Tuesday, May 26, 2026

Your Only Move Is (GLOG Class: Hustler)

 

HUSTLER
Start with: Two weapons (see below)
+2 Techniques per template
A - Combo
B - Like a Book
C - Yomi
D - Hustle


A: Combo
Whenever you roll to deal damage, you may reroll the damage to begin a combo.

  • If the new amount exceeds your last damage roll, it becomes the damage dealt. You may repeat this process to extend the combo.
  • If the new amount is equal to the current damage, you drop the combo and can't reroll again.
  • If the new amount is below the current damage, you drop the combo AND get punished: your target gets a free hit on you.

Example: You hit for 3 with a sword (d8). You extend and this time roll a 5. You've now landed a 2-hit combo and dealt 5 damage total.

You can freely swap items between your hands, pockets, stowed inventory, and immediate surroundings in the middle of your combo.

Keep track of your longest combo, for bragging rights if nothing else.

 

B: Like a Book
If you know someone well enough, you can read them.

First, declare three nontrivial facts you know about them. Next, declare an action. You learn how your target would immediately react to your action. (Basically ask "If I do X, what will they do in response?")

You can read someone in response to dropping your combo on them, negating your last roll; or to reduce their incoming damage to you by d12.

If you are mistaken in one of your nontrivial facts, the information you get from your read will also be mistaken. (Noble gm, lie thru your teeth!)

You can't do this again until you meditate for an hour, learn three new things about them, or crit them.

 

C: Yomi
You can read mysterious levers, magic items, empty hallways, dead bodies, and other non-living things.

You still need to declare three nontrivial facts. ("The sword is made of gold" is trivial, because you can observe it without prior context. "The sword belonged to Juan Guerrera" is better. "This room is an altar to Hel." You get the idea.)

When reading hallways, levers, and other dungeon features, you may choose to read the dungeon itself.

When reading a corpse, you learn how they would have reacted if they were still alive. ("If I did X, what would they have done in response?")

 

D: Hustle
You deal additional damage equal to the length of your current combo. (i.e. if you are rolling to extend a two-hit combo, you add +2 damage to the result.) (Yes, you can now deal theoretically infinite damage.)

You also get a free read against lower level fighters.


Weapons
If your gm is cool they'll let you use these for other classes too.

  1. Ninja pot pourri (d4) — 20 shuriken/kunai/caltrops/noisemakers/bladed fans/etc. hidden all over your person. You can throw up to 1 + [templates] of them at a time.
  2. Unarmed strikes (d6) — Your bare hands, feet, elbows, knees, and forehead. Intense training has made them resistant to heat, cold, electricity, and gentleness.
  3. Katana (d10) — The sharpest of all swords (which deal a mere d8). With each strike, you can teleport behind your target.
  4. Lunar Arc (d6) — Silvery bow. Pins clothes to walls. Deals d8 when bathed in moonlight.
  5. Flames (d6 per template) — From your own mouth. Reload by eating spicy food.
  6. Tome (d6) — On your third hit in a combo, cast a spell at +1MD for free:
    1. Frost — [sum] damage, doubled against fire types.
    2. Skull — Conjure [sum] floating spectral skulls. Opportunistically bite those who get too close for 1 damage and then vanish (basically a "pool" of damage you can add to your attacks).
    3. Boost — Send yourself flying [sum] x 10' in any direction.
    4. Trance — Until combat ends, [sum] targets have +1 to hit and damage and hear a battle rhythm that allows them to communicate wordlessly and instinctually at any distance.
  7. Bone Claws (d6/d6)Schlorp out of your wrists, dealing d6 damage to you.
  8. Orb (d4) — Floating telekinetic runed stone sphere. Obeys your thoughts. Can exert as much force as one of your arms.
  9. Pistolfoot (d6) — 10' VERTICAL LEAP KICK BIRDS (& birdlike beafts wink nudge) OUT THE AIR
  10. Lasso (d6) — Can crack as a whip or wrangle a varmint from afar.
  11. Bioelectricity (up to d6) — Zaps out of your palm. The target becomes charged, taking or dealing +d6 damage from or with a metal weapon, once.
  12. Phantom limb (d6) — Replaces your dominant hand. Deals damage by aging its victims that many years.
  13. Princess (d4/d4) — A willful and fearless animal. Spend your attack to command her. Deals d6s against creatures her size, like gnomes and squirrels.
  14. Slab of iron (d12) — A piece of metal too huge and unwieldy to be called a sword. -4 to hit.
  15. Orcaxe (d8) — d12 against orcoid body plans
  16. Boulder (varies) — Torn out of the ground or wall, as available. Deals d4/d6/d8/d10/d12, depending on how many slots heavy it is. A brick is a 1-slot boulder.
  17. Revolver (2d6) — Six-shooter. Figure out how to reload it.
  18. Mist clone jutsu (varies) — Roll damage twice and take the higher. Clone dies in a single hit, can't dodge, and is created with no equipment. Fleeting sentience.
  19. Fender (d12) — You turn into a car and hit people with yourself. Take all the damage you deal.
  20. Everything else (d4) — Anything you can get your hands on counts as an improvised weapon. 

Tuesday, May 19, 2026

Interesting Maids

fkey

Doggerlands PCs are all pure-blooded dogs. Their servants, however, are imported from various nations and small isles.

For the most part, maids of a given type are all the same. You don’t need to know much more than that; you definitely shouldn't play as one of these.


1. Ardward
Smugeyed tawnylipped longwits too clever for their own good. Wear hats shaped like little boxes, which they use to hide their long, silky hair from lascivious suitors. If you are pursued by an ardward, throw a book on the ground; they'll be compelled to kneel down and scan it for grammatical errors. They're fast readers, so make it a big book.

2. Scuriani
Flattongued flipflopping slickbacks. Closely related to ducks, who they hate. The hair on their neck changes hues with their environment and emotions. Men are emotional, women are taciturn, both are easily goaded into knife fighting.

3. Dalula
Mooneyed mousy blacksaps. Born in litters of two or four: only children are especially ominous. Predisposed to diabolism, possession, and eldritch madness; otherwise personable and polite. A flame lit by a dalula burns deep, sinful crimson; it is bad luck to let a dalula carry your candle.

4. Cigner
Craning darksocketed peekers. Very hard to see in the dark, aside from their yellow pinprick pupils. Ghoulish laughter (save vs nausea), puerile sense of humor. Hide their hands, which are often deformed. Fighting custom revolves around roundhouse kicking each other in the neck.

5. Mau-mau
Sallow softboned meltymouths. Blush green. Slow to illness, quick to injury. Kindly to the point of superstition. If too harshly criticized, they bleed.

6. Iron Coastal
Clamcracking sexless boulderbrows. Glitter in the sun like fresh asphalt. Ears fold back when scheming, which is most of the time. Looking at the ocean grants them a profound sense of comfort, nostalgia, and also light precognition. Also called whalekin or welsh.

7. Nari
Lackwise hamhocked unicorns. Work quickly in the cold and glacially elsewhere. Strong singers and stronger swimmers. Born to a rich culinary and oratory tradition. Overvalued for their horns; a stumped nari is worth nothing at all.

8. Ogre
Braggadocious rosegoggled beerwolves. Drink like sinkholes and fight like bull elephants. Partially colorblind and completely artblind: beautiful dresses are like camouflage to them.

9. White
Bulbfingered blinkless beanpoles. Look older than they actually are. Pathologically restless. Every white is given an esoteric metal device at birth, the function of which they must decipher via obsessive fidgeting to attain maturity. To know this function is to know one very, very intimately.

10. Ester
Semitranslucent and perpetually on the verge of tears. Sentimental psychopaths: killing an ant makes them cry; slaughtering a calf does not. Fall in love with rivers and especially shapely hills. Molt once a year; it takes a week and a half, and is very messy.

11. Malisian
Zippertoothed picknosed filchos. Superarticulated fingers will flit into your pockets unless you brandish an iron arrow at them; a goodhearted malisian will sate this urge by simply misplacing your belongings. Quietly competent in malefic, the written language of the first necromancers; any malisian who learns magic gets their fingers cut off. They have no country.

12. Praian
Gloamy looseleaf horsecels. Laugh easily and quietly. Invented the game of charades and the dark art of mime. Hopeless romantics with showy courtship rituals. Compensate for their incomprehensible accents by having nothing of import to say.


a cigner, iron coastal, and white
as interpreted by my fiancee 

Monday, May 18, 2026

Worldbuilding Wizard (GLOG Class: Sorcerer)


eli minaya

In the first age, magic was the great and terrible flood which carved creation into shape. The flow has since been dammed, reduced to a trickle of piddling cantrips, like invisibility and fireball.

Two theories prevail on the wizard apocalypse. The first claims that all magic, including anaerobic respiration and true love, will one day dry up. The second claims that one day, randomly and without warning, the dam will break.


SORCERER
Start with: four spells; your choice of sword, harp, or magic cow; flammable blood
A - Origin Magic
B - Fame
C - Omens
D - Signature Spell

A - Origin Magic
You are a bottomless wellspring of origin magic, which is like regular magic but better in every way. Choose whether this is effortless or debilitatingly painful for you.

When you cast a spell, it is fearsome, catastrophic, or otherwise excessive in its effects. (For example, you may cast knock to open a door, and in doing so destroy every door in the dungeon, and the town, and also the next town over.)

  • The first rule of origin magic is the rule of 3s: your spell must do more than you intended, and also something else, and also one more thing. You and your gm should take turns describing these, escalating each time.

After casting, make a note of the spell you cast and whether the results were fearsome, tricky, noble, or wicked. (For example, knocking down a castle gate in wartime is fearsome, but knocking open a portal to fairy land is tricky.) These are the deeds you will be known by.

  • The second rule of origin magic is the event rule: your spell must go down as a significant event in local history. An easy way to fulfill this condition is to create a permanent landmark: a thicket glamoured by invisibility, or a barren waste with fireball.

You can only cast each spell once, even if you learn a second copy of it.

  • The third rule of origin magic is the rule of worldbuilding: your spell must force the gm to write something down about the world that has been forever changed, preferably while sighing and googling something about medieval population dynamics.
  • The final rule of origin magic is "a wizard did it": your spell must create some kind of monster as a byproduct. This part is completely up to the gm. The monster doesn't have to reveal itself immediately; when it does, roll reaction for hostility.

B - Fame
Every significant NPC knows your name and deeds.

You also gain an additional ability based on which type of deed you have the most of:

  • If you have a fearsome reputation, you can make an additional attack per round.
  • If you have a tricky reputation, your disguises are always perfect, and can even fool gods.
  • If you have a noble reputation, you can speak with swords and horses.
  • If you have a wicked reputation, lower level creatures freeze in fear when you glare at them.

C - Omens
You learn four more spells. Once all four have been cast, you die (or at least retire in a way that permanently removes you from the game).

This is totally natural and expected; it's basically wizard puberty.

Also, you can receive two-word omens about the future if you have ten minutes and appropriate divinatory tools. (You may use any and all methods interchangeably, from ornithomancy to ouija.)

D - Signature Spell
Choose a spell you've cast before. Whenever you confiscate a dangerous magical artifact, land a critical hit, or dream of drowning, you can cast that spell again.

 

witch hat atelier

Play this class to punish your gm. It's fairly rules-agnostic, so feel free to grab spells from anywhere. Here's some to get you started:

  1. Jam
    [sum] doors, windows, or similar gateways can't fully close. If slammed shut, they violently bounce back open, dealing [highest] damage to the slammer. You may cast this in response to a door (etc.) closing.
  2. Testament
    If the target dies in the next [minute/hour/day/year], they collapse into a ball of black ice, dealing [sum] damage to everything in the room. (This is how lichmoths achieve metamorphosis.)
  3. Venom
    You become as venomous as any creature you hold in your hands, and your blood becomes the antidote.
  4. Chip
    Put a dent in anything--even an adamantine shield--without breaking it. If it wasn't working before, it starts working. If it was, it stops working for the next [sum] minutes. Gods find this shit extremely aggravating.
  5. Axle
    Rotate an object [90/180/270/360] degrees instantly. Living things get a save vs a broken neck.
  6. Dizzy
    Target loses their sense of balance. If cast with 4 or more MD, target loses their sense of gravity as well, and falls in a random direction.

Tuesday, April 28, 2026

Thronesposting

kids these days always on their god damn thrones
 

There are no mundane thrones.

A king's throne can delude you (echoes of former grandeur). A lich's throne can possess you. A god's throne will evaporate you. 

The oldest valleys were the thrones of giants. Life grows wild in these places, towering many-crowned stags and titanic long-robed slugs. Men raised in these valleys grow tall; giants raised outside of these valleys diminish. (What was, will be.)

[Why does this happen? The soul (which is contained in a jewel-like organ in the ass, keep up) leaves an indelible imprint on the world. A heavier soul leaves a deeper imprint. This is as true of a dragon's lair as it is of a king's throne.]

 

Wizards, kings, and wizard-kings all require thrones. They spend inordinate amounts of time sat in a sort of meditation/cultivation: the technical term for this is brooding. This funnels power into the throne, to various magical ends...

d20 Throne Effects

  1. All things that die nearby immediately arise as undead.
  2. Walks under its own power on six powerful leonine legs.
  3. Drains the blood of illegitimate kings.
  4. Controls the flooding of the two closest rivers. 
  5. Reveals the future in apocalyptic fragments.
  6. Sees thru all depictions of the King's Eye. [☸]
  7. Midas curse!!!!!
  8. Projects close range divine terror field. Can be extended with psychic training.
  9. Invites gnomes. Generates whimsy at industrial scales.
  10. Shoots beholder beams. +1 beam per mounted jewel. 
  11. Gradually grows, turning you into a giant. 
  12. As supercomputer.
  13. Guarded by two angels.
  14. Shapeshifts, conceals, disguises, glamours, and beguiles.
  15. Calls barbarian warriors from faraway lands.
  16. Grants passage into dreams.
  17. Blinds God.
  18. Bestows d12 superhuman heirs.
  19. Summons spirits of pestilence.
  20. Ages you backwards.

A dynastic throne has been cultivated for many lifetimes, and therefore possesses many effects. A stolen throne is just as potent, but volatile and willful.


Powerful thrones are embedded in the world. They can't be moved: if you want to abuse the wizard's recliner, you'll have to move in with him. Likewise, if the recliner starts giving you trouble, you'll have to move out to be rid of it.

In the wake of a great and powerful evil, the land must be abandoned. What remains is a husk ruled by the throne itself. The undynasts call these cicada cities.

A broken throne eventually fades. If some brave soul were to enter a cicada city and destroy the throne, the land would eventually return to its natural state.

[The process takes hundreds of years, so it's not a serious priority for anyone with the power to do anything. Those who seek the cicada cities usually do so for less altruistic reasons.] 

Friday, March 27, 2026

Dogbox: 3 Dungeons + Fairies

pei lee

Spoilers, I guess, for Dogbox.

I've started with the three smallest dungeons and their hexes, as a warmup. Lil design ramble at the end.