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.

2 comments:

  1. The murder dice is an interesting mechanic, just a little clunky to my eye. Is there a particular reason you've gone for it?

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    1. Well it was inspired by Silent Legion's Slaughter Dice, and when I first saw that I thought it'd make for a good fighter feature for the GLOG. Which when combined with discussion on the server, led to this.

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