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All Gods Are Bastards v3

This document outlines the rules for character creation and gameplay in the All Gods Are Bastards roleplaying system. It describes how to generate stats and determine starting equipment, skills and abilities for characters. The rules cover basic checks, combat, corruption and other core mechanics.

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0% found this document useful (0 votes)
76 views11 pages

All Gods Are Bastards v3

This document outlines the rules for character creation and gameplay in the All Gods Are Bastards roleplaying system. It describes how to generate stats and determine starting equipment, skills and abilities for characters. The rules cover basic checks, combat, corruption and other core mechanics.

Uploaded by

theshribe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Contents

Foreword 1
Basic Rules and Rolls 1
Checks and Saves 1
Advantage and Disadvantage 1
Player Advice Triangle 1
Character Creation 2
Stats 2
Class 2
Starting Equipment 2
Foreword Weapons 2
The Goblin Laws of Gaming is an open source system Armour 2
template made by Arnold Kemp on his blog Goblinpunch. Race 3
Anyone can come up with classes, mechanics, and systems. Human 4
All Gods Are Bastards is my contribution to the GLOG. Elf 4
This is the 3rd version, featuring Stats as Inventories. Orc 4
Character sheet here. Setting primer found here. Spriggan 4
Shardkin 4
Basic Rolls Wildling 4
AGAB uses a 20 sided dice (d20) to determine success and Mantid 4
failure. Other dice (d4, d6, d8, d10, d12, d100) determine other Dhampir 4
things like damage, injuries, insanity, spells, healing, and more. Body 5
Encumbrance 5
Ideally, rolls should only be called for when both success and
Fatigue 5
failure are impactful. A roll is a risk.
Mind 5
Risks can be mitigated by using equipment or spending time.
Swimming across rapids requires a roll. Felling a tree across Languages 5
the river and walking over does not, but takes more time. Skills 5
Nobody wants to wait for someone to finally roll well enough. Lore 5
If a situation is time sensitive, failure means it takes longer. Stress 5
If there’s no risk and no time pressure, why are they rolling? Cracking and Insanity 5
Soul 6
Checks and Saves Culture 6
Checks and Saves are mechanically identical, the terminology Friends 6
only changes based on what you are rolling for. Best Friends 6
To make a check or save, roll under or equal to a relevant stat. Corruption 6
Having higher stats make it easier to pass checks and saves. Gaining and Losing Corruption 6
Souls and Demonization 6
Checks are used to make things happen. Godpacts 6
For example, lifting heavy rocks, disarming traps, identifying
Gameplay Mechanics 7
magic spells, jumping over spiked pits, and treating wounds.
Saves are used to stop things from happening to you. Hit Points 7
For example, not getting crushed by heavy rocks, dodging Recovering Hit Points 7
traps, resisting magic spells, avoiding spikes when falling into Lunch 7
pits, and trying not to die of blood loss. Levels and Experience 7
Reactions 7
Advantage and Disadvantage Morale 7
Differing circumstances can make rolls easier or harder. Combat 8
Maybe you or a target is drunk, prone, crippled, or cursed. Initiative 8
Advantage = Easier rolls. Disadvantage = Harder rolls. Violence 8
Combat Maneuvers 8
For checks and saves, roll another d20. With Advantage, use Zones 8
the lower result. With Disadvantage, use the higher result. Death and Dismemberment 8
Magical Injuries and Spellscars 8
For damage rolls, add or subtract 2 damage to the total.
Class Dice 8
Spell Storage 8
Having both Advantage and Disadvantage cancels itself out.
GM Resources 9
Time Spans 9
Player Advice Triangle Travel Speed 9
Map it.
Random Encounters 9
Be creative.
Help each other. Quick Society Generator 9
Inspect everything. Racial Demographics 9
Running is an option. References 9
Ask questions, take notes. Classes 10
Have you tried talking to it yet? Rogue 10
You win by having fun, not by killing. Fighter 10
The answer is not always on your sheet. Wizard 12
If you can’t afford to fail, take some Corruption. Cleric 12
Rolling dice is taking a risk, and risks get you killed.
When the GM asks “Are you sure?” seriously consider it.
Weapons
Character Creation Each weapon has a forte, something it is designed to be good
Level 1 character sheets start with the following entries: at. Most fortes increase damage when a condition is met
Body: 5 items from the equipment tables, 1 item from your When attacking a target, roll your weapon’s damage dice and
class, 1 item from your culture. Soul score in silver pieces. subtract the target’s armour.
Mind: 2 skills, 2 languages, 1 Lore.
Soul: 1 Class template, 1 Friend, 1 Culture Lesser Weapons
1d6 damage, 1 slot, requires one hand.
Stats Eg. Dagger, Tree branch, Barstool, Throwing knife, Fist.
Level 1 characters get 24 points to distribute between their Improvised weapons have no forte and may require 2 hands.
three stats. You have as many slots as points in the stat. Fists have no forte, and can’t damage alert/steady opponents.
Throwing a weapon has no fortes, and has a range of 1 zone.
Body: Your physical resilience and inventory.
Agile: +2 if you are grappling your target.
Roll Body checks and saves for physical tasks: Lift heavy
Concealable: +2 if the target isn’t expecting violence.
loads, bend bars, scale cliffs, perform delicate tasks under
Balanced: Throwing range is 1 zone further.
pressure, escape a grapple, dodge traps, resist cold, heat,
some poisons, and drowning.
Body slots hold Equipment and Fatigue. Medium Weapons
1d8 damage, 1 slot, require your main hand.
Eg. Shortsword, Hatchet, Mace, Whip.
Mind: Your mental resilience and mental inventory.
Assault: +2 if you entered the target's zone this round.
Roll Mind checks and saves for mental tasks: Research Lore,
Brutal: +2 if the target is significantly smaller than you.
spot lies, identify treasure, and remember rituals, resist spell
Butchering: +2 if the target has a bestial body plan.
effects, some poisons, and other mind influencing effects.
Domineering: +2 if the target has no weapon.
Mind slots hold Spells, Skills, Languages, Lore, and Stress.
Duelling: +2 if only you and the target are in the zone.
Flaying: +2 if the target has 0 armour.
Soul: Your personal flame.
Roll Soul checks and saves for metaphysical tasks: Soul Large Weapons
surgery, resist corruption, addiction, disease, and anything else
1d10 damage, 2 slots, requires both hands.
that Body and Mind don’t cover.
Eg. Greatsword, Battleaxe, Warhammer, Polearm.
Soul slots hold Class templates, Friends, Pets, and Corruption.
Large weapons can use Medium weapon fortes, or the below.
Defensive: +2 if the target just entered your zone.
Class Felling: +2 if the target is mounted or higher up than you.
Your class is what you do. However it’s not all that you can do. Heavy: +2 if the target has impaired movement.
A class is just a set of tools. Wizards can put on armour and hit Impaling: +2 if the target is at least twice your size.
people with clubs. Fighters can put on robes and use a wand. Puncturing: +2 if the target has at least 4 base armour.
Classes can be found at the end of the document. Reaping: +2 if the target has 2HD or less.

Each class has 4 templates, gained in order (A, B, C, D). Ranged Weapons
At level 1, you start with template A. When you reach level 2, Ranged weapons do not have fortes, and instead have their
you can take template B, or template A of a different class. own damages and ranges. Ammunition stacks up to 20.
Shoot up to double the range for disadvantage on damage.
The most templates you can have is 4. Stats/HP still increase. Sling: 1d6, 3 zones. Uses rocks, which are everywhere.
If you really need more toys to play with, get a Godpact or two. Bow: 1d8, 5 zones, uses arrows.
Crossbow: 1d10, 5 zones, uses arrows. 1 action reload.
Starting Equipment Pistol: 1d10, 1 zone, uses bullets. 5 action reload.
You are assumed to have practical clothing, as well as a Musket: 1d12, 5 zones, uses bullets. 5 action reload.
tinderbox, canteen, backpack, and bedroll.
Start with your Soul score in silver. Consumables stack up 3. Firearms bypass 2 armour.
Roll on the below tables, and pick one item from any of them. Pistols and slings use one hand, everything else needs two.
You get 1 starting item from your Culture, and another from Reloading a weapon requires a number of Interaction actions.
your class. Any other class gear you want must be swapped
with your rolled items on a one-one basis. Armour
D6 Weapons Defenses Armour comes in modular plating that can be strapped on as
1 Lesser weapon x2 Gloves (acid & fire proof) required. Each Body slot filled with Armour reduces incoming
2 Medium weapon + Shield Class robes attack damage by 1. You can wear as much armour as you
3 Large weapon Backup shield like. Magic and fall damage tend to ignore armour.
4 Bow + 20 Arrows 1 Plate More than 2 Armour gives Disadvantage to Stealth rolls.
5 Crossbow + 20 Arrows 2 Plates More than 4 Armour and you can’t swim.
6 Pistol or Musket + 20 Bullets 3 Plates
Class robes: 1 Slot. Can’t be worn with Armour.
Robes increase your max Dice by 1 when worn.
D8 Survival Miscellaneous
Wizard robes grant Magic Dice, Fighter robes grant Stamina
1 Rations, 3 Chocolate bar, 3 Dice, Cleric robes grant Faith Dice, and Rogue robes grant an
2 Spices, 3 Musical instrument extra ability rank. Any other robes increase damage by 1.
3 Bandages, 3 Symbol of faith
4 Torches, 3 Portrait of a loved one Shield: 1 Slot, 1 Armour. When attacked, you may Splinter a
5 Shovel 20 silver pieces shield to reduce incoming damage by d12. The shield’s armour
6 Local almanac Cooking ingredients, 3 still applies to the remaining damage.
7 10m Rope, Grapple, Pitons Empty spell scroll
8 Cooking utensils Empty wand As armour reduces physical damage, some weapons are often
ineffective against a knight in heavy armour with a shield. This
is on purpose. Get a better weapon, use magic, or use combat
maneuvers or magic on them.
Race Shardkin
Each race has three unique traits. Two of them are useful Shardkin are special. Players get to come up with their own
racial abilities and one is a horrifying racial weakness. abilities and weaknesses, (including names) with GM approval.
Pick an element (Acid, Air, Fire, Ice, Lightning, Stone, Water).
Come up with a passive ability. Examples below:
Human Stone: +1 Armour. Air: No fall damage. Water: Waterbreathing.
Jog: You can treat grassland as roads if you’re on foot. If a
You can speak to your element. Come up with an active ability
race/chase lasts longer than 20 minutes, you’ll win.
you can use once per day. Eg: Stone: Create rock barrier,
Good Arm: Thrown objects have +1 zone range. Fire/Acid/Ice/Lightning blast for 3d6 damage, save for half.
Malleable: Magical injuries do not fade, but you can decide Come up with a thematically appropriate downside for your
where they hit and how they manifest. powers. Eg: Stone: Can’t swim. Air: Easy to move.
Humans are born from clay. To make a baby human, you and a Shardkin are created when an elemental encounters and binds
partner mix some of your blood with some clay from the river, itself to a human claybaby. When the baby hatches, It will be a
and sculpt it into a ball. 9 months later, a baby hatches out. shardkin, often to the shock and dismay of the parents.
Sex is just for fun, and gender is whatever you want to be. Shardkin look similar to humans, but with odd skin tones and
The type of clay affects the skin tone. Genetics are a lie. various features reminiscent of their elemental half. Features
include smoking hair, or perpetually damp/dusty skin.
Elf Every shardkin has unique appearances and abilities.
Elves’ abilities change weekly as they cycle through seasons.
Skip to the next season for 4 Fatigue. Wildling
Spring: Talk Summer: Autumn: Can Winter: Eat the Wildlings come in several varieties, and have varying abilities.
to plants, Darkvision, see magical recent dead to read Select one of the following traits:
Immune to Immune to effects, Immune their thoughts, Nightborn: Your claws are Lesser weapons with the Agile
disease sleep to paralysis Immune to poison forte. Climb at double speed.
Pristine: Dirt and filth damage your body as if acid. Not blood Waveborn: You have gills that breathe underwater and double
though, blood is fine. your swim speed.
Elves are originally from the moon. The moon has very fast Woodborn: Ignore mundane terrain (hills, roots, rocks etc).
seasons of 1 week long. Elves mimic these seasons, changing Once per combat, you can dash to an adjacent zone for free.
abilities, as well as hair and eye colour. Select one of the following traits:
Spring: Light Blonde or Brown hair, and Green or Hazel eyes Nightsoul: You can see in dim light as if it was bright light.
Summer: Blonde or Light Brown hair, and Blue or Amber eyes Wavesoul: You can smell as good as a shark can.
Autumn: Red or Chestnut hair, and Brown or Hazel eyes Woodsoul: You can talk to either a type of animal, or plants.
Winter: White, Blonde or Grey hair, and Ice Blue or Grey eyes Claustrophobic: Save or Blind panic when grappled or
restrained.
Orc Wildlings look like feral humans, but with beastlike features.
Bloodrage: Deal extra melee damage equal to your negative It is believed that Wildlings are made from people that get lost
hit points in the night, at sea, or in the woods.
Blood Debt: Keep track of significant (at least 1 HD) kills you There are three main types, but there can be some crossover.
contribute to. Trade 5 kills for advantage on a roll, 10 to reroll a Nightlings have feline features such as sharp claws and cat
die, or 25 for a miracle (Ask GM for something). eyes and ears. Wavelings have sharklike features such as
Corpsethief: Goods and services from people you aren’t smooth skin, gills, and sharp teeth. Woodlings have deerlike
familiar with cost ~50% more features such as hooves and sometimes antlers.
Orcs are a green skinned race, known for their large muscular
frames and prominent lower canines that resemble tusks. Mantid
Orcs are fungi. All fungi are the same species, the only Telepath: If you touch your antennae to someone’s head, you
difference is where they grow. Meadows grow puffballs, oak can read their thoughts and communicate telepathically.
roots grow truffles, and skeletons grow orcs. Wings: Your wings, while not strong enough for true flight,
Orcs don’t die of old age, instead growing larger, more allow you to jump across a full zone without touching the
aggressive, and less intelligent. Orcs above the age of 60 are ground. You take half damage from falling.
called Uruks, and are often banished from communities. Voiceless: Your mouth cannot form words. At best you can
Orcs are unpopular due to Uruks and their need for corpses. manage a rasping whistle. Most mantids stay silent.
Mantids are a race of slender, insect-like humanoids. They
Spriggan have smooth faces, and dark, compound eyes. Their
Rapid Growth: You can spend an action to switch between foreheads sprout two long antennae that they use for telepathy
your regular and large forms. While you are large, you do +3 and mind reading. They have two pairs of stunning, but fragile
damage, but also take +3 damage when attacked. wings sprouting from their backs. Because they cannot talk,
Adaptation: If you spend a week in one environment, you they are mostly limited to speaking Common. Behind their thin
adapt to its conditions. Advantage on stealth, foraging, and lips is a maw of sharp teeth and tearing mandibles.
resisting weather effects.
Specialised: While in a climate you haven’t adapted to yet, Dhampir
you have 2 Fatigue. Death’s Door: You do not need to breathe. You can smell how
Spriggans are a small and adaptable plant race, known for the many people have died in a room, as well as how long ago.
vibrant and intricate floral patterns upon their bark-like skin, Bloodhound: If you taste a creature’s blood, you can follow
which change with their environment. their tracks for the next 24 hours.
Spriggans are eusocial. Baby spriggans grow like buds on a Hemophage: Meals must include a sapient creature’s blood in
Grovemother, a large 'queen' spriggan who carries the young order to count
in her branches until they are old enough to walk on their own.
Dhampirs are created when a human dies from blood loss
Spriggans originated from the remains of Ohg, a great tree that
while having someone else's blood in their mouth. They are
fell from the moon and brought about the end of the Godswar.
believed to be the result of an ancient curse laid upon the
human bloodline long ago.
They are often referred to as "half vampires" due to their red
eyes and sharp teeth, despite there being no real connection.
Skills
Body A skill is something that you have learned to do consistently.
A Body slot can contain: There are no perception, stealth, trap solving, or social skills.
• 3 Lesser weapons, Bottles, Rations, Torches, Books, etc If a PC has a skill, they automatically succeed at activities
• 1 Medium or ranged weapon, Shield, Lantern, etc. where others would have to roll, and may roll on activities that
• 0.5 Large weapons others would find impossible.
• 20 Arrows or Bullets Skills often come with knowledge of specialized equipment.
• 1 Fatigue
Level 1 characters start with two skills. If you get one from your
Clothing and tiny items don’t use up slots. class, you can use that instead. You may start with an extra
Coin: 100 Copper = 10 Silver = 1 Gold. 1 Copper = about $1. language instead of a skill, should you so choose.
Gain a new skill by spending a week and 5 gold with a trainer.
Carrying a person takes 8 slots + whatever they’re carrying.
Horses have 20 Body slots, saddle counts as 1. Lore
Lore represents research and knowledge. Gain Lore by
Encumbrance making a Mind check when reading a book during Rest, or by
You gain 1 point of Encumbrance for every excess Body slot spending a day in a well-stocked library.
you have filled. Every combat with Encumbrance raises your Lore occupies Mind slots. Expend Lore to have a question of
Fatigue by the same amount. your choice automatically answered as best your character
Each point of Encumbrance gives a penalty of 1 to Body rolls. could know it. The more specific your questions, the more
Every 2 Encumbrance points increases damage you take, and detailed a response you’re obligated to get.
reduces damage you do by 1.
More than 4 Encumbrance makes you travel at half speed. Stress
Stress fills up your Mind slots, and overwrites Mind entries if
Fatigue there's no empty slots. You can't use stressed slots until you
Fleeing, traveling without rest, or excessively tiring activities relax. If you have no unstressed slots, gain Fatigue instead
inflict Fatigue, which takes up Body slots. Gain Stress when:
Fatigue is removed by sleep or by shifting it into your Mind • You take damage or fail a save
slots as Stress (Can be done whenever you like). • You or an ally falls to 0 HP or dies
• You run out of light or food
When you sleep, regain 1d6 HP and Fatigue. Resting requires
a safe place, a heat source, and a ration. Every day you go Losing Stress always has a cost: Time, light, sound, money,
without Rest, your current and gained Stress doubles, you etc. Make up your own, improvise rules.
have disadvantage on all rolls, and you gain 1d4 Fatigue. Here are some ways to decompress. Assume 30 minutes per.
• Having Lunch removes Stress based on meal quality.

Mind • Stress and Fatigue can be interchanged as required.


• Chocolate removes 1 Stress when eaten, but is expensive,
delicate, and rare. Takes 1 round.
A Mind slot can contain:
• Musical instruments remove 1 Stress if you sing along, but
• 1 skill or language
the noise can trigger encounters.
• 1 spell
• Praying to your god(s) removes 1 Stress. Requires belief.
• 3 cantrips
• A portrait of a loved one can store up to 3 Stress, but if you
• 1 Lore
lose it you gain twice the Stress that it held.
• 1 Stress
• Transfer stress between Friends over 10 minutes of talking.
• Venting to your Best Friend removes 1 Stress.
Languages • Drugs are their own consequences.
Level 1 characters start off knowing Common and the local • Cracking removes all Stress but gains Insanity.
Regional language.
Common is a universal sign language. It is silent, requires line
of sight, and cannot be ‘spoken’ while holding anything.
Cracking and Insanity
If calming down normally would take too long, you can Crack.
To emulate Common at the table, wiggle your fingers around
Remove all your Stress and roll on the below table.
and maybe throw some gang signs while talking.
Regional Languages are languages spoken in a certain area. 1 Phobia: Gain 1 Stress when encountering your phobia
They all derive from a common base, so learning one only 2 Blackout: You faint for 1d6 rounds the first time you take
takes a month with a trainer, language dictionary, or in a place damage in a day. You can be slapped awake.
where it is spoken. You’ll recognise key words after a week. 3 Lies are wicked, and must be punished. Gain 1 Stress every
Exotic Languages are magical, alien, or ancient languages. time you lie. (It’s not liars that are evil, it’s the lies themselves.)
They take twice as long to learn, but have a mechanical benefit 4 You find the rotting head of a giant rat. Pick it up. You cannot
when spoken. make a decision without consulting the divine Verminhead.
5 One companion is a parasite in the shape of a man. They
Cheoxic: Practitioners can Rasp to the dead. Speaking is can’t know that you know, but you have to convince the others!
painful for the living, and deals 1 damage per word spoken. 6 When entering a structure you haven't tasted before, gain 1
Alephtine: Practitioners can Whistle to mechanisms, such as Stress per minute until you get down and lick the floor.
locks, clocks, and mechanisms of the Aleph. 7 Don't let people touch you, they want to meld with your flesh!
Alshyr: Practitioners can rumble to the blood in living beings, 8 You believe you are a hermit crab, wearing this body like a
and it will respond. Clarity is dependent on heart rate. shell. If it's damaged you'll just get a new one.
Lunarian: Practitioners can Sing to the world. Interpreting the 9 Your blood is finite. You violently attack anyone that injures
echoes tells them of their place in the world, potentially you. If they die, you try to scoop their blood into your wounds.
reducing stress depending on if they are favoured. 10 You are compelled to carry with you the skull of the last
Druidic: To learn Druidic, you must forget every language and thing you killed. Gain 1 Stress every day you don’t do this.
word you know. When practitioners grunt, growl, hiss, and spit, 11 Hallucinations: The GM may describe scenes to you using
their intent is understood by all. Speech is beneath them, for different adjectives (1-3), verbs (4-5), or nouns (6). (Roll d6).
our every intent is already printed on our face and in our 12 Revelation: Don't worry about it, it's probably fine. (lmao)
movements. Writing is anathema, and must be destroyed.
Souls and Demonization
Soul When a quarter of your slots are corrupted, you start to show
certain demonic traits. When half your slots are corrupted, you
A Soul slot can contain:
• 1 Class template turn into a demon, try to kill your friends, and become an NPC
• 1 Culture if you don’t die in the ensuing combat. Make a new character.
• 3 Friends
• 1 Best Friend Below is a list of the seven souls, and the demonic traits that
• 1 Corruption you get when they get soul cancer. Your GM will tell you which
• 1 Godpact one you get, based on how you have been acting.
Mineral Soul: Your chemistry. Keeps your body in the shape
it's supposed to be, rather than a puddle of meat slurry.
Culture You grow taller and thicker. Your body hardens. You start
Cultures are social groups that you belong to. Being part of a getting weird cravings, for clay, eggshells, and razorblades.
Culture grants the benefits of being an insider of that group. Increase Armour and Body by 1. Reduce Mind by 1.
For example, Nobles can seek audience with the king easier, Vegetable Soul: Your biology. Keeps your body alive and
Golthani Deep-Pirates can charter Deepships cheaper, and running, and decomposes you upon death.
Malkiran Guild Thieves aren’t pickpocketed at first sight. You can sense through an object if you’ve been touching it for
Gain new Cultures by interacting with the social group until you a minute. Refer to these objects in first person.
are considered an insider. Animal Soul: Your instincts, fight or flight. But mostly Fight.
Cultures affect how NPCs interact with you, depending on how Your teeth and nails sharpen, your limbs lengthen a little. Your
they feel about the Cultures you belong to. claws count as Agile Lesser weapons. You can sense if
Level 1 characters start with an extra item from their Culture. anything within 5 metres has hostile intent to you. Advantage
on picking up vibes from people.
Friends Red Soul: Your personality. Interacts with other people,
You can declare someone to be your Friend after sharing a infecting them with your quirks and phrases.
meal with them. Friends may transfer Stress with about 10 You are more sociable. You can fit 5 Friends to a Soul Slot, as
minutes of honest conversation. opposed to just 3. People find you more interesting, and you
This has a cost. Every time a Friend of yours drops to 0 HP or can get things easier from people you have infected.
dies you gain 2 Stress instead of 1, like you would with an ally. Purple Soul: Your memory. Holds everything that you know.
Start with 1 Friend, likely a PC or someone from your Culture. You're better at remembering things. Once per day you can
remember anything that you’ve seen in perfect detail.
Best Friends You care less about people and their problems.
White Soul: Your intellect and desires.
You can declare someone to be your Best Friend after a
Your cranium appears slightly larger. Forming complex
perilous encounter with them. You may only have one Best
thoughts becomes easier, as does multitasking. You start
Friend. Best Friends have the same mechanics as Friends, but
hyperfixating and obsessing over certain things.
with the following benefits:
Learn skills and languages twice as fast.
• You and your Best Friend can decrease each other’s Stress
Blue Soul: Your connection to magic and the divine.
by 1 after eating or resting together.
You grow taller, and shadows seem to cling to you, but retreat
• You have a special bond to your Best Friend. This bond can
when exposed to light. You get 1 MD that can cast a twisted
be purely for roleplay, or it can have mechanical effects.
version of the local god's power. Any of the god's faithful who
witness this will hate you.
Example bonds
• You’ve trusted them with a dark secret from your past.
• You’ve agreed to name a child after them Godpacts
• You’re going to get married after this adventure is done Gods can grant power to people. People make a pact with a
• Through a quirk of fate, they are immune to any of your spells local god, offering one of their souls in exchange for one of the
• You’ve practiced a special combo move together. If one seven abilities the god can grant.
person lands an attack on a target, the other gets +2 to As people have seven souls, they can have up to seven pacts.
attacking the same target Conflicting tenets from different gods can prevent this.
• Whenever fighting back-to-back you both gain +1 Armour.
• They have convinced/pestered you enough for you to teach The base godpact is largely the same, regardless of the god.
them a little bit about your class. They learn a weaker version • You get a divine ability to wield as you please.
of one of your class abilities. • Upon your death, the god claims the soul offered in the pact.
• You have to follow one of the god’s tenets.
Corruption Godpacts will have an additional clause, often requiring you to
You have seven souls that govern different aspects of the self. follow one of the god’s tenets. Example clauses include:
Think of them as special organs. Your souls can get damaged • You can’t attack or commit crimes against the god’s people.
or mutated, this is called Corruption. When a soul takes too • You can’t eat a certain food. (eg. fish, pork, alcohol, etc)
much damage, it becomes cancerous. Cancerous souls • You must pray before every meal.
attempt to take over your body, and turn you into a demon. • You must eat what you kill.
• You must leave a coin in the mouth of everyone you kill.
Corruption fills up Soul slots, overwriting filled slots if none are • You can’t speak on Sundays.
empty. Corrupted slots can’t be used until they are cleansed. • You must help anyone that requests it.
• You may not harm a tree.
Gaining and Losing Corruption
You can gain 1 Corruption to turn a failed roll into a success, or Breaking a tenet has consequences. :
to recover d10 HP. Magical Injuries also raise Corruption. • You can't use the divine ability for a week.
• You can't use the divine ability until shriven.
Some things (being cursed or soul attacked, eating demons, • The god claims the offered soul immediately, leaving you to
murder, cannibalism, etc.) cause Corruption on a failed save. deal with all of the issues that naturally arise from having a
missing soul.
Corruption decreases by 1 upon leveling up.
Levels and Experience
Gameplay Mechanics After every game session, gain 5 experience points (XP).
If there was enough danger or plot progression, gain 5 XP.
Hit Points If someone in the party is a higher level than you, gain 5 XP.
Hit Points are a representation of your physical integrity,
The following table denotes the XP required for each level.
stamina, and overall healthiness.
While you have positive HP, you can ward off serious injury. Level XP Required Total XP
When your HP is negative, you get permanently injured. 1 0 0
2 20 20
Your max HP is equal to your Body score + your Level. 3 30 50
4 30 80
Enemies have variable HP based on their Hit Dice (d8). 5+ 40 120, 160, 200, etc
Roll the number of HD listed and combine for the total HP.
An enemy with very low HP might be sickly or wounded. Whenever you gain a level, gain a class template (up to 4),
An enemy with high HP may be a champion (or two enemies). increase your HP by 1, and gain 2 stat points to distribute.
If you don’t want to deal with rolling that many dice, especially
for an HD 10 creature, you can just treat each HD as a 4 or 5.
NPC Behaviour
NPCs can have Body/Mind/Soul stats for HP and Saves and
Recovering Hit Points the like. If GMs don’t want to bother, they can have NPC saves
There are several ways to regain hit points and injuries, and just be a 50/50 chance.
recover from Fatigue and Stress.
Lunch: Restores HP and Stress depending on meal quality.
Requires cooking ingredients and 2 hours.
Reactions
Rest: Restores d6 HP and Fatigue. Requires a safe place, a When encountering NPCs, roll 2d6. Add the party’s reputation
ration, and 10 hours, 8 of which are spent sleeping. score with the NPC’s faction, if applicable.
Recovery: Restores all HP, Stress, and Fatigue. Heals any 2: Hostile. May attack or actively oppose the party
non-permanent injuries. Requires 1 week in a safe location. 3-5: Dislike. Inclined to oppose the party, and may attack.
You can still get up to various activities while in Recovery, but 6-8: Indifferent. No opinion, won’t actively help or hinder
the week restarts if you participate in violence. 9-11: Interested. Curious about the party and may help.
12+: Friendly. Will help as it can, perhaps even in combat.
Lunch
A nice hot meal is crucial to restoring the body and mind. Morale
Ingredients for Lunch come in 2 types, Meat and Veg. Monsters and hirelings may attempt retreat or surrender if
Cheese and eggs are Meat, mushrooms and bread are Veg. combat turns against them. Monsters have a Morale stat from
Foraging 2 (craven) to 12 (unbreakable).
Finding food in the wilderness is a group activity that takes 2
hours. Everyone participating makes a Body check for hunting Check Morale when:
or trapping Meat, or a Mind check for foraging Veg. • Their side takes their first death.
Succeeding on the roll grants 2 portions of food. • Half the side has been incapacitated or killed.
Anything killed in combat can be Meat, but may be inedible. • A particularly frightening or spectacular effect occurs.
Roll 2d6. If the result is over the creature’s Morale score, the
Cooking and Eating creature attempts to retreat, surrenders, or panics.
Meal preparation and eating takes a total of 2 hours, and
assumes plenty of time for relaxation, unwinding, and banter.

Lunch will recover d6 HP and 1 Stress for each person who


successfully found food for the meal. Food you had on you
beforehand can be used to make up for failed rolls.

The dice size increases or decreases according to the below:


(1<d2<d4<d6<d8<d10)
• Increase if the meal contains both Meat and Veg.
• Increase if the meal had Spices added to it.
• Decrease if you didn’t have a fire or heat source.
• Decrease for each person who is missing a portion.

After eating, any leftover portions can be made into rations.


Rations will prevent you from starving, but won't heal you.
Examples
Dave’s party has 3 people. Two of them succeed their checks,
and they find 2 Meat and 2 Veg. One person had 1 portion of
bread with them, making up for the failed roll.
They added spices to season the food, and could make a fire.
Three “successful” rolls = 3d6. This is increased by 2 sizes for
having both Meat and Veg, and for Spices, to 3d10 HP.
One PC doesn’t eat Meat, and so they only heal for 3d8 HP.
7 Portions (2 Meat, 2 Veg, 1 bread) - 3 people = 4 rations.

Lenny’s party has 4 people. One of them made the check,


finding 2 Meat. None of them had any extra food or spices.
There were monsters around so they didn’t want to risk a fire.
1 successful roll = 1d6. This is reduced 1 size by no fire, and
another 2 by insufficient portions. Everybody heals for 1 HP.
Combat Magical Injuries and Spellscars
When you are injured by magic, roll on the Injury table as
Initiative normal. Instead of any mechanical effects, the magic attaches
itself to your soul, causing you to gain Corruption.
In combat, initiative order starts with one person, and then
progresses circularly around the table. When combat breaks
Wounds may be leaking, covered by, or held together by
out, everyone rolls a d20. The person who rolled highest goes
[Adjective] [Element], depending on the injury and spell used.
first. The person who rolled second highest decides if the turn
These grant 1 Corruption, and disappear after a Recovery rest.
order goes clockwise or anticlockwise. Roll again to break ties.
Permanent wounds replace the limb/organ with [Adjective]
Violence [Element]. These replacements are called Spellscars.
On your turn, you may perform any two actions. Spellscars grant 2 Corruption, and are permanent.
Primary: Make an Attack, Combat Maneuver, or use a Racial If the rolled body part already has a permanent wound, it is
or Class ability. Can’t be selected twice. automatically replaced, regardless of HP. This is one of the few
Defensive: Gain +1 armor until your next turn, and you can ways to regain the use of a severed limb.
intercept attacks against targets in the same zone as you.
Interaction: Switch to a different weapon, Attempt to stop Adjective: Roll d12 for how the element manifests.
bleeding, or Interact with an item. 1: Audible 2: Cracked 3: Dripping
Movement: Move to an adjacent zone. 4: Ethereal 5: Floating 6: Glimmering
7: Glowing 8: Iridescent 9: Murky
Combat Maneuvers 10: Pulsating 11: Smoking 12: Twisting
Instead of damaging an enemy's HP, you can impose a
condition on them via a combat maneuver. Element: Choose or roll an aspect for the spell’s element.
The target of the maneuver makes a Body save. If they fail the Fire: Flames, Smoke, Embers, Magma.
save, the maneuver takes effect. Water: Water, Ice, Steam, Crustaceans.
Some maneuvers last a while. Attempting to end the maneuver Air: Cloud, Stormcloud, Electricity, Lichtenberg Figures.
early requires a Body save and uses an action. Earth: Dirt, Rock, Clay, Crystal.
Nature: Wood, Leaves, Vines, Fungus.
Here’s some example Combat Maneuvers. Holy: Light, Marble, Pearl, Silver.
Force: You and the target move into an adjacent zone Unholy: Souls, Bone, Brimstone, Blood.
Grab: Target can’t use the grabbed weapon. Leads to Disarm Eldritch: Dark Matter, Slime, Tentacles, Maws.
Disarm: Target drops the weapon that was grabbed. Misc: Magic Runes, Pure Energy, Force Field, Liquid Magic.
Grapple: Target can’t move. Creatures who are grappling can’t
use Large weapons, Medium weapons have disadvantage.
Trip: Target is prone. Takes +2 melee damage, but -2 ranged.
Class Dice
Sunder: Target’s Armour is reduced by 1 until repaired. Many class abilities are fueled by Dice. When using an ability,
commit as many of your Dice as you like to it.
Abilities have variables that determine how dice affect them.
Zones [Sum] is all of the rolled numbers added together.
Instead of using set distances like 5ft squares, distances are [Dice] is the number of dice you used.
abstracted into areas called zones. [Highest] is the highest number on the dice rolled.
Zones are assumed to be around 10 meters across, but can be [Lowest] is the lowest number on the dice rolled.
larger or smaller if the location requires. A small room might be
one zone, while a large field might be split up into multiple This table illustrates the differences between the different Dice.
zones. A bar fight’s zones might be things like Dining area, Magic (MD) Stamina (SD) Faith (FD)
Behind the bar, Kitchen, Upstairs, and Outside. They’re really Class Wizard Fighter Cleric
more about theatrics than actual distance.
Used for Arcane Spells Weapon Arts Divine Spells
You can move anywhere within a zone without using an action.
Add to n/a Damage/Body rolls n/a
Anything in the same zone as you can be accessed.
Expends 4-6 4-6 never
Recovers Rest Rest, Lunch, HP n/a
Death and Dismemberment Mishaps doubles/triples n/a # of casts
While you have positive HP, you can ward off serious injury. Anyone can put on Wizard robes and use a wand, just like how
When your HP is reduced to a negative value, you get injured. anyone can put on Fighter robes and use combat techniques.
Roll d6 to see where you were hit. Mark the received injury in
your notes. Injuries are worse if your HP is lower than -6.
Spell Storage
Healing from injuries requires a week of Recovery. Permanent Moving spells between storage locations takes 1 hour of
injuries can’t be healed by resting; they require powerful concentration.
magic, prosthetics, or spellscars to recover from. Brain: Spells in your brain use your Mind slots.
You can use Bandages after a battle to bring your HP up to 0. Spellbook: Can store 10 spells in it, but they cannot be cast
If you hit -10 HP you are dead or dying. You are incapacitated, while inside. Comes with a free waterproof bag.
but can hold on long enough for one last heartfelt goodbye to Scroll: Can store 1 Spell, which can be cast. The scroll can be
your friends after the battle. Bonus XP if someone cries. consumed when casting for an additional +1 MD.
0 HP or less -6 HP or less Wand: Stores 1 Spell and up to 4 MD. Can cast the spell using
1-2: Disabled Arm: Severed Hand: its store of MD. Charge up wand MD by moving your own MD
Arm An arm can't use/hold items Disabled, but permanent into it over an hour. Wand MD don’t return on rolls of 1-3.
Mishaps and Dooms affect whoever used the wand.
3: Disabled Leg: Mangled Leg:
Stave: Bigger wand that stores up to 3 Spells and 6 MD.
Leg Movement speed is halved Disabled, but permanent
4-5: Fractured Ribs: Organ Damage:
Torso Advantage to enemy attacks Disadvantage to Body rolls
6: Concussion: Lose an eye:
Head Disadvantage to Mind rolls Disadvantage to ranged
and vision rolls. Permanent
Racial Demographics
Misc/GM Resources The general percentages of each race, in case you want to roll
for random NPCs. Numbers may vary depending on location.
Time Spans If you don’t care, just roll a d8.
Different activities are measured using different spans of time. Race Percentage D20
Rounds take 6 seconds, and are how long it takes to perform Human 25% 1-5
an action in combat. Elf 15% 6-8
Turns take 10 minutes and are used in dungeons. Roll 1 in 6 Orc 15% 9-11
for wandering monsters every Turn or whenever PCs (or Spriggan 15% 12-14
players) make too much noise. Shardkin 10% 15-16
Mantid 10% 17-18
Travel Speed Wildling 5% 19
Method Speed Dhampir 5% 20
Walking 4 km/h, 32 km/day
Horses 6 km/h, 48 km/day Carry Weight
Rough terrain - Road 0.66x - 1.2x People have as many Inventory Slots as their Body score.
Encumbrance -0.1x per point (additive) Horses, Carts, and Wagons have 16 Inventory Slots each.
A day’s travel is 8 hours. Any additional hours cost n Fatigue. Items in a Cart of Wagon use half the slots to pull as normal.
Rough terrain and Roads balance each other out. Default is 1.
Horse: Riders use 8 slots, plus any slots of gear they carry.
Random Encounters A person holding 4 slots of gear takes up 12 slots on a horse.
Cart: Riders (and gear they carry) use half the slots.
Travel Encounters (d20: Use 1-2 per week of travel. A person holding 4 slots of gear takes up 6 slots on a cart.
1: Big Creature (Dragon, Titan) Cart slots can stack twice as many items as normal.
2-5: Medium Creature (Demon, Monster, Animals) Small: 6. Medium: 2: Large: 1.
6-9: People (Enemy, Group, Recurring character, Wizard, Pulling an empty cart uses 8 slots, a full Cart uses 16 slots.
Person needing assistance) Wagon: Riders (and gear they carry) use quarter the slots.
10-12: Divine (Godly Phenomena, Godpacted/Cleric) A person holding 4 slots of gear takes up 3 slots on a wagon.
13-16: Environment (Weird Structure, Spicy/Magic Terrain) Wagon slots can stack quadruple as many items as normal.
17-20: Roll twice and combine Small: 12. Medium: 4: Large: 2.
An empty wagon uses 16 slots to pull, a full Wagon uses 32.
Quick Society Generator A full wagon requires two horses to pull it.
Shotgun all your dice (except d20) onto the table. Note their
Carts and wagons allow for items to fit in bigger stacks.
proximity to each other. The closest 2 dice represent allied
For example:
elements, while the furthest 2 dice represent disputing ones.
A horse would need 6 slots to carry the following items.
Historical Axis: Left to right for timeline of elements developing.
Ration x3 Ration x3 Ration x2 Axe Axe Halberd ---------
Hierarchical Axis: Top to bottom for elements’ height in society.
A cart would need 4 slots to fit the same items.
Defences (d4) Trade (d6)
Ration x6 Ration x2 Axe x2 Halberd
1 Militia Barter Economy
A wagon would need 3 slots to fit the same items.
2 Standing Army Desperate
Ration x8 Axe x2 Halberd
3 Champion Heavy Taxation
The axes and the halberd can’t fit into the same slot in the
4 none Meddling Parties
wagon, because slots only allow for identical items to stack.
5 New trade route
6 Traditional

1
Governance (d8)
Conqueror’s Rule
Cultural Touchstone (d12)
Painting or Writing
References
• Arnold Kemp for making the GLOG possible.
2 Council Music or Dance
• Oblidisedaryptch for BONES, which I stole everything from.
3 Democracy Fashion
• Whoever made the OLOG Orc Armoury, for weapon fortes.
4 Republic Architecture • CyberChronometer, Niosis, Evil G_d, and CommonUse from
5 Fealty/Magistrate Body Art the GLOG discord for help with resolution mechanics, combat
6 Monarchy Gluttony (indulgence) advantage, actions, and editing.
7 Theocracy Lust (passion) • Sidecarstories from itch.io for the Society builder
8 Shadow Government (reroll) Greed (dishonesty) • Bugbearslug for the Magical Injuries
9 Despair (pessimism) • Logan Knight (Last Gasp Grimoire) for some of the Insanities.
10 Wrath (glorious violence) • Everyone who made the cool classes that I stole and then
11 Sloth (island time) subsequently bastardized (sorry about that Lexi).
12 Pride (arrogance) • My players for putting up with my numerous revisions.

Belief 1 (d10) Belief 2 (d10)


1 Angry with Atheism
2 Rebelling against Magic
3 Guilted by Power
4 Revolution toward Wealth
5 Punishing followers of Elder Worship
6 Apathetic toward The Government
7 Awaiting A Titan
8 Devout to A Benevolent God
9 Fearful of A Neutral God
10 Crusading for A Malicious God
Fighter
Classes A Weapon Art is a combat school for a particular weapon type,
Other approved classes are here. All GLOG classes are here. and details various abilities that can be powered by Stamina
Dice. Arts are contained in a scroll or similar record.
Rogue Scrolls must be found through play. Most cannot be bought, as
When rogues wear class robes, they get another ability rank they are either lost to the ages or kept a tight secret.
instead of a dice.
Starting Equipment: Lockpicks. Starting equipment: a Weapon Art scroll of your choice.
A: +2 Abilities A: Master-at-Arms, Warsight, 1 Stamina Dice.
B: +1 Ability rank, +1 Ability B: Push Yourself, +1 Prepared Art, +1 Stamina Die.
C: +2 Ability ranks C & D: +1 Prepared Art & +1 Stamina Die, or +2 Stamina Dice
D: +2 Ability ranks, +3 Abilities
Appraisal: Master-at-Arms:
✧ You can tell the rough value and historical significance of items,
architecture, etc. Unique items may require a Mind check.
You have Stamina Dice (SD) that can be used to enhance your
✧✧ You can tell if something is magic on sight. You can Speak with damage and Body rolls. SD that roll 1-3 are kept and can be
Art. used again, ones that roll 4-6 are spent until your next Lunch
✧✧✧ Gain the ability to Speak with Magic. or Rest. SD can also be used to power your Weapon Arts.
Con Artist: Preparing a Weapon Art for the day takes 10 minutes per Art.
✧ So long as no one can verify what you’re saying is wrong, you can lie Gain more max prepared Arts as you gain templates.
through your teeth and they’ll believe you for at least d6 minutes.
✧✧ Increase time up to d6 hours. Warsight:
✧✧✧ Even if they can verify, they'll believe you over other people until
You can see creatures' combat stats (if they aren't concealed),
the end of the duration
including weapon forte and damage, current/maximum HP,
Cunning Linguist:
✧ Three times, when the party encounters a language they don’t know, armour score, and whether or not they have magical abilities.
you may reveal that you are fluent. Add the language to your sheet.
✧✧ You can try to translate any language you don't speak. The GM Push Yourself:
rolls a d6 secretly for the number of errors you make in the translation. As an action, sacrifice 1 HP to regain an SD. This cost doubles
✧✧✧ Crudely communicate with anything that has a language. Speak each time you use it. Reset after Lunch or Rest.
with (d6: 1. Birds, 2. Clothing, 3. Doors, 4. Gold, 5. Fire, 6. Weapons)
Danger Sense: Weapon Arts
✧ 3-in-6 to act if ambushed, advantage vs effects you haven't seen yet. Abilities in Bold require Stamina Dice.
✧✧ Always act in surprise rounds. Add +10 to initiative rolls. Duelist's Handbook (one-handed blades)
✧✧✧ Once, you may cheat death. The final word in rules and regulations of honourable combat.
Fancy: • You are immediately identifiable as a poncy motherfucker. Spend a
✧ High Fashion (as unarmored, +1 reaction) counts as leather for you.
round bragging to get +templates to damage the following round.
No one ever thinks it is strange that you are dressed in High Fashion.
✧✧ Your reaction bonus is tripled if your party members are also • Parry-Riposte. When attacked, expend SD and add [sum] to your
wearing High Fashion. You may sunder fancy clothing like a shield. Armour. If this reduces the damage to 0, riposte for [sum] damage.
✧✧✧ Given half an hour and a knife you can turn any set of clothing • Challenge an enemy who understands language. You must attack each
into particularly daring High Fashion. Careful not to start a new trend! other instead of anyone else. The first person to deal [sum] damage wins
Historian: the challenge and may make a free attack. You may have multiple
✧ On a 1-in-6, you may declare a historical fact relevant to the situation challenges active at once, but may make only one challenge per turn.
(negotiate with the GM) that is believed to be true in the current era.
✧✧ One sure success per day, then 2-in-6 for each following event. Soldier's Scrawl (one-handed weapon and shield)
✧✧✧ 3-in-6. Your prestigious reputation causes the facts you declare The diary of a soldier who fought and died on the Archipelagan Front.
to be believed, no matter how outlandish they sound. Provides a first-hand glimpse into how the best-laid plans go awry.
Opportunist: • Your shield provides [templates] Armour.
✧ Your Forte bonus for damage becomes +3 instead of +2. • Shield Bash an enemy, dealing damage equal to your shield's Armour
✧✧ Whenever you would gain advantage on a roll, you may reroll 1s. +[dice]. Target must save or be staggered on their next turn. (Staggered
✧✧✧ Whenever you would gain advantage on a roll, you may roll 3 enemies only get 1 action on their turn.)
d20s instead of 2. Your Forte bonus for damage becomes +4.
• Brutal Strike your enemy for extra [sum]+[dice] damage. They make a
Prepwork:
✧ On a 1-in-6, declare that you set up a minor effect nearby in an area free attack against you simultaneously, even if your attack kills them.
that you had access to within the recent past, and trigger that effect. Brawler's Notebook (unarmed combat)
✧✧ One sure success per day, then 2 in 6 for each following attempt. An artist's sketchbook filled with detailed studies of musculature and
✧✧✧ 3-in-6 for each following attempt. Effects can have been set up various fistfighting stances, lovingly rendered in charcoal.
at any time in the past if you could plausibly have had access to the • Your maneuvers also deal [templates] damage.
area.
• Flurry of Blows. Make [sum] attacks against a single target.
Second Story Worker:
• Knockout Punch. Attack for [sum] damage. If this attack deals 6+
✧ Climb vertical surfaces as quickly as you can walk.
✧✧ Double your move speed and jump distance. damage, the target is staggered for their next turn.
✧✧✧ Cimb upside down as quickly as you can walk. Half fall damage. Beast Hide Diary (spears, axes, natural weapons)
Seductive Wiles: Carved with the tooth of the beast it was skinned from. Records the
✧ You can engage someone in conversation, for an hour. This makes hunting practices and instincts of apex predators.
them less hostile, and on a 2-in-6 they let valuable information slip. • You can speak to beasts. Their tongue is loud, raucous, and violent.
✧✧ Impersonating someone in casual conversation doesn't need a roll, • Charge into your enemy, dealing [sum] damage and knocking them
but gaps in your knowledge can still reveal you. 4-in-6 to let info slip.
✧✧✧ Choose which specific information slips. Talk for up to d6 hours. back a zone. Anything they smash into also takes [sum] damage.
Tricky Fingers: • Leap upon a distant enemy. Can move up to [dice] zones in this action.
✧ Sleight of hand failure won't alert anyone not paying attention to you. Deals an additional [sum] damage and knocks enemy prone.
✧✧ Sleight of hand leaves no tampering trace, or traces of your Juggernaut Tablet (two-handed weapons)
choice. An ancient stone slab engraved with pictographs of a rigid exercise
✧✧✧ Reveal on a 2-in-6 (1 sure success per day) that you already regimen, and stained with similarly ancient blood.
stole an item when someone tries to pull it out, (if you had access).
• You cannot be moved, stopped, pushed, or knocked over. No earthly
Unmarked Package:
force can hold you. If you would fall, you grab the ledge. If a battering
✧ While in town, you may make an Unmarked Package that fills up to 2
inventory slots. When you open the Package, declare what is inside. ram would hit you, it stops in its tracks (though you still take damage).
Remove coin from your inventory, as if you bought it normally. • Cleave through an enemy with one stroke. Deal [sum] damage to an
✧✧ Unmarked Packages can now use up to 4 slots. enemy adjacent to them. You may cleave up to [dice] total enemies.
✧✧✧ Unmarked Packages no longer contribute to encumbrance. • Steel Yourself against your foe, gaining [sum] temporary hit points.
Manual of the Siege-Sage (siege weapons, battering rams, ballistae) Hemorrhagic Manual (one-handed edged weapons)
Each time the still-warring corpse of Conquering King Olgoros besieges A book bound in gnarled skin. Its pages weep blood when read, yet
his cathedral-tomb, his priests learn new methods to weather his storm. remain dry. It demands its student's hands be soaked with fresh blood.
• Siege weapons can be wielded using two hands. d12 damage, but you • Spew Bloodflame over a zone by vomiting blood all over your blade. It
can’t attack with them in the same turn you move, draw, or load them. sticks to surfaces and flesh alike. Lose [sum] hit points and deal [highest]
• Shatter your enemy's guard with an attack for +[sum] damage and damage to everyone in front of you. It continues to burn, and deals
reduce Armour by [sum] for [dice] rounds. Affects inanimate objects. [lowest] damage to anything it's stuck to at the start of your turn.
• Bastion. +[dice] Armour to allies in the same zone for [sum] rounds. • Bloodflame Rupture. Cause someone to explode when you kill them.
Absolutive Prayerbook (crushing weapons) Everyone within [dice]/2 zones to take [highest] damage. This explosion
Many holy texts condemn the act of spilling thy neighbor's blood. chains. Anyone who died to it also explodes, and so on.
Enterprising preachers have found alternative methods of violence. Shard of the Walking Kiln (hammers)
• In combat, your weapon glows like a lantern. Counts as sunlight. Before it shattered, the Walking Kiln provided water and burning oil to the
• Smite your foe with holy light, dealing +[sum] holy damage on a hit. greatest armies in history.
Your next [sum] attacks also do holy damage, and do +[dice] damage. • The shard provides enough heat to power a crude forge/kiln/oven.
{Holy damage vaporizes the unholy upon death, but cannot kill the pure. • Burning Brand. Your hammer brands an enemy’s flesh, dealing an
“Unholy” includes Undead, Demons, and Corrupted mortals). extra [sum] damage. At the end of your turn, Brands deal [dice]*Total
• Guiding Prayer. After hitting an enemy, they glow with sunlight, and Brands damage. Brands can be extinguished, but leave a gnarled scar.
your allies get +[dice] damage against them for the next [dice] turns. • Armoursmith. You know the intricacies of Armour better than any of its
Trigonometrics, Vol. I (bows) wearers. Make an attack that ignores [sum] armour, and steal [dice]
The arcs and forces necessary to propel projectiles across distances points of armour from your target for the rest of the combat.
were calculated by monks and recorded in illuminated books of tables. Windweaver's Quilt (dual-wielded edged weapons)
• Hit any still target you can see, so long as the weather is ok. This only A scrap of fabric. Its knots and holes reveal contortions that weave air
deals d4 damage, but ignores armour. Can do other cool stuff. into gale-force winds. Your blades are knitting needles of the storm.
• High Volley. Fire [dice] arrows high over cover to land among your foes • Whirlwinds surround your body. Gain [sum] armour, which reduces by
for [highest] damage per arrow. Can split arrows between targets. [dice] when you're attacked. You may have one whirlwind at a time.
• Aimed Shot. Spend your whole turn aiming. At the end of the round, • Vacuum Blast a distant target to make them save or take [sum]
fire at a chosen location if it's still visible. Add [sum] to the damage. If you damage and stagger. Target takes half [sum] damage on a success.
aimed for a particular body part, impair it appropriately. • Thunderclap by banging your weapons together, forcing everyone
Trigonometrics, Vol. II (bows) unprepared nearby to save or be deafened for [dice] rounds.
The Baron Trigonometras sought to expand and correct the monks' Conductive Scroll (polearms, spears)
proofs and calculations to account for his experiences in the field. A leather scroll depicting a Lichtenberg scar. Following its patterns
• You can fire a Grapple Arrow attached to a rope. The rope securely reveals miniscule text that reveals the secrets of thunder and lightning.
attaches to whatever it hits, and can hold one person's weight at a time. • Lightning Rod. Breathe deep and shatter the clear blue sky. Lightning
• Piercing Shot. Deal [highest] damage to [dice]+1 enemies in a row. strikes an enemy within 1 zone, dealing [sum]+[dice] damage and you
• Fan Barrage. Fire many arrows at a group of nearby enemies. Either may leap adjacent to them at any point before your next turn.
[dice]+1 damage to [sum] targets, or [sum] damage to [dice]+1 targets. • Chain Lightning. After an attack, lightning jumps to another enemy
Trigonometrics, Vol. III: Sacred Arcs (bows) nearby, dealing [sum] damage. This may repeat, dealing [dice]x2 less
Trigonometras renounced his title and used his considerable fortunes to damage each time until [sum] reaches 0, or you run out of new targets.
seek mathematical perfection for the rest of his days. This is the result. Sword Sage's Thesis (blades)
• Tracing Shot. Does no damage, but the target glows with sunlight. Any Some wizards take up the blade, realize that wielding a length of sharp
future ranged attacks can either do +[dice] damage, or ignore cover. steel can be just as complex as cosmic power, and record their findings.
Enemies can clear the tracer through acts of devotion or heresy. • You may use your Magic Dice as Stamina Dice and vice-versa.
• Crushing Shot. Break off the head of an arrow to make it sanctified • Your attacks are magical, and so can hurt ghosts and the like.
and guaranteed not to spill blood. Deals [sum]+[dice] holy damage. • Blade Echoes follow your blade, as if it is more real than the world it
Kniferose Almanac (edged/piercing weapons, including bows/arrows) cuts through. After an attack, an echo follows it, dealing [sum] damage.
A set of “secret” instructions for the most common contact poisons, which • Dispel magic (and magical effects) with a slash of your blade. Attack
range from the mildly inconvenient to the amusingly lethal. the magic. If [sum]+[dice] > the spell's [sum], negate it. You may use this
• Combat prep includes the brewing of three vials of Kniferose Poison, in reaction to a spell being cast, a dragon’s fire, etc.
causing either blindness, debilitating pain/nausea, or paralysis of the Shieldmaiden's Creed (shield)
wound site. Reveal which one was used after attacking. Applying new The Stars, they speak. We answer the call, O Inner Light, protect us all.
poison removes the old one. Poison lasts until combat ends. When evil finds its final grave, the stars will judge, my shield will save.
• Feinting Thorn. If a poisoned blade misses, attack again with another • Blinding Light blazes from your shield. For [dice] rounds, any who
weapon that hasn’t yet been revealed as poisoned. Deal [sum] damage. approach you must move at half speed or take [highest] holy damage.
• Poison Spray. Flick your weapon's poison in a short cone, removing You can flash a semaphore known only to those familiar with the Creed.
the weapon’s poison and inflicting it upon anyone it hits that fails a save. • Retaliate. As a reaction to a nearby ally being damaged, move to the
Assassin's Journal (one-handed blades, shortbows) attacker and smite them with a holy attack with +[dice] damage. The
Only gods may pick who lives or dies, yet mortals still decide that every afterimage of vengeful wings imprints behind the eyes of onlookers.
day. This journal belonged to a prolific decision-maker in that regard. • A Dome of Radiance blossoms as you raise your shield, protecting up
• Disappear. A darkness folds around you and enemies lose your to [dice]*2 people from [sum] mundane attacks. The dome can be
locations as you Run for cover. You may make this in reaction to being entered, but cannot be left. Attacks from inside bounce off the wall. The
hit. Either get +[sum] Armour against the attack, or your next attack deals dome moves with you, but dissipates as soon as you lower your shield
+[sum] damage. Stargazer's Ravings (melee weapon)
• Darkblade. An illusory blade that carves flesh without cutting the skin. The chant won't leave your head. It appears on empty pages and clear
Deal [sum] damage. This doesn’t hurt until the victim moves the wound skies. Writing it down, the ink is blood, smearing uselessly across the
site. If you're quiet, this won't reveal you. Can be fired as arrows. scroll. A friend reads it, says it's a twisted, pointless star-map.
Bleeding Parchment (edged or piercing weapons) You pick up the fire poker, and know what you must do.
This chirurgical paper details blade sharpening methods such that • Touching someone in combat deals fire damage equal to current SD.
delivered wounds will bleed excessively. Inflicted papercuts are dire. • Spread The Word. Your face blazes with starlight; anyone looking at
• Whenever you take 6 or more damage, restore a lost Stamina Die. you must save or be horrifically enraptured. For [dice] rounds they must
• Purge yourself of foul humours. Bleed yourself for [highest] damage to snuff out your light or run screaming, their eyes burning just like yours.
remove [dice] conditions that have been inflicted during this battle. • Stars Flaying Stars. Make an attack that deals [sum] fire damage and
• Self-Mutilate. Feed the weapon your blood. Cut yourself for [highest] turns your foe’s mind to jelly. On a failed save, their next attack targets
damage to make an attack for [sum]+[dice] damage. Sixes explode. the closest creature. If nothing is within reach, they will attack themself.
Wizard Cleric
Wizards accumulate spells in their brain/Mind slots. They cast Clerics are like Wizards, except that they form their own spells.
spells using Magic Dice. When you first gain a Wizard They also do a couple of big spells, rather than lots of small
template, choose a school that determines your spells. spells, because Mishaps are tied to the number of spells, not
Schools cannot be changed later. Schools found here: the number of Magic Dice.
attnam.blogspot.com/2018/08/d50-glog-wizard-schools.html This class could also be used to play a Warlock just as easily.

Spells are magic creatures that live in your Mind Slots. Starting Equipment: A prayer book.
Magic Dice (MD) represent the amount of mental energy you A: 3 Words, 1 Faith Dice, Divine Patron, Strain
have for channeling spells. B: 4 Words, +1 Faith Dice, Stolen Faith
Spells that don’t fit in your Mind Slots have to live elsewhere, C: 5 Words, +1 Faith Dice, Words of Power
such as in a spellbook, scroll, or wand. D: 6 Words, +1 Faith Dice, Miracle

To cast a spell, roll as many of your MD (d6) as you like. Divine Patron:
A spell’s effectiveness depends on the number of [dice] rolled You worship a Divine Patron, who has Six Divine Words
and the total [sum] of numbers they show. associated with them. You know 3 of them at level 1. Learn a
new word every level, eventually having all 6. Your Words are
Rolling doubles on MD triggers a Mishap, an annoying side stored in your Mind Slots. Excess words can be kept in a
effect to the spell. Rolling triples triggers a Doom, a disastrous Prayer book. It’s a spellbook but for words instead of spells.
side effect. Getting three Dooms is usually game over.
Mishaps and Dooms are listed in your wizard school. Your Patron provides Faith Dice (d6) equal to your Cleric level.
Faith Dice (FD) can be used as much as you like. You can
MD that show 1-3 return to your pool and can be used again. combine any two Words you know (including any permutations
MD that show 4-6 are expended and return after a night's rest. or linking words) and cast them as a spell. Your FD determine
If you didn't sleep, make a Mind Save for each MD to have the strength of the spell. Your GM determines what the spell
them return to your pool anyway. does, but you should write down your favorite combinations.

Starting equipment: An empty spellbook. Strain:


A: 2 spells from 1-6, 1 Magic Dice, Identify Channeling your Patron’s power too often without rest can be
B: +1 spell from 1-8, +1 Magic Dice, Inscription dangerous. Whenever you cast a spell, roll a d6. This is your
C: +1 spell from 1-10, +1 Magic Dice, Wizard vision Strain Dice. If your Strain Dice ever rolls below the amount of
D: +6 spells from 1-12, +1 Magic Dice, Grand Spellcasting spells you’ve cast that day, your spell still casts, but you take
damage equal to [sum] of the spell.
Identify: (It’s recommended that after your first couple spells, start
By licking an object, you can tell if it is magic. casting smaller spells so that you don’t blow yourself up)

Inscription: Stolen Faith:


Spend 8 hours and 1 gold to create an empty Scroll. Spend a When you defeat a cleric of a different Patron, gain one of their
week and 10 gold to create an empty Wand. words. You may use it once.

Wizard vision: You can tell if a creature is a spellcaster by Words of Power:


looking them in the eyes. You may cast spells using 1 or 3 words, not just 2.
You may toggle Wizard Vision, gaining the ability to see
ghosts, elementals, spells, and loose souls. Miracle:
While Wizard vision is active, make all rolls at disadvantage, Once per day, cast a spell using as many Words as you like.
as the impossible sights assail your mind and overrun your Miracles are cast with as many FD as double the Words used.
vision. If a wizard dies, you can As Miracles use your Patron's FD instead of your own, the
expenditure may be refused if it goes against their goals.
Grand Spellcasting: Channeling raw divine power is unsafe for the mortal body, and
You can cast the Grand version of spells you know. Each spell deals damage equal to (Words*3) instead of causing Strain.
has a Grand Version, a super-powered spell that does at least
one of the following: Miracle spells must sound decent. No stupid spells allowed.
• Does what the original spell did but far better. (Ie Grand "Fire Crab Sword Earth Wheat Metal Blast!" is dumb.
Fireball flat out incinerates anything in the AoE instead of “Burn the Sky, Salt the Earth, Pierce the Heart: Fish Storm!” is
dealing [sum] damage). pretty good. It'll use up pretty much all your Stolen Faith
• Breaks the rules of the original spell. (Ie Grand Raise Dead Words, and you’ll probably die, but it's doable. As for what the
can return a dead creature to *true* life.) spell does, that's up to your Patron (and the GM)
• Makes the effects of the spell permanent. (Ie a creature sent
to sleep by Grand Sleep is not waking up at all, not without Patron Word Examples
outside help.) A Patron’s Words can be from the following categories:
Domain, Animal, Plant, Material, Element, Tool/Weapon, Verb,
Casting a Grand Spell has a cost. When you cast a Grand Emotion, and Anything else you can think of.
Spell, you will suffer a Doom. For spells with the concentration
duration, the Doom will apply when concentration ends. Below are some example patrons, and their respective Words.
In combat, casting one is incredibly obvious, as even the Harvest: Harvest, Golden, Grain, Earth, Scythe, Seed.
lowest of vermin can sense the power channeled to cast a Birds: Bird, Air, Swoop, Roost, Feather, Song.
Grand Spell. Casting a Grand Spell takes an entire round by Depths: Depths, Dark, Crush, Water, Fish, Sink.
default, and the spell only goes off on the start of the caster's Madness: Madness, Smoke, Unreal, Vision, Whisper, Distort.
next turn, if the caster is still alive. Snakes: Snake, Poison, Hide, Constrict, Medicine, False.
Casting a Grand Spell will draw attention from every major
player due to the sheer power of these spells.

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