrior D, Expert Swordsman, Spirit 13+


You come to a enlightenment about the nature of conflict. Write it down on your character sheet.


Expert Swordsman takes effect as long as you wield a edged weapon. In addition, you gain 4 Cut Die(CD). These work as bending die, but for cutting things, and their dice size is equal to the size of a bladed weapon your wielding’s damage dice. You cannot use CD if doing so contradicts your enlightenment on the nature of conflict. 


Acrobat



Graceful Dance:

Perquisites: Acrobat A

When you succeed on a Dodge check to dodge a attack, you can also move, even if you have already moved this turn.


Counterstrike

Perquisite: Acrobat B

When you succeed on a Dodge check to dodge a attack, you can make a attack against the target that automatically hits.


Disarming Strike

Perquisite: Acrobat B

When you succeed on a attack, instead of doing damage, you can remove a weapon from the target’s hand, sending it flying up to [your level * 5’] in any direction.


Water-Running: 

Perquisite: Acrobat C

You can treat liquids as solids for the purpose of moving across them, but if you stop, you will instantly sink from breaking the liquid’s tension.


Endless Road Walker

Perquisites: Acrobat D, Water-Running,

13+ Spirit


You come to a enlightenment on the nature of freedom. Write it on your sheet. This enlightenment allows you to walk on the fabric of the world itself.


Water-Running no longer fails when you come to halt on liquids.


You gain 4 Distortion Dice(DD). These work as Bending Dice, but for teleportation. These are d10, but are reduced by 1 step(d10->d8->d6->d4), per point of dodge penalty your under. You cannot use Freedom Dice if doing so contradicts your enlightenment on the nature of freedom. 


Rogue



Toxic Surprise

Perquisites: Rogue A

You have learned how to use poison against your foes, and how to minimize how much you use without losing effectiveness. When you deal damage with a Sneak Attack, you can make the target Save or suffer the effects of one poison in your inventory.


Shadow Walk:

Perquisites: Rogue B

You can move in shadows easily and quietly. When you are in shaded areas or darkness, you can choose to become effectively invisible for as long as you want, unless you enter a area brighter then a shaded one. You still make noise however.


Terrifying Stalker

Perquisites: Rogue B

You’ve learned how to take advantage of your enemy’s fear. The effects of Sneak Attack now apply to any enemy who is scared of you. If a target is scared of you and unaware of your presence, Sneak Attacks deal 4x damage.


Life Thief 

Perquisites: Rogue C

You have learned how to, when you strike from ambush, how to steal life from your enemy. When you land a Sneak Attack, you heal HP equal to one half(rounded up) of the damage of that Sneak Attack. 


Gift Taking Shadow

Perquisites: Rogue D, Life Thief 13+ Spirit


You come to a enlightenment regarding the nature of power. Write it on your sheet. This enlightenment teaches you how to take power.


When you hit a creature with Sneak Attack, instead of damage, you can take one of the following from your target:

  • A Bending Dice, which you can use to bend their element. While you have it, they lose a Dice, but it’s always depleted when used. (This can also be used on Cutting or Distortion Dice)
  • A supernatural ability(like invisibility). Such taken abilities return to their owner after they are used. (Ie after you use the invisibility and it runs out)


A ability only becomes permanently yours if you kill the being you took it from. You cannot take a ability if doing so contradicts your enlightenment on the nature of power.