Sunday, September 9, 2018

GLOG Class: Drunken Master



nJoo

Drunken Master HD:1d8


Starting Skill, roll 1d6: 1-2 [Drunk], 3-4 [Soldier], 5-6 [Sailor]

Starting Equipment: Leather Armor, Medium Weapon, 4 Bottles of Ale

Drunk


1. You were a lowlife who collected endless tabs to buy endless drinks. Start with a bad sense of money and a free Liquor

2. You were a gladiator who usually spent all their money on drinks, but one day forgot to not get drunk before a fight. Start with 5sp for winning that fight drunk.

3. You were the owner of a bar a strange person agreed to teach you to fight, but only if both of you were drunk. Start with a bar which is a continent away but may mail you quality drinks each time you level up.

4. You have been searching for the greatest alcoholic beverage your entire life. Start with a dream of finding it and 3 extra days of rations.

5. You participated in fight clubs and learned to deal with the pain by getting drunk. Your hands now deal equivalent damage of 2 handing a medium weapon.

6. You were a member of priest order. It was really an excuse to get money out of people and buy drinks. Start with a priest medallion and if you pout your eyes and and speak well you might be able to squeeze some copper pieces from people.


Soldier

1.You served in the army and became a drunkard, you start with an extra 5sp from your time in battle.

2. You commandeered a lot of alcohol while stationed on the border. You always know when a merchant is holding out some merchandise from you.

3. When splitting the loot from a raid you were originally granted 1gp, but your friend was given a wonderful bottle of liquor, they offered a trade and you made the right decision. Start with an extra bottle of liquor.

4. You impressed your commander when you entered battle while drunk and survived. Your commander secured you a hefty bonus of 5sp for this.

5. You were given orders to locate and kill a local hedge witch, while searching in their cottage you drank what you thought would be a nice beverage but was actually enchanted beer. Every morning you start with 1 drunkenness point.

6. You learned how to be drunk and disguise it from your superiors while deployed. Start with a sense of laziness and start with the skill “Hidden Drunk”


Sailor

1. You were skilled in sneaking into warehouses and stealing their rum. Start with the “Stealth” skill and drunkenness points do not impact your stealth checks.

2. You went too far while drunk one night. You made out with the captains lockbox. You have no clue what’s in it but you know it’s incredibly difficult to open and if attempted to be opened improperly it will never open again. Plus your captain is still looking for you.

3. Your crew were all killed by mermaids who pulled everyone except you down into the ocean. You don’t really remember it much because you were downing your 10th bottle of rum at the time.

4. During an assault on an oceanic fort things were going well. Especially when you snuck away from the fighting and into the storage room to drink all their rum. Get a +1 to all rolls when you leave your allies to do your own thing while they fight the enemy.

5. You learned that the best way to survive when boarding another ship was to stay back near your bow. Start with a bow and a bundle of arrows, you also your drunkenness points do not impact your ranged attacks

6. You helped the captain navigate dangerous waters and find the treasure chest marked with an X on the map. He gave you an extra 5sp for your efforts.




Archetypes
A. Drunk Fighting, Pain Killers
B. Beer Goggles
C. This Stuff is like Magic
D. Burp of Burps, Your Brain’s made out of this Stuff




Drunk Fighting

The normal penalties to being drunk no longer apply to melee attacks but it’s still applied normally to everything else.

Pain Killers

Each point of drunkenness increases your HP by 1, to a maximum of 4. You can still have more than 4 points of drunkenness. This can boost your HP above 20.

Beer Goggles

Before making an attack roll you can choose to endure the normal penalties of being drunk but you also get to add an amount of damage equal to your drunkenness. The penalty to hit and the boost to damage can only be a minimum/maximum of -4 and +4 respectively.

For example: If you have 5 drunkenness points, and you activate Beer Goggles, you take a -4 to hit, and a +4 to damage. 

For example: If you have 3 drunkenness points, and you activate Beer Goggles, you take a -3 to hit, and a +3 to damage.
This Stuff is like Magic

When you take a long lunch to restore HP you can choose to expel drunkenness points up to your level and regain that much HP, on top of the usual recovery during a long lunch.

The Burp of Burps

As an action you can choose to expel an amount of drunkenness of your choosing into the ultimate burp. This is a cone shape with a range of 30ft. It deals damage equal to the drunkenness points expelled to a maximum of 4.

Your Brain’s made out of this Stuff

Drunkenness points no longer detracts from your initiative roles.

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I like this class because it introduces a whole new resource for the player to track.

I'm a little concerned that the abilities Pain Killers and Beer Goggles aren't good enough but overall I like the class and making the names for the abilities was fun.

Downtime Activities



Downtime Activities


During an adventurer’s downtime, the time between sessions, the adventurer receives one Downtime Action. This action can be spent in a number of ways:

Bank
Level: 1 (Next: 30 sp)
The bank can hold up to 5 encumbrance for all adventurers to store and take from.

Level 2 Option
  • The bank can hold up to 10 encumbrance slots


Fitness Training
Osker Shaw, Captain of the Guard
Oplehan Barracks
Level: 1 (Next: 30 sp)
Spend your Downtime Action training with the Captain of the Guard, Frank Busk.
  • Spend 25cp to gain a Fitness Training Die (d4). You can spend this die at any time in the next adventure on any Strength, Dexterity, or Constitution check, saving throw, or skill use.
Level 2 Options
  • Free Fitness Die
  • Pay for 2 Fitness Dice
Pray to the Gods
Demas Jodi, Head Priest of the Church
Church
Level: 1 (Next: 30 sp)
Spend your Downtime Action to pray and ask for protection.
  • Spend 25 cp to gain a Prayer Die (d4). You can spend this die before being attacked to induce a penalty to the attacker equal to the result of the Prayer die.
Level 2 Options
  • Free Prayer Die
  • Hold an extra point of inspiration for the session.
Mental Training
Decimes Nash, Local Thaumaturge
Decimes' Library
Level 1 (Next: 30 sp)
Spend your Downtime Action to study with Decimes in his library.
  • Spend 25 cp to gain a Study Die (d4). You can spend this die at any time in the next adventure on any Intelligence, Wisdom, or Charisma check, saving throw, or skill use.
Level 2 Options
  • Free Study Die
  • Pay for 2 Study dice

Improve Oplehan

Spend money building an improvement for Emall. Pay the cost to establish a new town feature or level up and existing town feature. The town feature will be usable for all future downtime actions.

Available Improvements:

Alchemist (30 sp)
Kellan Hall, Alchemist
Improving the alchemist allow for people to spend their Downtime Action to receive a free poison and allows the purchase of a potion of deep sleep or poison.

Husbandry (30 sp)
Oswald Slade
Will allow for travelers to rent horses, rather than having to buy them.


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Inspired by

http://rollplaywestmarches.wikia.com/wiki/Downtime

Which are fantastic rules that I've used and have modified for years now.

Monday, August 6, 2018

Crafting magic Items Part I


As I'm in the process of setting up a GLOG game, I've been working on some of the classes to make them more to my liking. My current project is making rules for crafting magic items, which will only be usable by wizards.

Why?

1. It provides another money sink for all the players to loot.

2. I think it'll be fun to use.

3. Making this is fun.

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I was heavily inspired by the magic crafting rules found in Dungeon Crawl Classics, I like the idea of rolling on a table to make the magic items. I have some ideas on that exactly, but for right now I have the actual enchantments.

There are 3 types of enchantments, which are rolled randomly on to determine the magical properties of a weapon.

I haven't finished working out the details for each one, but I have enough for now. Beside each entry is some type of component. I think it will be possible to choose the enchantments as long as you can afford a higher cost and have the component.

But regardless here's what I have:

Type I Power Table

1. Wielder gains darkvision, 30ft for 6 turn, 1 charge, recharge at night. (eyes of a nocturnal animal)

2. Soaks up blood of victims, can hold up to 3 peoples worth of blood. ( the heart of a victim of murder)

3. Each day, on a 1 in 6, the wielder doesn’t need to consume a ration. (A creature killed while hibernating.

4. Until you attempt to attack, the weapon is invisible. (A jar of someone's last breath)

5. Weapons turns into 30 ft of rope, can change on verbal command/bonus action. (A fine made rope)

6. Telepathically communicate with an ally who speaks your language that you can see. (a pickled brain and tongue.

7. The weapon rattles when a lie is told nearby. (bones of a priest)

8. Expand critical hit range by 1 point. (2 eyes)

9.The weapon takes no encumbrance slots. (Lungs of a bird)

10. Increase fatal wound endurance by 1 (scalp of a dwarf)

11. Can crawl through narrow spaces (tail of a rat)

12. Freeze a foot of water as an action ( some ocean water)

13. The weapon can be used to pick locks. (Fingers of a thief)

14. The weapon can return on command. (Heart of a dog)

15.The weapon can deal non-lethal damage without penalty (bruised skin)

16. Roll initiative like normal when surprised. (ears of deaf man)

17. Can fall up to 100 ft without taking fall damage. (paws of a cat)

18. If the weapon is placed in a river, it will swim upstream, even up a waterfall. Can carry up to 2 characters with it. (a live fish)

19. Characters in contact with the weapon can not make sounds (the left eye of an elf)


20. The weapon can open a small pocket dimension which can hold 1 encumbrance. (a pouch with 100 sp)





Type II Power Table

1. When you deal max damage , you heal 1d4 hp ( 3 live people)

2. Deal 1d4 shock damage extra shock damage on a successful hit, deal 2d4 if the target is soaking wet or wearing metal armor. (a trapped lighting bolt)

3. Create a 30ft cloud of darkness that only you can see through. Charged (a trapped cloud)

4. Cause a creature to hear a sound centered from anywhere within 60ft. The sound won't cause any damage. Creatures can make a saving throw to realize the effect is simply in their head. But only if they actually attempt to disbelieve. Charged. ( The brain of a drugged person)

5. Travel at 2x speed for 1 turn. Charged (Legs of a creature running as fast as it could when it died)

6. After a successful melee attack, you can choose to leave your weapon in the enemy to freeze them in place. Only works on enemies that have hit dice lower or equal to your level. (cup of water from an ice elemental)

7. For 1 turn, the wielder of the weapon can sprout wings and fly 30 ft per round. (The spell levitate)

8. The weapon can turn into a horse and requires no food. The horse is effective at traversing long distances, and can travel 36 miles per day when not bearing a heavy load. If the horse dies, then the weapon loses its magic until it is recharged(The hide of a magical or a great horse)

9. The wielder of the weapon always goes befores the enemies in initiative except when surprised. (The brain of a very intelligent creature)

10. Become invisible, except while wearing any apparel or equipment other than the weapon. (right eye of a druid)


Table III Power Table

1. Invisibility (right eye of an archdruid)

2. Hold still, the object remains perfectly in place relative to its surroundings. (the brain of a powerful wizard placed in the skull of a devout priest)

3. Creatures must make a saving throw to attack the wielder. (A powerful disease spirit)

4. Teleport (teardrops of the moon, mixed with teardrops of the sun)

5. Suspend time for 1d4 rounds, charged (a live person who is at least 100 year old).

6. The weapon turns into a pegasus, allowing 2 creatures to travel 48 miles a day while not bearing a heavy load. Otherwise, it can carry far more than a normal horse and is more durable. If the pegasus dies, the weapon loses its magic, requiring another enchantment. (Horn of a unicorn)

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You may notice the need for the eyes of druids and archdruids, that comes from here.


I also eventually will expand the charge mechanic on the weapons. I think some of the items will not only be limited by their amount of charges, but also how to recharge them. More powerful items probably require some process to recharge whereas weaker items may just recharge at dawn.







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