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Showing posts from January, 2021

answering the 13 orthodoxies because I am a highly trained bandwagoneer.

Your players arrive in an abandoned city – the first thing they do is enter a home, asking what’s left of the pantry. What do you say to them? Shelves are crashed on their sides, cans have been swept onto the ground, salted meat hooks hang empty from the ceiling with scraps just barely clinging on. All in all, it seems someone took as much as they could, and left fast. Your players want to talk to a city magistrate about an unpopular idea of theirs. In order to catch the magistrate off-guard, they approach early in the morning. What state do they find the magistrate in? Slumped back on the couch, hand dangling onto the floor, half paying attention to a plate of syrupy yellow lemon on a big dinner plate on their chest. Does not seem to mind this attention, more likely out of lethargy and burnout than of confidence. During character creation, a player mentions that they want a naturally blue-haired character. Not for any particular reason, you were envisioning your campaign setting witho

answering Vayra's setting questions.

  1) What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga? there aren't classes per se (hon hon, oui oui, I am better than you) but of all the things the players can do for martial skills probably you would want to seek out the hands of someone who was a great fighter, and get them glommed onto your wrists. its all about the memory of the bones, you see. gotta leverage that bone memory. so I guess that class would be "fucking glorious bastard who survived getting someone else's hands swapped for their's with medieval medicine. 2) Can I start out having already made a deal with the devil or do I have to do that in game? I suppose you *could* start by having a deal with the devil, but it would have to be worked out, like playing a dragon or a time traveler. you could also make one in game, and in that case it would be a little less worked out, as I plan on making rules for deals with extra-planar beings (its one

MossSlammer, a horrid theft packaged as an original rpg system.

     Start with one <3 and 10 to-hit. roll 3d6 straight for each of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. every stat of 13 or above is a +1 and every stat of 8 or lower is a -1. Roll 1d6 and attempt to get at least 6 when you attempt a challenging task. Add relevant stat bonus, as well as a +1 for each of relevant knowledge, good tools, and good circumstances. If you cannot succeed, roll a 20 on 1d20. roll 1d20 under To-Hit when attacking, defending yourself, or using things relevant to combat reflexes.      When you get harmed, lose one <3 . Explosive, massive, or monstrous damage does <3 <3 . Some things debilitate or pain you without being immediately fatal, they make you gain Stress. Stress subtracts from To-Hit, if this brings you to 0 To-Hit, you collapse and permanently lose one maximum To-Hit. If maximum To-Hit is 0 you are dead.      Spend a treasure to gain a level. gaining a level gives you +1 <3 and your choice of a level in

GLoG microclasses i made look at them loOK at tHEM.

  Class: the goblin pope Start with: pope hat, staff, goblin bible A: you are the goblin pope, with all that implies. goblins will treat you with utmost respect and helpfulness, and you are good with religious stuff. your flock is 1d6 goblins. B: your flock has begun to help you more. rather than simply singing your praises, they now follow you on adventures as long as it doesnt pose a threat to them. your flock is 2d6 goblins, +1MD to use on cleric spells. C: your flock is now devoutly loyal. they will follow you into the dungeon and help as long as the goblins as a whole do not suffer more danger than any single party member. your flock is 3d6 goblins. D: your goblins have become fanatic and crazed with devotion. they will do anything you ask as long as you want it done, no matter if it kills them. they have lost all sense of self preservation, your flock is 4d6 goblins, +1MD class: girl from the official Soy Yo music video start with: hair beads, recorder A: if someone verbally degr

GLoG classes for spwack.

class: the drunkard start with: cane, rags, bottle of spirits A: you can become drunk or stop being drunk with half the alcohol/time than is usual B: for you, an alcoholic drink can be used as one of the following of your choice: lunch, lamp oil, holy water C: no matter how drunk or not drunk you are, everyone will think you are as drunk as you want them to think D: you become an extremely talented user of alcohol. no matter the situation, if someone tries to be better at alcohol than you, you win class: absurd villain start with: curved dagger, your choice of handlebar mustache or dramatic hairdo A: when you act with cartoonish amounts of evil, replenish 1 HP. actual serious evil still has consequences, but killing an orc by tying it to a railroad track is fine B: other people's blood works as armor for you. having it up to your elbows gives you gloves, covering your chest gives you light armor, being drenched gives you heavy armor C: no act of evil ever causes you any pain or dis