Please don't take
this as a negative criticism of the
GLOG system. I haven't ran it and haven't
played in it. This also isn't a criticism of the dice mechanics or
anything like that; this is about classes and templates. There's just
some things I don't get the reasoning behind, or don't agree with.
The idea behind
the GLOG classes is that multiclassing is very easy. You have classes
with templates; ABCD. You can only have a maximum of 4 Templates, so
you can either get all of them in one class, or spread out into
multiple classes. To be fair, the GLOG system grants bonuses to
characters for taking any template in a class-type (like taking a
template in Fighter grants +1 to hit regardless of what level of
template it actually is) and most templates grant special powers or
moves unique to that class. This means that your character power is
less effected by your choice of class, moreso just what they can do
changes with Templates, because Templates are almost always a
specific, unique power as opposed to a straight upgrade to your
characters power. This implies heavily that picking and choosing
different classes to dip into is part of the fun of creating a
character and kitting them out with all kinds of weird, disparate
abilities. However, two things annoy me about this system.
Firstly, simple
due to the nature of this idea and the specific number of templates
you get, there is basically no reason to not specialize in a class.
Not only are D template abilities always the most powerful and game
changing, but once you have AB and C templates the only option from
then on is to either get the D template in that class, or branch out
and get one A template in another class, which tends to have the
weakest or most underwhelming abilities. Now obviously if you decided
to multi-class earlier in the game that would make more sense, but
now the player is just locked into an earlier decision, which is less
of a choice and just seems more annoying.
Secondly, every
class in the game is presented as an “equal” choice or character
path. Every GLOG class I've seen and can recall is a straight ABCD-
the only class I can think of that doesn't work exactly this way is
Skerples's
Goblin GLOG class- which has a randomized bonus you get as
you level. (I did a similar concept for the
Many-Faced Man.) This I feel is a more interesting because you might
actually want to dip into it, perhaps either at character creation or
later on due to a personalized story-beat that makes you want to be a
part of that class, group, monastic wizard order, etc. This isn't
necessarily a bad thing; giving people a powerful bonus for
specializing in one class is fine, but the problem is you have this
interesting system with lots of possible combinations and choices
that I feel nobody will ever experiment with because it's in their
best interest not to. Of course, some people will always do the
unoptimal thing in the pursuit of fun or dynamic role playing, much
like masochistic Dungeon-Masters turned players like myself, but I
feel like it could be designed in a slightly better way.
Proposed
solution; Characters get Five Templates instead, or you
stat-squish the abilities of all the D templates into the C templates
(and move C templates into B templates, etc.)- the idea being that
more powerful abilities come online faster or the players get more
abilities to work with in general. This might mess up the math that
Arnold has already been designing his games with of course, so you
could take this idea with a grain of salt (or maybe like in D&D,
you just stop getting hit dice at 4 Templates, but can still acquire
more Templates?)
Then, you include
E Templates for every class. (Or change all the D templates)- these
new templates still provide a powerful bonus, but not to the
character. Instead, all of these lead into Domain level play. For
example, a Fighter gets all of their powerful class abilities at ABCD
templates, but if they decide to take the E template, their personal
power growth stops; but instead they get a fort with men to lead.
This still encourages specializes in one class, but allows for
further flexibility. Since your most powerful character abilities
were already unlocked when you got the D template, you might be more
willing to branch out and take an A template somewhere else. Also due
to getting an extra template slot, you are now more encourages to
multiclass earlier in the game; a character could start with one
class, then pick a second class, and then pick which one to invest in
fully without already having screwed themselves out of their most
powerful abilities by straying from their one-and-only shot at the D
template for their class.
The other
“problem” I mentioned above is that every class is presented as a
path for a character's growth. While this works double duty as each
class is both a source of random abilities you might pick or go into
for fun (templates A and B for multiclassing), they are also all
their own full class pack (ABC and D). This is a good design thing,
but the problem here is it is harder to imagine weird or fun classes,
or quirky classes, as full “classes” in a game. Having a
character take a template in something like “Rat Trapper” is a
fun idea, and fits with the idea of the GLOG template system, but
actually designing an entire class about trapping rats (unless if
you're playing in Warhammer) wouldn't be very useful to the party and
would be a bit of a stretch. Therefore, this could be fixed by having
intentionally bad or overly specific and random classes with not a
full set of abilities- a class like a Rat Catcher would just be an A
template.
Maybe this could
be presented a bit like a level 0 funnel character's background that
develops into a full class ability. I also like the idea of having
you randomly roll one of these as an “nerf” mechanic for really
strong characters, maybe if you rolled too high of an ability score
you are punished by never reaching full potential (D template) in a
class, but get this little class which then leads you into picking a
real class that has a complimentary ability? Something like a Jester
may be just an A and B template, and so on. This does require the
character to multiclass, but only “that guy” is going to want to
fully level up as a fucking clown anyway.
So, here's 20 GLOG
A Templates.
[1]
Spiderbitch
Equipment,
Skills, Bonus- As
Thief or Acrobat
Maybe you fell into a very obvious spider web and were nearly eaten
by it, a fact which everyone in your town makes fun of you for. “How
do you fall for something so obvious?” Maybe you were literally
molested by a particularly randy and sexually adventurous giant
spider, drider, or some other spider-like creature. Maybe this is a
euphemism for being the favorite slave for a Drow matriarch.
Regardless of the actual reason; at some point in your life, you were
a spider's bitch.
As a Spiderbitch, you gain the following abilities;
One Hand Free
Whenever you are totally tied up or immobilized, you can make a
saving throw to get one hand free, regardless of how hard that would
actually be for you to accomplish. If you fail this saving throw,
your hand isn't freed and whoever or whatever has immobilized you
will notice you trying to escape and will promptly either punish you
for it, recheck your bindings to make escape impossible, or eat you
first.
Spider's Scars
You have a higher pain tolerance to normal people, and can resist
torture or interrogation much better then most. This ability can be
limited to once per adventure, a bonus to a save, or just a permanent
and unlimited immunity to painful interrogation techniques depending
on how important or serious of a threat this would actually be in
your campaign.
Also;
there is a chance that some Spider laid their eggs in you at some
point. When you get your fourth and final template, the next night
there is a 1 in 6 chance you'll die from the eggs hatching and you
are eaten from the inside out. Your body will then loose 2d20 Giant Evil Spider hatchlings, which will scatter. As a bonus, anyone
present for this will be imprinted on those spiders' memories; they
and their descendants are less likely to be attacked by the Giant
Evil Spiders as they recognize them from when they were first
hatched.
[2]
Wish-Waster
Equipment,
Skills, Bonus- As
Wizard (except for the Magic Dice)
You
were very fortunate. Maybe you caught a golden fish which promised to
grant you your heart's desire if you freed it, or maybe you actually
found a genie in a lamp. Maybe you wished on a star and it twinkled
three times. Regardless, a miracle happened and your wish was
granted. The problem was you were too young, short sided, or stupid
and you ended up wasting your wish on something extremely
stupid.
Even now you probably seek to find another genie in the lamp just for
a second chance at getting your wish right, or maybe you need to find
a source of magic strong enough to cancel the effects of your first
stupid wish.
The Wish-Waster gains only one ability;
The Wish
You made a Wish. Whatever that wish was, it is still here, even if it
is stupid. You must pitch an idea to your DM of a wish you made that
was stupid, but not totally useless. The effects of that wish are
still in the world, or still present with your character, but isn't
as powerful or game breaking as a more well thought out wish would
be. Think of this wish as a constant, passive first level spell
effect that either flares up occasionally or comes with a drawback.
You could also think of this as being about as good as any A template
skill that any other class could have, but is something directly
supernatural or too strange to be a class ability.
For
example, wishing to be immune to all poison would be too powerful for
this, but being immune to snakebites
wouldn't, and would qualify as a dumb or short sighted wish. This
also applies since an actual wish you could get as a reward for
adventuring could make you immune to all poisons (or maybe just make
you immortal), but you weren't specific enough the first time, hence
this dumb power.
Another example is a large fortune or powerful connection to
something that is no longer useful or too hard to reach in your
current state. Perhaps you wished to own a solid gold boat, which
then sank to the bottom of a deep lake. Now you adventure to find a
way to get to the bottom of the lake reliably so you can harvest the
gold and make your fortune. Another example would be wishing to be
the long-lost son of a powerful king or making a powerful person
indebted to you, only to find out they are now dead or deposed. You
wished that the mad old archmage would teach you every spell in his
arsenal, and he would, except now he's senile after casting his final
spell and experiencing his Doom. You have to find a way to recover
his memory or go back to the past to get your wish as you meant it.
[3]
Royal Food Taster
Equipment,
Skills, Bonus-
As Noble or Thief
You were once a loyal, dedicated taste-tester for a Lord. In their
paranoia or urge to fit in with the other nobility, you were hired to
sample each and every dish for the lord as to avoid his untimely
demise from a would be assassin. The job was dangerous indeed, not
that you every actually got poisoned, but you took your duty with
pride; each bulging step of your chunky thighs to report to your lord
that, indeed, the food was safe. But then you were fired. Maybe the
lord decided they no longer needed you, or he died from getting
stabbed- not much your lips can do against that.
The Royal Food-Taster gains the following abilities;
Packing it Away
You're fat. Even if you don't look that fat, you have the pudginess
to make clothes hard to fit. This has the advantage of giving you +1
maximum hit points, but -1 to your movement or reaction checks,
whichever you think is more fitting. Secondly, you now take an extra
week to starve to death. For whatever reason, even if you lose a
bunch of weight from intentional diet or from a near-death experience
of starving in the wild, you will gain it back just as quickly from
your habits and tastes.
Gourmand
You
have a higher standard of “rations” now after many years of being
spoiled in a noble court. Whenever you decide to roll on a Carousing
table, you gain a bonus +10% experience if there is a fancy
restaurant on one of the results, even if you don't actually roll it-
as long as it is in town you'd probably make a stop there even if you
don't remember it.
However, your gluttony is a hard habit to break. If you make camp
with your fellow adventurers and don't have at least one rare spice
or herb to enhance the meal, aren't cooking with all fresh
ingredients (eating hardtack or trail rations), or don't have a
professional cook with your camp followers, you can't gain the
benefits of a rest in the camp. This means you can't prepare spells
if you're a magic user, lose out on healing if you're wounded, and so
on.
[4]
Castaway
Equipment,
Skills, Bonus- As
Ranger
At one point in your life, you were stranded. All alone on a tiny
deserted island. This “island” could be a literal island, or like
a tiny living cave ecosystem during a harsh long winter where you
couldn't leave, or in the bowels of an otherwise abandoned ghost ship
with rats living in the hold and so on. This went on for months; you
were totally isolated and had to push yourself just to survive. But
worse then the physical struggles were the mental ones; boredom and
isolation made you go a bit crazy.
The Castaway has the following abilities;
Making your own
Fun
You spend so long in a tiny place that every single detail was
cataloged in your mind. You still feel as though you remember exactly
how many leaves were on all of the trees on your island; you had
nothing better to do all day then wait for rescue. Now this eye for
detail has leaked into your every day life. If you spend at least an
hour in a single place (such as during a long rest, when camping, or
when imprisoned) you will start to notice tiny details others will
miss; you've counted the number of tiles and can see where the
pattern isn't quite right. This means you can detect hidden doors or
switches from the tiny irregularities in the stonework and so on.
No Manners
Even though you've been brought back to civilization, you still have
a bit of the wild in you. Mostly this manifests as having zero common
decency. Long periods spent with yourself with no judging eyes really
degraded your table manners and personal hygiene standards; you might
forget about the unspoken rules of society since you view the world
in more practical, real terms. Randomly picking your nose or simply
not washing yourself in days (since that's how you smelt on the
island anyway) are common flaws that people cite about you.
You can also channel the above ability at will; by sitting by
yourself and intentionally just doing gross things, you create a 5 ft
space where civilized, health creatures will simply not want to get
near you. You can't do something so egregious that you'd get arrested
for it, but picking the lice out of your own hair and eating it is
enough to make most civilized folk balk. You could use this ability
to reserve several seats or some space at a crowded gathering place,
to quickly clear a corner of a party or block the entrance to a
sensitive location by parking you in the doorway and being gross to
yourself. If you're doing this ability around elves, expand the space
to 15 ft but one of them will totally start
plotting to kill you for
dirtying up their sight.
Flavor Fatigue
While
you were stranded, you had to adjust to a new diet. All you could eat
was what you could find or hunt in your isolation, and it wasn't
good. Maybe you just ate coconuts that fell from the trees, or you
could only eat one specific type of mushroom since the rest were
poisonous, or maybe you had to catch and bash the heads of rats every
day just to survive. Regardless of what it was, your constitution was
permanently improved by +1 point for this rough trial. However, you
refuse
to ever eat that food item again. Even in a life or death situation,
you will never eat coconut, or rat meat, or woodland berries, or
whatever food item you relied solely on during your isolation. You
hate it so much after getting so tired of it you'd rather destroy it
even if it was the last food item on Earth.
[5]
Doom-Speaker
Equipment,
Skills, Bonus-
As Cleric
The Doom Speaker sounds badass but really wasn't. You are the kind of
guy who stands at the edge of a town near a long winding road and
tell everyone who comes near that going past this point or down that
road means that they will meet their DOOM and demise in a dramatic
fashion. You're kind of like a theater performer mixed with a danger
sign that's harder for people to ignore and also helpful since most
of the dumbfucks in your village probably can't read anyway.
The Doom Speaker has the following abilities;
Dire Warning
As long as you look appropriate (torn rags for the wilderness, fancy
attire at a nobleman's ball, etc.) and you stand in the way of an
entrance to warn people off, it will succeed against all but the most
determined of foes. This even works against beings of other races or
monsters who will see you not as an adversary but as an honest and
true warning of things beyond. This only works if whatever threat
your make sounds credible enough. For example, you could sit on a
rock in the sea and warn away nearby ships from crossing into the
straight; where the deadly LEVIATHAN lurks. Almost all will take your
advice and go around, even if they're in a rush. The same warning
will also work against Mermen, unless the Mermen know that the
leviathan is away for this part of the year and call your bluff.
Couldn't have Expected That
You get +2 to saves vs death if you DID NOT receive an obvious, fair,
and well marked warning of the danger beforehand. You lose this bonus
if any sort of warning or sign of the danger ahead was shown to you;
such as a pile of bones on the floor leading to a monster's lair,
which will disqualify you from the bonus. Random attacks of surprise
however do grant you the bonus, since you had no way of knowing of
the danger about to befall you.
[6]
Brownshirt
Equipment,
Skills, Bonus- As
Thief or Fighter
You worked for some kind of political organization or private group
which used less then ethical (or just straight illegal) methods of
drumming up popular support. Beating people up who tried to speak out
against your group, blocking the entrances to voting-houses,
modifying census reports to hide evidence of demographic
displacement, and so on. You're a bit of a thug. Maybe your
organization fell apart or was routed out by a more powerful
authority, or perhaps you were just trained in these techniques or
they came to you naturally from your own personal might-makes-right
philosophy.
Brownshirts gain the following abilities;
Thuggish Presence
You are intimidating and know just how to stand with your buddies to
make you all look a lot tougher. Whenever enemies size up your group
and consider the difference in numbers, you treat your group as
though you were two creatures larger. For example, if a group of
goblinoids will only attack if they outnumber your group, and they
have 7 goblins while your party has 5 adventurers, they will not
attack the group with the Brownshirt because their presence makes
them seem much scarier then they actually are- you project a presence
that keeps enemies at bay.
Barroom Brawling
Whenever you get into a fight, lethal or otherwise, you never
unintentionally kill your target unless you choose to. Your fatal
blow is downgraded to just a bad bruise or knocked about head. You
well know how to beat people up that just hangs on the edge of murder
and legality versus a less serious but still very painful beatdown.
You use clubs to crack ribs and beat muscles sore, not to crack
skulls or break vertebrae. Even bladed weapons result in superficial
injuries. You can take this as your attacks dealing regular damage
but never being lethal (unless you choose it) or that your victims do
not roll on the Death & Dismemberment table OR you can choose the
least serious entry on that table whenever they do- such as severing
a finger instead of a hand. Obviously, this ability means your
battles don't escalate to outright murder and as such any legal fines
or penalties for you picking fights will be much less then if you
were killing people in the streets, letting you skirt serious
punishment.
[7]
Aquarius
Equipment,
Skills, Bonus- As
Cleric or Wizard (No magic dice)
You are a carrier of the water vase. At sacred temples or special
banquets, you were or are trained in the art of carrying the water,
oil, or wine to the tables and altars. You have been taught graceful
movements of gently pouring water from a vase in a respectful or
almost seductive dance. You are also used to the weight of your
cargo, small as it may be, and how to balance it on your frame.
The Aquarius gains the following abilities;
Hiding in Plain Sight
You can disguise yourself by performing simple tasks (usually filling
wine glasses) without much trouble; as long as you aren't too
outlandishly different in race, sex, or appearance from what is
normalized as a 'servant' in your current culture. Your movements are
refined and elegant enough that it looks like you belong, and people
are easy to skip right over their notice of you; giving you a chance
to sneak around in plain sight.
Carrying the Hydria
You gain +1 to your maximum load in standard units or coin-bag
values, regardless of your level of Strength or carrying capacity of
your body. Alternatively, you can ignore any encumbrance penalties
you would take when carrying a heavy urn or vase of water or other
liquid- this means you can ignore the penalties for wandering
monsters, stealth, speed, and so on.
[8]
Witchdoctor's Apprentice
Equipment,
Skills, Bonus- As
Wizard or Druid
Once,
you were a Witchdoctor's Apprentice. You had a gift for magic and the
unnatural, and began your training underneath a tribal sorcerer. But
you never finished it, this is because you were rescued (or perhaps
colonized) into a proper, real
school of sorcerers and academic study.
In
order for this class to function in the GLOG system- you must pick a
monastic wizard order. This is your “real” class that you must
take at least one more template in to complete your Wizardly
training. You retain the taboo and drawback of that school, but do
not
gain the perks or cantrips of that school until you level up in that
school at least once more- you still retain the magic die from this
template, and gain the random starting spells of whatever Wizard
school you will advance in later as usual. As an added penalty for
this A Template's ability, the DM may also remove one of your
eventual cantrips from your Wizard school from your character which
can never learn. Think of your wild magical heritage taking up the
space in your mind that you would otherwise dedicate to a trick of
your more academic background.
You could also theoretically take this class template after you
already are an advanced Wizard. In which case, just get rid of one of
your cantrips permanently- you spent some time learning the ways of
primitive magic and you'll continue to be a bit frazzled because of
it.
The Witchdoctor's Apprentice also gains the following ability;
Big Mojo
By setting yourself in a trance state and with some ritual
accouterments, you can perform some big magic. This means you have to
decorate yourself in some kind of tribal garb, get drunk or high, and
dance and sing some wild pagan dance when casting your spells.
Imagine a proper Elementalist or respected Orthodox Wizard suddenly
putting feathers in their hair, decorating themselves with face
paint, and wearing their robe around their waist tied into a knot.
It's a savage, tribal magical tradition that is sure to offend any
civilized folk while giving you a boost in power.
Whenever
you decide to use this ability; you may add a 1d4 roll to all spells
you cast. The result of this die roll is added to the result of all
of your spells, but the die itself does
not
count towards the [dice] effects of any given spell. However, doubles
and triples to activate mishaps and dooms do count with this extra
die. The normal die rules of GLOG casting (roll 1 to 3 to return dice
for the day, or 4+ to lose it for the day) still apply, so once this
dice rolls a 4 you can no longer use it until you fully rest or
otherwise regain your magical abilities.
[9]
Crystaltech
Engineer
Equipment
and Bonus-
As Thief or Wizard (No magic dice)
Skill-
Crystaltech Engineer (explained below)
Imagine
a high fantasy location, like a magical flying city, or the city of
ancient elves. These places are personified Magitek- magic that has
become so common or industrialized that it is used in everyday life.
Perhaps the streets are lit by glowing magic crystal lanterns, or a
giant crystal protects your town from dark magic. Maybe you
immigrated from Endon, or perhaps you just dreamed it all from false
memories of your ancestor, slaving away in the ancient city of
R'lyeh. Not all of your setting has to be this way, just one part.
Maybe it isn't even still standing.
The truth is that, like any industry, there are those who invent and
develop the techniques and technology, and those that maintain it.
And unfortunately, those who maintain it are never quite in the same
league as those who invented it in the first place. You might have
worked in the magical factories or repaired the magic crystal arrays,
but you still suffered from it. Perhaps you inhaled a lot of crystal
dust from your training or long term exposure as a crystal guinea pig
did a number on you. Regardless of the reason, you have incredible
skill with magical crystal technology, though it took a toll on your
body. Select either your Strength or Constitution- reroll it and take
the lower result.
You
also treat yourself as though you have the character skill or
background as Crystaltech
Engineer,
regardless of when you actually took this class template. Use the
GLOG rules for this skill, however that works, but you can repair
crystals and shit. I dunno.
The Crystaltech Engineer also gains the following ability;
Resonance
Cascade
By simply touching and arranging magical
power crystals, you can
cause them to create an ever more unstable feedback loop or set them
to explode. These bombs are roughly as powerful as all of the energy
the crystal can produce but released all at once; even simple street
lamp crystals or small mana crystals used to cast basic spells could
be used to blow up houses or perhaps worse! You can set the explosion
to either happen right now, or in one turn. Being anywhere near the
explosion is a save vs death situation.
[10]
Bow Levy
Equipment
and Skills-
As Fighter or Tactician
Bonus-
+2 to hit with Bows (explained below)
You were never properly trained in a fighting art. You aren't a
landed knight of nobility, nor were you a brigand or criminal who
learned the skills from that profession. You were just a normal,
average member of the Third Estate. But you were part of the Levy- by
the King's decree, all people of your age and sex had to practice
with the bow every week. As such, you became quite good at it. You're
not a soldier, but you are a levy. You trained enough that now you
can fight as well as a professional... but only with the bow.
Instead of the normal +1 to hit with all weapons that Fighters get
per template, you get +2 to hit with Bows for this template. Only
Bows.
Additionally, the Bow Levy gains the following abilities;
Volley
If
you are firing your bow with at least 3 other archers, you can count
your entire attack as a volley. This means at least one arrow is
guaranteed
to hit the target. If you and a bunch of other archers fire at a
dragon and technically none of you were able to hit, instead at least
one of you hits, damage is rolled as normal- determine the actually
successful arrow hit by either the character with the highest To-Hit
bonus, highest HD, or just randomly.
Well Oiled
The next time the DM tells you that any piece of equipment related to
archery (your quiver, arrows, thumb-ring, bowstring, etc.) breaks or
wears out due to the weather or entropy, tell him to fuck off. Your
bow and string don't break if left out in the rain once or twice.
[11]
Loony
Skills
and Bonus- As
Wizard or Cleric (No magic dice)
Equipment-
None (for starting characters)
You went crazy. If you select this template at character creation
then you're a lunatic that just got released from the asylum, or
perhaps you just got back on your vision quest/rite of manhood that
didn't go so well. If you take this template after already having
another class's template, you take a brief period to lose your shit
and come back, slightly unhinged but still retaining your old class
skills and abilities, in addition to these.
Optionally,
you can take this class without any downtime as a consequence for a
spellcasting Doom. You still advance a step towards your 3rd
and final Doom, but you don't take the consequences for your first or
second Doom by taking this instead; however your class is permanently
stunted as you don't get a magic dice for taking this template.
In exchange for this class's features and the strain that such
insanity would plague you with; you must choose your Wisdom or
Charisma. Reroll the stat and take it if it is lower.
The Loony has the following abilities;
Contort Mind
You can view things that would make lesser men go mad. I mean, you're
already mad, so it's not as big of a deal for you. Using this power,
you can experience one round of wizard vision, cast read magic, or
view the ancient tablets of madness without going mad. You could also
do things like read a letter with explosive runes inscribed on it
without triggering it, or mention an Unspeakable without bringing it
back. You can only do this if whatever you want to experience has a
mechanism to do so, even if a normal person couldn't activate that
mechanism. Ie; you can look through a piece of glass to see an
infinite reflection even if a normal person couldn't.
Beyond being able to experience these without losing your character
or suffering the consequences, you can also pledge yourself to
otherworldly powers if you so choose. You're the only person in the
party who can worship Ungoloc the Devourer of Infinity and still just
sit around the campfire and have a pleasant conversation with them.
This is once again due to your contorted, otherworldly mind.
Skeevy
Dedication
As a mentally deranged crazy guy, you have that sort of
almost-supernatural level of dedication and work-ethic for doing
things. You know, the crazy guy who writes eight hundred pages of the
exact same text in his “book” or that crazy lady who makes a doll
of every single person who sleeps in her house using a clipping of
their actual hair? You're that person.
You can dedicate yourself to a task that would take two exploration
turns and do it in only one. In the same way, a task that would take
three days can be done in one. If you have a task that would take a
month, you can do it in one week. Finally, a task that takes one year
takes you two months.
Whenever
you use this ability, you lose maximum
hit points permanently from the strain of sleepless nights and total
isolation, your single-minded energy draining your body and sapping
you of your youth. The number of hit points lost is determined by the
DM but should be based on the length and difficulty of the task; only
things too physically demanding or mind-numbing for a normal person
with a strong work ethic to do should count.
[12]
Cynic
Equipment,
Skills, Bonus-
As Cleric
You see the bad in everyone, and everything. You're not necessarily a
bad person, just a huge party pooper. Maybe you took this template
after a bad falling out or hitting rock bottom, or maybe you started
with this template meaning you had a troubled and dark past.
This class primarily influences
Conviction, the GLOG meta-currency
for characters. Your character can no longer gain or spend
Conviction. You are a worldly, dour person who does not hold any
serious beliefs beyond expanding your own power or wealth, and are
quick to critcize others who hold ideals you view as false. To put it
bluntly, you're kind of hard to be around.
If you do not use Conviction, then you can instead replace this with
something like daily class powers that aren't based on a resource
in-setting, a scaling morale penalty, or perhaps a sort of “unlucky”
roll where a character must roll with disadvantage after the Cynic
criticizes them.
The Cynic has the following abilities;
The Critic
You can criticize others- for how they waste time, work towards
impossible causes, remain ignorant towards statistical facts, or how
none of their accomplishments will matter in the end. Whenever a
character would gain Conviction (for GLOG), Inspiration (for 5e style
games), a morale or hunch roll, or a free experience point- they
don't get it instead. You get one Cynic point.
Note: Obviously this is a kind of character ability that is directly
working against the party, and probably shouldn't be used as written.
Perhaps if both players agree to it, then the ability still works;
moreso trading one point for another. Or if your game is
intentionally antagonistic.
You can also choose to gain a Cynic point in exchange for ½ of your
experience points to the next experience level; essentially delaying
it. You whine about the futility about life instead of learning and
reflecting on it.
Party Pooper
Whenever you are swept up into a whimsical moment, a fairy-tale
chase, affected by a cool spell, or otherwise inconvenienced by
something mysterious- you ruin it. You just shit on it. This ability
costs a Cynic point.
Imagine
if your party finds a talking pig in a fairy tale village which will
tell you what way to go to find the secret treasure, but only if you
find the best mud-hole in the village for the pig to wallow in. The
Cynic just kicks the pig in the ribs until it tells everybody what it
knows, and you move on. If you get caught in a magic spell which
causes you to fight your inner demon personified in front of you,
then the Cynic would just see an inky black void and step through it
to stab the spell caster. You can ruin anything cool or fantastical
in this way, or use this ability to bypass something that would take
precious time you don't want to spend otherwise not working towards
your main goal.
[13]
Horse Whisperer
Equipment,
Skills, Bonus-
As Ranger or Tactician
You're good with horses. You can tell their moods, their health,
their personalities just from a little time spent with them. Needless
to say, you can ride well and know all the steps to properly care for
and groom your horses.
Firstly, this ability makes you really good at telling out horses.
Whatever rules you use for horse riding or horse stats in your horse
game- you know them and are good at it. You can tell the best horse
from a group, and can ride around on your horse real good without a
check or whatever. I'm not listing this as a class/template ability
because it should be obvious that you get this without it.
Second, the Horse Whisper should probably only be in a setting or
location in a setting where horses are going to matter a lot. Like
don't put this class in the game if you're going to be mostly doing a
megadungeon or pirate island adventurers, it's not very fitting for
horses.
Also, the Horse Whisper gains the following ability;
Horse's Friend
If your horse dies under no fault of your own; the horse's spirit
will return to aide you. More often, you will simply find a new horse
that is about as good as your old one, though maybe not as well
trained. Your new horse will be able to be tamed very easily and acts
as a good replacement.
However, if your horse dies and you need to ride a horse right after
(such as your horse dying when you get captured by bandits, and
they're going to execute you in the morning)- you will instead be
visited by the ghost of your horse. It will appear miraculously
alive, as normal, and you can ride your horse to safety. But the
moment you get off you horse and turn around it will be gone.
Finally; if you ever talk to a talking horse get +1 to the reaction
check. Maybe give this character a +1 to reaction checks when talking
with centaurs just cuz.
[14]
Fireworks-Man
(Fireworks Conspiracy-Theorist)
Equipment,
Skills, Bonus-
As Alchemist or Wizard (no magic dice)
You make fireworks. Whenever the harvest festival comes up, you
prepare by creating rockets and stages of burns in the firing-tubes
so they show up as flowers in the night sky. Whenever a King needs to
impress his court, you pack rare metals into gunpowder to make
fabulous explosions or every color. You work with dangerous materials
and need a careful and steady hand, but have a first rate
understanding of chemistry and practical (not magical) alchemy.
However,
you're also a bit of a conspiracy theorist. You keep telling people
that your fireworks, this materials? They could be used for so much
more. Imagine packing them into an iron ball filled with shrapnel,
and then throwing it an enemy to make an explosive weapon. Or imagine
packing an iron tube with gunpowder, and using it to propel a
collection of arrows or even a heavy iron ball! But no matter what
you try to do, nobody wants to experiment with your ideas. You loudly
proclaim that your lord could benefit from this improvement in
warfare, but he just whisks you away and silences your every protest!
Fools! Why do they keep practicing with swords and spell when flaming
steel could revolutionize the world?!
The Fireworks-Man has
the following abilities;
Selectively Deaf
You listen to loud explosions all day, and have probably lost some of
your hearing. But in general, this means you have a pretty good
tolerance for loud noises. Whenever subject to a loud noise with
magical or dangerous effects (Hideous Laughter, the cry of a wampus,
mandrake scream, etc.), you get advantage on your saving throw to
resist the effect. If an enemy has a sonic spell or attack, then you
get to drop one die off the total damage, ignoring it completely if
it just has 1 dice of damage.
It's a
Conspiracy!
During downtime, you develop black powder and your fireworks into
weapons. You know there is potential here, and you are obsessed with
finding it. You must spend at least 10% of your earnings on your
research. As you develop more advanced forms of rocketry and find new
uses for your explosive powders, you will keep running into snags,
your laboratory accidentally burning down, your contacts
disappearing, and sudden freak weather events ruining your most
important firing exercises and big test days. It's like fate is
trying to keep you from uncovering a potential weapon from your
fireworks; if you progress too far in your research too publicly,
your character may just disappear without a trace.
Also, when you reach 4 total templates you achieve a
breakthrough. You have developed a small, one handed weapon that
appears like a tube with a fuse on one end. By packing this weapon
with a special fireworks charge and lighting it, it can be used as a
one shot 1d8+1 weapon which can only be reloaded between combat encounters. It
shrieks and explodes on contact in colorful lights, and counts as
magic to hit things like ghosts, demons, or other supernatural
creatures. Unfortunately it's just a prototype and probably isn't
practical enough for mass production.
[15]
Pink Fortress Mason
Equipment,
Bonus-
As Fighter or Noble
Skills-
Mason / Architect or Engraver
The Pink Fortresses. Made of magical pink stone, located far away.
Perhaps you lived a past life defending their halls, or maybe your
fortress fell many years ago. Perhaps you were just trained by one,
it's a genetic duty after all, your father teaching you the rites and
powers of this most illustrious profession. In the land of the pink
fortresses, a Mason is a position of respect and prestige, and above
any common solider.
The Pink Fortress Mason is exceptionally skilled at whatever GLOG
skill you have given them. Make it a +1 in 6 chance or whatever.
They're really good at Architecture and detecting those hidden walls
and hidden slopes and stuff.
The Pink Fortress Mason has the following abilities;
Pinch of Pink
Dust
Whenever
a spell is cast in your presence, you can toss out a pinch of pink
dust, which is found only in the walls and shedding of the great Pink
Fortresses. The dust makes the spell “heavy”. Heavy spells have
their range reduced by one category (any distance to sight,
arrow-shot range to throwing distance, throwing distance to close,
close to touch, touch to self, etc.), but have their power increased
by one [Dice] worth of magical power. If the caster of the spell
suffers a Mishap or a Doom, you do too. Use this before a magic user
casts a fireball and make it blow up at their feet, but you'll also
get sucked into a portal to the forbidden-zone along with them.
You
begin each adventure with 1d4 pinches of dust, which you find or make
each time you return to civilization. Maybe there's a brick you grind
bits off, your last treasure from the old land.
Masonry Magic
If
given enough time, a chalk outline, and a pinch of your pink dust;
You can draw a recess
in
a stone wall or section. This recess is then pushed in and the stone
will move back. This lets you create things like small hiding places,
shelves to put useful stuff, defensive positions, etc. This recess
cannot break into another chamber and has a maximum depth of 6 feet
or shorter if that would break through a shallow wall in the dungeon.
It has a maximum height of as tall as you can draw without a ladder,
and a maximum width of 20 ft.
This
magical recess slowly goes away over time as the chalk is worn away.
If it is erased, the recess will fill up and the wall will return to
smooth uniformity by 1 ft of depth per turn.
[16]
Bull-Wrestler
Equipment,
Skills, Bonus-
As Fighter or Barbarian
You're
a strapping lad who wrestles bulls to entertain crowds. Truthfully,
the bulls aren't very vicious in your town and it's less about how
strong you are and more about how you throw your weight. Still-
increase your Strength score to 11 if it's lower.
The
Bull-Wrestler has the following abilities;
Brace
If
someone or something charges at you, you can brace yourself for
impact. This reduces the distance you are knocked or pushed back by
half, or ignores any effects that would knock you prone.
Horn-Twist
Against
anything with horns, you get +3 to rolls to grapple or restrain them.
This includes horned viking helmets.
Town
Hero
Being
a Bull-Wrestler gives you a sort of heroic figure. While this mostly
applies to your home town, any small or rural community that
appreciates that sort of thing will admire your scars and think of
you as a brave and accomplished person, if nothing else. This only
applies to rural communities or places where bull fighting or bull
wrestling are common or accepted- giddy socialites and sensitive,
animal rights pansies (like elves) will look at you with disdain.
[17]
Fly Guy
Equipment,
Skills, Bonus-
As Acrobat
At
some point in your life, you flew. Maybe you found a magic carpet, or
had a dragon to ride around on. Maybe you once were a powerful
sorcerer in a past life, but have since been reborn and lost
everything except dreams of flight. Whatever source of flight you
once had is now gone, but its left its mark in your mind.
The
Fly Guy has the following abilities;
Not
Afraid of Heights
Your
character isn't scared of heights, illusions of heights, or climbing
up things at all. Give a +2 to saves to avoid falling from a lethal
height, just because.
Exhilaration
You've seen breath taking vistas and felt the wind rush past your
hair, you know what it's like to feel alive on the cusp of peril. If
you're one hit away from death (being attacked by something that
could kill you in one hit), you get +2 MV or can run faster and jump
higher then the average person.
[18]
Penguin
Equipment,
Skills, Bonus- As
Ranger or Druid
No,
you're not an actual penguin. But you like penguins. You joined a
bunch of kooks that dress up as penguins, fish while diving in
full-body fursuits (not fun) and endured the harshest winters to feel
the animal spiritual connection with all penguin-kind. Many also
become criminal masterminds, for some reason. Your little cult was
either broken up, or maybe you left out of disagreements of if the
Emperor Penguin was truly more regal then the Rock Hoppers.
You
can also swim, if you couldn't already.
The
Penguin has the following ability;
Penguin
Endurance
You
have adapted to a very harsh climate, or maybe Penguins are just your
spirit animal. You can survive the cold. You don't need “cold
weather” or “warm” clothes in harsh snowy places or tundra, you
can survive just in regular clothes by bundling up and waddling
around happily. Also, you take half damage from Cold spells and
Frost-Dragon breath.
[19]
Candlestick Maker
Equipment,
Skills, Bonus- As
Rogue or Cleric
Every
town has them; the butcher, the baker, the candlestick maker. You're
supposed to be the kind of characters dying in droves in a level 0
funnel; not you. You're PROUD of your craft.
The
Candlestick Maker has the following abilities;
Spare
Candle
If
you run out of torches or lantern oil in a dungeon, you can pull out
a spare candle from your pant leg at just the last second before the
torch burns out and light it up. This candle has half the duration of
a torch (30 minutes), will go out automatically if you make an attack
roll (moving too fast), and only gives off barely enough light to
navigate and read a map- not enough to see far or do big puzzle stuff
in the dungeon. Still, this beats dying.
Squint
When
in dark places, you can treat the ambient light level as one higher
for your character's perceptive ability. Dim lights become as bright
as torches, torch light is as bright as midday. This isn't dark
vision, your ability still requires some light to work, it's just
improved senses.
Wax
Burns
You
have incredible patience from dipping candles over and over to fatten
them up, plus years of burning your skin with dripping wax. You get
+2 maximum HP. Also, if an enemy tries to torture you, ignore the
first turn or roll you have to make to resist torture; just assume
they tried dripping wax.
[20]
Guy with Ray Gun
Equipment,
Skills, Bonus-
As Rogue or Noble
You're
just a guy with a ray gun. How you found the gun is the question. If
you're a human, you probably just found it somewhere, or maybe it was
passed generation to generation before being activated by you. If
you're a dwarf, maybe you made it in a strange mood. Regardless of
how you came into possession with the weapon, you now own it.
There
is no way to recharge this raygun. The only ability of the Guy with
Ray Gun is owning the ray gun. Here's what it does;
Ray
Gun
You
have a ray gun. It probably looks futuristic. The DM will roll a
secret 2d4+1 roll. This roll is the number of charges it has left.
Whenever you aim and pull the trigger, the ray gun will emit a stream
of super charged particles that superheat the target and explode. The
ray gun can blow up just about anything, but is especially powerful
against living things.
The
Ray Gun deals Xd6 damage, where X is the number of charges when the
trigger is pulled. The damage is rolled by the DM in secret and is
the only indication of how many charges this weapon has left. The
weapon is ergonomic and has a +2 to hit, but otherwise has no other
special properties.