Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

Sunday, November 30, 2025

You've Activated My Trap Card (GLOG Class: Duelist)

You've Activated My Trap Card (GLOG Class: Duelist)

The summoner archetype has a major flaw in turn-based games and even more so in TTRPGs. Lots of monsters means lots of mini turns, which is a thin facade covering over the real problem - lots of table time relative to the other players. 

I have solved these problems once and for all in perfect fashion. Behold, the Duelist.



Duel Monsters

An ancient game is played behind closed doors to determine the fates of kingdoms. Few know this and fewer are involved. These shadow games are the domain of the extravagantly wealthy and well connected, what the hell you are doing with a deck and dueling gauntlet is anyone's guess. But I suppose they will find out soon enough.

These wealthy lord occasionally take an apprentice and become their benefactor. This is solely to jockey for power and gather information. There's also a slight chance that an apprentice does more then die and lose their cards to a competitor. A competent ally capable of dueling is valuable indeed.

These are the Rules.

  • The Rite of the Duel, When you announce DUEL MONSTERS in a confident voice, visible life points (hp, but in multiples of 100 to match the jrpg vibe) appear above the head of all present. They reflect current hp and when it reaches zero that participant has lost. Any scenario can be made into a duel by this rite.
  • The Rule of One, Duelists begin a duel with 1 card in their hand, draw 1 per turn, play up to 1 monster per turn.
  • The Rule of the Gauntlet, Cards can only be played on unoccupied runes on your gauntlet. Monsters and spells played outside of a duel can only manifest for a few seconds and the cards become useless for the rest of the day.
  • The Rule of the Shadowrealm, stakes are always established by the duelist that invokes the Rite of the Duel. Stakes must be equitable so most often the consequences of losing are the same for both sides. Abide by them or be banished to the shadow realm.

Duelist 

Starting Equipment: 1 inherited monster card from your benefactor (random), 1 blank card, 1 duelist gauntlet (a glove with angular plate that extends down to the elbow, 5 runes mark the surface where cards can be summoned, d6 light weapon), thigh length wool overcoat, fingerless gloves, more than likely extravagant hair which defines not only convention, but gravity itself.
  • A Monster Cards, Blank Cards, Magic Cards
  • B Trap Cards
  • C Heart of the Cards
  • D Duel Master
Monster Cards
When you play a monster card on your gauntlet it is summoned nearby and obeys simple instruction. Monsters summoned in attack mode behave as normal and are destroyed permanently if killed (the card tears), but they can be summoned in defense mode. Monsters in defense mode are given a target to defend, receive attacks instead of that target, cannot attack, and are not destroyed when defeated. They are useless until summoned again.

You can usually just use the rules for your system to run the monsters, but if not the cards only have two values; attack dice (d6, d8 etc), and hp (shown as a multiple of 100). The monster's attacks always hit and deal damage according to their attack dice roll. Attacks always hit the monster and hp is depleted as normal. The monster is defeated when its hp reaches 0.

Blank Cards
You may only have one blank card in your deck at a time. If you play a blank card face up onto your gauntlet and then kill a monster, the monster is copied into the card and can be added to your deck. When a blank card is filled the next day you awake with a new blank card in your deck.

Blank cards played face down can be used to catch a spell and capture it. Spells caught in this way have no effect and the previous owner forgets how to cast them. Spell scrolls can be added to a blank card with an hour of effort or with a partner to cast it at you.

Magic Cards
You can play one magic card onto your gauntlet per turn, but can activate as many facedown magic cards at a time as you like. Once activated, magic cards cannot be used until the next day.

Trap Cards
Any card can be placed face down on your gauntlet with a simple condition required to activate it. Once the condition is fulfilled, the spell or monster is summoned. This condition must be fulfilled during a duel (combat)

Heart of the Cards
Once per duel search your deck for a card and put it into your hand.

Duel Master
Start a duel with 5 cards in your hand.

Dangerous Benefactors

1. Lord Teru of the Thousand Lanterns
A reclusive billionaire who fills the halls of his mansions with floating lanterns from hidden markets.
Card: Lantern-Wisp Familiar (d4, 6)
A tiny flame spirit that flickers and floats. Lasts an hour outside of a duel.

2. Sister Ireluna
An astronomer-priestess who owns four private observatories and traffics in celestial relics.
Card: Moonlight Acolyte (d6,6)
A faintly glowing attendant that emanates soft cosmic hums.. Instead of attacking, can heal for the same and is then defeated.

3. Captain Rowen Verdantline
A noble ranger-lord who bought an entire forest so no one else could use it.
Card: Forestblade Sentinel (d8, 6)
A forest warrior grown from enchanted seeds. Defeated instantly by fire.

4. Grinda of the Exotic Menagerie
An underground beast collector who operates a moving zoo to evade the law.
Card: Hatchling Emberdrake (d8, 8)
A spark-spitting fire drake bred illegally.

5. Brakkus Steelhand, Baron of Ironblood
A war profiteer with a mercenary army and a platinum-plated prosthetic hand.
Card: Ironhide Berserker (d6, 11)
A metal-skinned brute built for warfare.

6. The Stonemason Syndicate of Granite Gate
A corporate cartel that controls magical construction across kingdoms.
Card: Runestone Golem (d4, 14)
A rune-powered guardian used to protect high-value sites.

7. Riko “Rebounder” Mirelune
A scandalous illusionist heiress who hides money laundering behind stage shows.
Card: Bounceback Gremlin (d4, 4)
A teleporting troublemaker. The first time it is defeated, it returns to play on your turn.

8. Malvok the Alley Warlock
A financier of forbidden spell research who thrives in abandoned districts.
Card: Shadow-Imp Trickster (d8, 4)
A smoky imp that collects whispers and secrets. Can disappear in shadows.

9. The Whitewood Huntmaster
An aristocratic hunter who purchases exotic dangers to release in private forests.
Card: Silvermane Tracker (d8, 5)
A wolf-beast tuned for magical tracking. Can remain for an hour outside a duel if given a scent to track.

10. Aerith Skywatcher of the High Aerie
Owner of the world’s most extravagant skyship fleet.
Card: Aerie Windling (d6, 4, flies)
A tiny sky dragon that glides effortlessly.

11. Zabyr, Merchant Prince Eternal
A magnate with caravans that move jewels, rumors, and blackmail.
Card: Lampborne Djinnling (d6, 8)
A mischievous mini-genie bound to a battered lamp. Will summon a simple item for you if you ask it as a wish.

12. Nelf of the Obsidian Court
A noble assassin-knight seeking a heir outside his bloodline.
Card: Umbral Bladesworn (d10, 4)
A shadowsteel knight with a silent blade.

13. The Tidelock
A wealthy scholar who owns private coastlines for “research privacy.”
Card: Aquamancer Sentry (d6, 6)
A water guardian shaped like a cloaked figure.

14. Captain Salty of the Leviathan Fleet
A pirate-tycoon with a mercenary navy and a grin full of gold teeth.
Card: Sharkhead Marauder (d8, 7)
A shark-spirit that haunts the deep.

15. Engineer Piper Gearwitch
A genius inventor who practically owns an entire factory-city.
Card: Cogwheel Pursuer (2d4, 5, fast)
A relentless one-eyed tracking automaton.

16. Arcanist Velorum
A famous magician whose “shows” cover for heists, assassinations, espionage.
Card: Spellforged Duelist (d6, 5)
A runic swordsman animated by unstable arcana. Parries the first attach against him.

17. Forest Hermit Yavo
A wealthy landowner who chooses to live like a hermit on one of his dozens of estates.
Card: Brambleback Devourer (d8, 12)
A thorn-covered plant beast with snapping jaws.

18. The Ember Knight, Sir Pyrron
A fallen noble desperate to regain his lost status.
Card: Flamebound Swordsprite (d10, 6)
A fiery humanoid spirit with a blade of living flame.

19. Bonekeeper Jareth
A necromantic philanthropist with a network of orphanages and catacombs.
Card: Grave-Tusk Guardian (d10, 10)
A skeletal mammoth spirit with ancient loyalty.

20. Grand Maestro Lucent
A world-famous composer who buys entire amphitheaters to “improve their acoustics.”
Card: Melody-Piper Seraph (d6, 6)
A winged musician spirit. Casts *sleep* when first summoned.

Rare Cards

If you skipped directly to this section, write me a personal letter and I will mail you a pokemon card. Each DUEL MONSTERS card is a treasure in its own right, a Rare card is akin to a magic sword or staff. Rare monsters can have a special ability that can be activated once per duel in lieu of playing a card.
  1. Uno Reverse
    Played in the moment between omen and disaster. Whatever would have happened to you, happens to whoever would have done it.

  2. Maldross Evil Sorcerer (d12, 12)
    Renowned magus with scorched robes and hands. Activate: Power Word Kill

  3. Blue Eyed Silver Dragon (2d6, 20)
    Fearful ice drake of the Glacier Unteraar.

  4. Darkcap of the Fellingwood (d8, 6)
    Stealthy fae with black hat and iron boots. Activate: Duplicate

  5. Red Eyed Obsidian Drake (d10, 14)
    Stoney drake from the Volcano Nyiragongo. Activate: Fireball

  6. Rebirth Monster
    Return a defeated monster to your hand.

Monday, March 18, 2024

Summon ye, the Wise-ard!


Early “lunch hour” class today. What if wizards could be boiled down in the same way the fighter was? 


Courts are filled with magicians, masses gather in temples for the wisdom of god. These prophets and priests follow the well trod paths to wisdom and power. Study, practice, listen carefully to master, learn well before you act. They forget this ancient lesson. Fortune favors the bold.


When the hills grow dark with the shadow of evil,


When those who know better turn their back on the great flaming eye,


When whispers of an evil once banished find their way your ears,


When the prophecy long lost and largely forgotten holds the crucial kernel of truth,


Summon ye, the wise-ard.


The Wise-ard

Mastery of the self is the first and least of the lessons you have learned. It is but a step on the road to true power. And power is what is needed. Forces not understood and armies unseen threaten the realm and there is no time for earned wisdom. It must be taken.


The Wise-ard cannot have a position of status in your setting. They are necessarily an outsider and disruptor. Their goals are inscrutable and aim singular. They are not easily diverted or distracted into the comfortable categories those in power would thrust upon them and they will bear warnings of cataclysm. Their mission will certainly be opposed.


Skills: 1. Drinking, 2. Doom saying, 3. Manipulation, 4. Flirting, 5. Courtesy, 6. Oratory


Starting Equipment: Robes that are comfortable and easy to wear, a tall and striking hat that makes you immune to being ignored, an acquaintance in every town, a small and easily overlooked golden ring, a satchel of fireworks


A Self Possession, Purveyor of Cheap Tricks

B Older Paths

C Master of One

D Reflection


Self Possession - You cannot be compelled to do something you do not want to do. This does not account for physical force, or death, or mightier wizards, but does count for charms, ruses, diseases, blackmail and the like. Save to act for the benefit of others if there is no clear and immediate benefit to you. You are always as beefy or athletic or scrawny as you prefer with stats to reflect this.


Purveyor of cheap tricks - You may manifest minor magical effects. These include classical spells such as mage hand, prestidigitation, minor illusion.


Older Paths - When you ruminate and smoke select herbs from your pipe, you are able to determine the steps to accomplishing a goal. You must be personally committed to the goal. This includes routes across the earth, pieces of magical rituals, necessary implements such as keys, and who knows what it is that you don’t know. This does not include the steps to accomplish the goals of others. You are not a soothsayer, oracle, or prophet. You are a wise-ard.


Master of One - Select a single mighty working of legend. Lightning Ray, Dimensional Portal, Killing Finger, Commune of Angels, Walking Dead, Explosion, Become Animal, Hastega, or any other. Choose wisely, ye of unearned wisdom. This spell is now your constant companion, but will be your doom. 


Roll a d6 each time you cast it, plus 1 for each recent use of the spell. On a 5+ you take d6 damage as the spell fries the breaches you, its conduit.


If you are playing GLOG (good for you, good for you) then this spell is always cast with 4 dice. Mishaps and dooms are irrelevant as this so-called wise-ard will soon kill themself with this power. If you are using another system and have somehow found this post, my god, what have you done?


Reflection - Your mastery grows and with it your appearance is altered. Other spells that share a common thread with your constant companion are now under your command. Casting these spells does not require a hazard roll as before, but does increase your bonus to that hazard roll.


Companion, accompanying spells, accompanying spells, accompanying spells

Lightning Ray, shocking touch, animate metal, static trap, static cling

Dimensional Portal, blink, knock, hold portal, lock, locate key, talking stones

Killing Finger, accurate missiles, agony, poison cloud, bifurcate

Commune of Angels, command, consecrate, light, banish

Walking Dead, empower dead, corpse jar, soul walk, seem lifeless

Explosion, smokescreen, meteor shower, burning fan, wall of fire

Become Animal, summon squirrels, call bear, fairy moot, speak with birds

Hastega, mend, flight, shield, invisible barrier, invisible servant


Thursday, March 14, 2024

Niche Protection Status: Secure


This class was a fun lunch hour diversion. This class follows in the foot steps of those who sought to emulate Aragorn and the mighty fighters before and since. Those fighters who bring soft uncalloused feet through the harsh and dangerous wilds to serve a purpose greater than blood shed. Yet blood will be shed.

When your game is not about fighting.

When the princess and her animal friends set out to change the dangerous world with the power of love and friendship.


When the wicked witch and her dragon master darken the wood and make safe roads uncertain.

When the battered resistance has only one last thread of hope against their terrible oppressors. Just before the fall of the last bastion of goodness and light.


Summon ye, the fighter.


THE FIGHTER

There is something in your blood that will not give you rest. No matter how far you run into the peaceful and quiet countryside, destiny has chosen you. Rise again, ye tarni… er, rise up, ye of noble blood. Fight the battle you were born for.

There can only be one fighter in your group, indeed there might be only one in your setting. Gain +2 to hit for every template in this class.


Skills: 1. Farming, 2. Logging, 3. Fishing ,4. Hunting, 5. Carpentry, 6. Reading 


Starting equipment: Wood cutting axe, leather overcoat, oiled fox-skin pouch, bear trap, your great great grandfather’s heirloom shortsword Wound Digger, fishing pole.


A To Its Purpose, Dolorous Stroke

B Reaper

C Heavy Handed

D Exemplar


To its purpose - No one except fighters may put a weapon to their true purpose. They do not have the requisite skill.


Dolorous stroke - Any attack roll with a result of 20 or more is a crit. Roll double damage.


Reaper - When you only carry weapons and armor, gain 1 additional attack for each template in this class you possess.


Heavy Handed - When attacking an adversary you could kill with a normal non-crit damage roll, if you hit them they are killed.


Exemplar - When you are reaping, those allies who can touch you cannot be attacked whilst you stand, those allies who can see you may use your to-hit bonus. Those who can hear you will never break from morale.


Weapons you know full well:

  1. Hand-axe - light, throwable, On successful attack, forgo damage to deny an enemy the use of their weapon.

  2. Battle-axe - medium, may reduce damage dealt in half to disarm enemy of one weapon.

  3. Two handed-axe - heavy, on damage roll of a 6 roll, roll another d6 and add to the damage. repeatable.

  4. Club - light, on a hit, forgo damage to stun for one round.

  5. Dagger - light, throwable, counts as heavy vs prone or surprised enemies.

  6. Flail - medium, Target always counts as having AC 10. Deals d4 damage.

  7. Greatsword - heavy, upon killing an enemy the wielder can make an additional attack.

  8. Pike - Heavy, in formation, attacks against your unit count as if you are wearing medium armor. 

  9. Poleaxe - heavy, reach, target always counts as having AC 10 unless they are adjacent to you.

  10. Javelin - medium, thrown,

  11. Longbow - Medium, +1 to hit per round spent aiming

  12. Mace - Medium, target always counts as having AC 12.

  13. Quarterstaff - Target must make a dodge save to approach, failure results in automatic damage from this weapon.

  14. Shortbow - light, may split move and fire and fire from horseback.

  15. Shortsword - light, riposte twice.

  16. Sling - light, deals no damage unless it crits, unlimited ammunition.

  17. Spear - may hold your attack to attack anyone who approaches you first.

  18. Sword - medium, riposte.

  19. Warhammer - heavy, those struck are thrown back 1ft for every point you hit them by.

  20. Haja-no-Ontachi (Great Evil-Crushing Blade) - Super Heavy, those without divine blood are slain when cut. Those who are evil and demons, must save vs fear when it is drawn even if they are immune to such things. If the wielder strikes one whose heart is more pure, they are slain instead in a fountain of black gore and pulled into the underworld.

Saturday, February 25, 2023

By Thy Scorn

 When by thy scorn, O murd’ress, I am dead

And that thou think’st thee free

From all solicitation from me,

Then shall my ghost come to thy bed,

And thee, feign’d vestal, in worse arms shall see …



Been watching Lockwood & Co. with my wife. This is rare, as I never watch TV, but this show has got me. Here goes. This is for Everythings.


Maybe spoilers for the show. Lots of ideas stolen, but they are stolen from my fever dreams about spooky London. I’m sure I have tons of details wrong even if I meant to rip it straight.


SETTING:

The Problem started four decades ago. No one knows why, but regardless the dead have become dangerous again. Violent death, suicide, or sufficient trauma result in persistent ghosts. They are invisible to most and their touch is lethal. The same year, talents started emerging. Sight, Listening, Touch. Perhaps they already existed, there just weren’t any ghosts before. Perhaps they share a cause with the Problem. The Bureau was founded to study and combat the new threat.


A decade ago, a powerful Listener had a *conversation* with a Type III ghost. It has never happened before or since, but as a result she discovered Sources. Every ghost has a source, and if it’s destroyed or secured, the ghost cannot manifest and is rendered “safe”. She used her fame to start one of the two great firms, Trotter & Throckmorton.


A year ago the Problem got worse. Rumors began circulating of the walking dead. Soon after, a curfew was set and stories stranger things yet began populating the evening news. It got so bad that occultists, priests, and psychics were being hired to handle jobs the Duopoly was too busy for. In response, The Bureau opened liscencing to firms who could prove they were capable of handling psychical incidents and coloring within the lines. All the Talented that could be found were trained and graded. Enterprising individuals, or those unable to secure employment at either of the grandfathered firms could strike out on their own. Oh, and you discovered you have a talent.


A month ago your first job went sideways. Bad info and a touch of hubris sent you and your scrub team on a collision course with a Type II. Most of your team was Touched and your closest friend Ghost-Locked. They are in a psych-ward at the Bureau. It’s rare for anyone to come out of the ward.


Yesterday, you were acquired by a cut-rate firm desperate for work and reliable employees.


REMEMBER YOUR TRAINING:

Talents emerge during puberty and fade with age.


All ghosts are spiteful and extremely lethal. Pure metals, salt, running water. These are the common things capable of discouraging a ghost. 


Ghosts are weak during daylight hours and are unlikely to manifest. They get stronger as night passes.


A Type I can be discouraged with a line of salt, a blessed iron chain, a spark of magnesium, an iron sword.


A Type II are powerful enough to frequently break the rules. Be prepared.


The remains of the dead are the most common Sources. Covering them with a silver net is the quickest way to secure them. A hand grenade is a decent alternative.


There are those who use the waking dead for their own gain. Their activities are illicit and unsanctioned by the Bureau; relic-men, ghost cults, soothsayers and mediums. 


CLASSES:

Talented:

Stats: as a teenager

Equipment: an Iron Rapier, a Practitioner’s License, and *something special*

You are sensitive to the disturbances caused by lingering spirits. Most of the time this means you can see them if you are in their presence, like a glowing form. You have an additional aptitude. This takes one of three forms. Listening, Sight, Touch. 


Listener:

  1. You can hear spirits well before others. When in their presence you can make out their insane tortured ramblings.

  2. Their ramblings become clearer, corpse-sources give off the sound of a beating heart.

  3. Somehow, they can hear you back. No ghost understands you, but if you scream they are pushed out of earshot in an instant.

  4. Wait, did that ghost understand you?!


Sight:

  1. You can see Death Glow, a lingering sillouette left when someone dies. You see ghosts clear enough to make out their face.

  2. You can see trails very recently left by the supernatural and Sources just hidden behind one layer of concealment leave a faint glow you can detect if not distracted.

  3. Relics now glow to you as well. Once per night you can see 15 seconds into the future.

  4. If you hold a relic, you can see the scene which caused it to be so.


Touch:

  1. You feel the presence of a spirit as temperature change at a fair range. In proximity, you detect their emotion.

  2. The first time you touch a ghost, you don’t die.

  3. Iron you wield or place is twice as powerful.

  4. Touch a source to briefly banish a ghost. Touch someone Ghost-Locked to give them another save. These only work once per target.


SPOOKY SPIRITS:

Combat is as GLOG with the following exceptions. Ghosts follow the rules unless they expend power to break them. Ghosts have a starting power level and gain 1 power every hour after sunset. Type II ghosts gain 2 power each hour.


Power is spent by the GM (ghost-master) to break rules. Pass a salt line, break a chain, re-manifest after defeat, spring a trap.


If a ghost hits on an attack roll the target must Save or Die. On a sucessful save, they are Ghost-Locked. “Fight the ghost” is never the correct plan. 


If a ghost is defeated enough times to deplete it’s power or its Source is destroyed/secured, it is rendered safe.


Items have a quality that indicates their power. The thrice-consecrated rapier Le Coup De Foudre is a more powerful weapon than the mass produced stick of iron given to you upon graduation. The default rapier has no damage bonus against a ghost. An iron chain costs more power to pass than a ring of salt.


INVISIBILITY rules, spells, scenario

Merry GLOGmas to you @inconspicuousal Invisible creatures push the limit of what most rule sets can handle and get handwaved wit...