So someone mentioned that there's a class in Pathfinder that, per the original rules, had no vision, hearing or sense of smell, and could not move. They errata'd it apparently, but that gave me an idea. A wonderful, awful idea. Maybe just awful. Probably just awful.
Wednesday, February 6, 2019
Monday, February 4, 2019
GLOG Class: Screw it. Spider-Man.
So I'm running a Spider and Man game, and then I got to thinking...
Well no, no I didn't. This class shows a complete and utter lack of thinking. But if there were thoughts going through my tiny brain at the time it farted out this... thing, they'd be something along the lines of, "Hey, what if I did the worst possible thing and tried to make a specific character in an RPG that uses rules almost entirely contrary to the tone and style of the source material? That sounds great!"
I guess it's a bit better that Spider-Man has become kind of an set of traits shared by many characters (Spider-Man, Other Spider-Man, Spider-Woman, Other Spider-Woman, Silk, etc). I dunno.
And yes, I stole the C template powers from the Acrobat class. Whatever.
Anyways, here's Wonder-Wall.
Well no, no I didn't. This class shows a complete and utter lack of thinking. But if there were thoughts going through my tiny brain at the time it farted out this... thing, they'd be something along the lines of, "Hey, what if I did the worst possible thing and tried to make a specific character in an RPG that uses rules almost entirely contrary to the tone and style of the source material? That sounds great!"
I guess it's a bit better that Spider-Man has become kind of an set of traits shared by many characters (Spider-Man, Other Spider-Man, Spider-Woman, Other Spider-Woman, Silk, etc). I dunno.
And yes, I stole the C template powers from the Acrobat class. Whatever.
Anyways, here's Wonder-Wall.
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| Arachno-Guy, in all his glory! credit to http://bugeyedmonster.com for the picture |
Wow, it's been a while.
I'm starting up a new GLOG game, and since it's the first game I've run in a while that'll actually require me to prep content, I might as well start this up again to post the content I do prep. Maybe I'll finish that dungeon I'll be working on. It's pretty cool, I think, or it will be when it's finished.
So what happened? Well, I doubt anyone actually cares, but basically life. I've still had time for RPGs, but I've been doing a bunch of stuff (new job, new semester) so I haven't really felt like I had the motivation to work on making things. But I'm hoping to turn that around.
So what happened? Well, I doubt anyone actually cares, but basically life. I've still had time for RPGs, but I've been doing a bunch of stuff (new job, new semester) so I haven't really felt like I had the motivation to work on making things. But I'm hoping to turn that around.
Tuesday, December 4, 2018
Oh shoot, I made a game!
So last Saturday (Dec. 1) me and my friend Chet made a game for a 12 hour Hackathon at CSU: San Marcos. It was pretty fun.
The game's over on itch.io, so check it out if you want. It's really freaking short, but I'm happy with it.
The game's over on itch.io, so check it out if you want. It's really freaking short, but I'm happy with it.
Thursday, November 15, 2018
GLOG Samurai Classes!
So now that I've done classes for the 4 main archetypes for stories set in the Edo period (Onmyōji, Miko, Ninja and Cowboy) I move on to one of the less important "classes" of that period of history - the Samurai.
| Don't expect to own a daishō if you're not a samurai. |
First I've got my minor changes for the Fighter class to reflect the different assumed setting.
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Class: Bushi
You gain +1 HP for every Bushi template you possess
Bushi start with a suit of armor(grants defense as chain), a katana, a wakizashi, and either a spear or a bow with 20 arrows.
Starting Skill: 1= Courtier, 2= Rōnin, 3= Soldier
Templates are as fighter.
Templates are as fighter.
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Pretty simple, not that many changes. Then I've got another class that tries to cover something I don't see much love for in RPGs - grappling. Classes focusing on unarmed martial arts tend to be more about striking arts, like boxing or karate. So here's a class focusing on jujutsu.
Starting Skill: 1= Courtier, 2= Wandering Mercenary, 3= Soldier
A: Throwing Technique, Artful Footwork
B: Striking Technique, Ukemi
C: Weapon Taking, Perfect Footwork
D: Pinning Technique
Artful Footwork
A Jūjutsuka may once per round raise their defense by +2 for one attack. They may do this after seeing the result of the roll they are modifying, but before damage is rolled.
Striking Technique
Unarmed attacks deal 1d6 damage to any target with less than Chain(14) defense.
Ukemi
A Jūjutsuka may reduce their falling damage by 2d6, or whatever amount makes sense for your system of fall damage. They also can immediately get to their feet after being thrown or shoved, so long as there is nothing preventing them from doing so.
Weapon Taking
A Jūjutsuka who successfully uses their Throwing Technique ability on an enemy may take whatever the enemy is holding in their hand from the enemy.
Perfect Footwork
A Jūjutsuka using their Artful Footwork ability instead raises their defense by +4 for one attack.
Pinning Technique
A Jūjutsuka may make an Attack roll with disadvantage. On a success, they pin the target facedown.
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Class: Jūjutsuka
Jūjutsuka start with a suit of armor(grants defense as chain), a katana, a wakizashi and either a spear or a bow with 20 arrowsStarting Skill: 1= Courtier, 2= Wandering Mercenary, 3= Soldier
A: Throwing Technique, Artful Footwork
B: Striking Technique, Ukemi
C: Weapon Taking, Perfect Footwork
D: Pinning Technique
Throwing Technique
A Jūjutsuka who is attacked may (after any damage is dealt) make an Attack roll with disadvantage. If they succeed, the attacker is now prone.Artful Footwork
A Jūjutsuka may once per round raise their defense by +2 for one attack. They may do this after seeing the result of the roll they are modifying, but before damage is rolled.
Striking Technique
Unarmed attacks deal 1d6 damage to any target with less than Chain(14) defense.
Ukemi
A Jūjutsuka may reduce their falling damage by 2d6, or whatever amount makes sense for your system of fall damage. They also can immediately get to their feet after being thrown or shoved, so long as there is nothing preventing them from doing so.
Weapon Taking
A Jūjutsuka who successfully uses their Throwing Technique ability on an enemy may take whatever the enemy is holding in their hand from the enemy.
Perfect Footwork
A Jūjutsuka using their Artful Footwork ability instead raises their defense by +4 for one attack.
Pinning Technique
A Jūjutsuka may make an Attack roll with disadvantage. On a success, they pin the target facedown.
Friday, November 9, 2018
GLOG Class: Rigatoni Cowboy
Since I just made an onmmyōji, a miko and a ninja class, the logical
next step is a cowboy. This cowboy class takes heavy inspiration from a
genre I've never watched - the spaghetti western. It also stole an ability from one of Andrew's
original martial classes again. Just one this time though. Anyways, if for
some reason you want to see this class [here] it is.
The Rigatoni Cowboys are a clan of noble warriors from northern Hiwa. They are known for their fine muskets and their skill in using them. In the wars leading up to the rule of the Eido Bakufu, the Rigatoni Cowboys were a formidable foe and a valuable ally. It could be said that their alliance is what allowed Tokue Kendai to take control of the nation.
| Notice I didn't give the class a shirt in the starting equipment. |
The Rigatoni Cowboys are a clan of noble warriors from northern Hiwa. They are known for their fine muskets and their skill in using them. In the wars leading up to the rule of the Eido Bakufu, the Rigatoni Cowboys were a formidable foe and a valuable ally. It could be said that their alliance is what allowed Tokue Kendai to take control of the nation.
Thursday, November 8, 2018
GLOG Class: Ninja
| Hattori Hanzō, possibly the most famous ninja of all. Just kidding he's a samurai. |
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