Monday, July 19, 2021

Glog Class: Duelist


 Duelists are fighters who specialize in one-on-one combat, obviously. The Duelist's main weapon is their sword, which they use to

You thought you were going to read a blog post about fancy sword fighters, but really you've activated my trap card! Despite my never having watched Yugioh, I will make a decisive post about it because I think its hilarious.

A/Δ: A Children's Card Game, +1 Card
B: The Shadow Realm, +1 Card
C: Heart of the Cards, +1 Card
D: Play Pokemon for Everyone's Souls, +1 Card

A Children's Card Game

Get weirdly invested in some cards (and out of game bring a deck for yourself and enough for the DM to make ones for certain NPCs)

You are really good at one game (mtg, pokemon, yugioh, etc. It should be one everyone at the table knows). Pare down the game in whatever way makes it quick enough for the game-in-a-game to not be an issue. You have one card, unique in your deck, which basically makes you win if you can get it out (+1 every level). The DM might let you "summon" that card, as though casting a spell. If you challenge someone to a card duel in game, they probably know the rules, have a deck, and might accept if intelligent and not currently violent.

The Shadow Realm

If someone would otherwise accept your duel, you can set some ludicrous material or metaphysical stakes. The stakes must be in the possession of the participants, but can be things like memories, working limbs, or their corporeal form. At the end of the duel, the loser loses their stake (up to the DM if the winner gains their stake). If you send someone to the shadow realm that still counts as murder.

The Heart of the Cards

You can lose 1d10 HP, or 1 Card to search your deck for a card and put it on top.

Play Pokemon for Everyone's Souls

You can stake the fate of the world on a duel. That is, you can decide to start the apocalypse if you win the duel, or stop the apocalypse if you win against the one who started it.

Wednesday, July 14, 2021

GLoG class: Invoker

 

Some things are so great that their names, their symbols, even their pots and pans become infused with power. You draw on those things.

Starting Equipment: Robes, a Dagger, a book of Lore, and your Relic 

A/Δ: Relic, Lore and Speech
B: Prophecy, +1 MD
C: Power against Power, +1 MD
D: Aspect, +1 MD

Relic

Obtain a Relic. Recognize its power.
You possess some fragment or leaving of a Legendary Power. Determine that legendary power and the relic you possess when you take this class. Perhaps it is a rock cut by Excalibur, an idol of a god, a saint's teeth, a sea-worn stone, etc. While you possess your relic, you have +1 MD* and can cast 2 spells relating to it (negotiated with the DM). If you collect additional relics relating to either the Legendary Power or something of its kind, you get 1 spell from them

Lore and Speech

Study deeply your Relic with all available materials.
When you come across a thing of the same general class as your Legendary Power (a sword for Excalibur, a knight or king for Arthur, a god for Anu, etc.), you can ask one question about it and know the answer, and you know the proper etiquette, rituals, and language to converse with it properly.

Prophecy

You may take 1 damage commune with your relic and receive cryptic visions related to it. You might receive information about the whereabouts and doings of your Legendary Power, hints as to the locations of more relics, warnings about the past or future, or any other prophetic shit. May not be useful or comprehensible.

Power against Power

You may use MD to invoke your Legendary Power against an enemy. If the enemy fails a save, they are put into enchanted sleep/death/magically imprisoned/banished/etc. The number of MD spent determines the difficulty of the requirement to rescue them (negotiated with the DM). A creature encountering their body/prison (or you, if their body is not present) knows subconsciously their nature and the nature of their binding.

Aspect

You may spend all your MD to summon the merest shred of your Legendary Power, manifesting either as an item, creature, or change to your very being.

Example Power: the Holy Grail

Relic: vial of the Blood
Spells: Transubstantiation**, New Covenant**

Relic: shield of Lancelot
Spells: Protection from Fire

Relic: shard of the Cross
Spells: Crucify**

Example Power: the Moon

Relic: Moonstone Orb
Spells: Moonlight**, Capture Light**

Relic: Silvered Mirror
Spells: Truesight

Relic: Water of the Maria
Spells: Control Water

Relic: Lycanthrope tooth
Spells: Animal Form

 
*If you lose the main relic, but have gained other MD from this class, you lose 1 MD (unspent preferentially) but don't lose your spells. If you lose your additional relics, you lose their spells. You might be able to switch which is your main, ask your DM.

**I don't really want to write these right now but you're clever and can probably get what I'm going for.

Notes: Its a generalized Orbseeker! Orb-purists will think I am lessening it, but I don't really care. Sometimes you wanna seek swords, not orbs, or you wanna be a relic-hunting cleric, or maybe you are a wizard collecting physicalized spells, or you are a spirit-hunter collecting trophies. Its a class with many nuances, I think. Do you collect shit? Does that shit have a vaguely unified theme? This is for you!

If players try some chicanery, like a moon invoker saying that any old thing touched by the moonlight is a relic, let them! But lock the good spells behind the actually cool relics, and enforce encumbrance strictly. That rock you found? It has a spell, and that spell is Be a Rock.

As always, my progress is done at 3 AM so this is probably bad and needs revising.