Tuesday, November 25, 2025

a Tale in the Telling (GLoG Class: the Mythmaker)

Pacts are one way to gain power through a spirit's dealings, another is to tame lesser souls you find around you. Of course, there is occasionally a circumstance where that relationship is less transactional, when a spirit deigns to simply give a gift, and watch what drama follows.

 

[A]: Spiritual Favor, Heroic Gambit
[B]: Renowned Warrior
[C]: Unexpected Trick
[D]: The Victor Stands Bloody Handed

Spiritual Favor:

Whether you earned their favor through an impressive feat, pity, or sheer luck, you have found yourself blessed by a powerful spirit. You gain one of the following:
  1. Gift of the Scorned: one of your hands has the resting temperature of a hot ember. once per day you can produce a cone of flame (1d6 save reduces by half).
  2. Gift of the Prisoner: You possess a blade that is itself possessed, and counts as a magic weapon. It shackles an additional six lives to your own. When the sixth is lost, the blade shatters.
  3. Gift of the Grief-Eater: Your voice carries across great distances. You can scream loud enough to rupture the eardrums of all around you, doing so renders you speechless for the remainder of the day.
  4. Gift of the Watcher: up to [templates] times per day, may re-roll any dice, taking the new result.
  5. Gift of the Staunch: If you have time to dig your heels into the ground, nothing can knock you off your feet. If you attack without doing any other actions in a round, add 1 to your Injury roll.
  6. Gift of the Tyrant: Objects you break are utterly destroyed, incapable of reconstruction. If you roll exactly your build score while making an attack, you may choose any object on your target to sunder.

Heroic Gambit:

If you would die in such a way as it would occur off-screen, such as wrestling with a tentacled monster as the current carries you downstream, being eaten whole by a giant beast, or falling down a dark hole, you have an templates-in-6 chance of instead surviving with whatever the maximum recovery period of the system is. After that time has passed, the character can chance upon the party once more.
 

Renowned Warrior

Tales of your exploits have begun to spread to even the unlikeliest of corners. Whether famous or infamous, people are immediately familiar if you announce yourself, and have a Templates-in-6 chance of recognizing you by sight alone.
Other warriors will always accept your challenge to a duel, and cowards will quickly debase themselves or else flee if threatened. If you are known to be dishonorable in your challenges, your opponents will know this and act in kind. 
 

 Unexpected Trick

 Once per turn, you may make a free maneuver in combat. You can only do this if the maneuver is something that you have not (in common knowledge) done before.
 

The Victor Stands Bloody Handed

 As long as your hands are coated in fresh blood that isn't your own, you may add an extra d6 to any combat maneuver rolls. You also roll with an extra Injury Die on successful attacks.
 
Was uncredited in my images folder. Internet is too enshittified to track down a source.

This class is meant to encourage taking risks, and designed to be played in which players have a stable of characters to play. The inspirations for this class were the Champion, from Locheil; along with the Summoner from Hilander's Lost Fable.

Friday, November 14, 2025

Puncher

 


Starting Gear: Powdered Jerky, One-quart Flask, 50 lb. Training Weights (x2).

[A]: Physique of Fists, Techniques
[B]: Devoted Student
[C]: Techniques
[D]: Perfected Form

Physique of Fists

You have exceptionally powerful muscles honed by years of training that are all specialized towards the punching motion. You can treat your punches as lethal weapons, and always count as having at least 15 in your Build score as long as the roll is relevant to making a punching motion.
  

Techniques

You have an additional Injury Dice to roll each time you attack, this Injury Dice can only be applied when using a Technique that you know. Any time you roll a 6 on your additional Injury Dice, it is expended for the remainder of the day. Each time you gain this template, you get an additional Injury Die to use on your techniques, as well as a new technique from the list below.
  1. Cradle of Fists: Apply [most] to the target you're choosing to attack. The first target is pushed into another target who applies the [least] die, or into an immobile object causing the first target to also take [least] die. Both targets are knocked over.
  2. Gut Punch: Target has the wind knocked out of them and vomits up the [most] most recent things they've eaten. They will only take defensive actions for [least] rounds. 
  3. Soul-Searing Sucker-punch: The target has their soul knocked out of their body for [least], temporarily leaving them defenseless against all but magical attacks. If any result of your rolls for this technique are a duplicate, the target is immediately possessed by something very angry and very scary.
  4. Steely Fist: Trade hardness with a nearby object for [dice] rounds. Your initial Injury Dice will automatically be rolled as a 1-6 based on how hard the object is with a 1 being harder than a fist, and a 6 being harder than metal. You still roll your additional Injury Dice as applied to the technique but only for the first attack. You can also use this technique to attempt to break the object you traded hardness with, applying [dice]*the hardness of your fists adding any Injury Dice applied to the technique. 
 

Devoted Student

If you successfully save someone weaker than what you defended them from, you gain them as a follower. Your follower will attempt to mimic your actions, but is ultimately useless in combat. You can only have one such follower at any given time, and they can be commanded to do things as a hireling, but with an additional 1d6 bonus when rolling to convince them to do something they otherwise wouldn't do. If your follower ever sufficiently proves themselves in combat, they cease becoming your follower and gain their first template as a Puncher.
 

Perfected Form

You gain an additional Injury Die. Whenever you roll exactly your Build score, or a 15 while making an attack, you can choose to roll any number of Injuries as long as you continue to have unexpended Injury Dice in your pool.