Thursday, July 10, 2025

The Monster Inside Me Has Grown This Large (GLOG Class: Wandering Monster)

A werewolf, or perhaps a slasher.


MONSTER
Start with: mask, weapon, trustworthy voice, victimology
A - Victims, Monster
B - Pawns, +1 Inhuman Physiology
C - Hunters, +1 Inhuman Physiology
D - Sacrifices, +1 Inhuman Physiology


Once upon a time, there lived a nameless monster.
The monster was dying to have a name.
So it set out on a journey to find its name.


A: Victims
Between adventures, you attract up to [level]+1 hapless goons: lantern boys, village fools, plucky street urchins, people no one will miss.

  • Individually, they have 1HP and take no damage on a successful save vs aoe. Collectively, they are as helpful as a single character (if that) and take a single share of loot/xp. 
  • You get +[templates] to Hit while your goons are in formation. (This is their only contribution in combat.)
  • You may treat any hirelings you personally take on as goons.
  • You may reduce incoming damage by d12 by sacrificing one of your goons, as if you were sundering a shield. 

Whenever something scary happens, your goons scatter, split up, and get lost, such that only one remains “on-screen”. Whenever you enter a new room, you can have one stumble back on-screen from behind curtains, inside closets, etc., teeth chattering and faces pale. If there is a non-obvious trap in the room, they've already triggered it (the gm describes their fate as part of the room description). 

A: Monster
At any time, if your goons are on-screen, you can stumble off-screen and become a wandering monster on the encounter table. While the monster is out, you play as your goons.

The monster…

  • …is a [level x 2] HD NPC under the GM’s control.
  • …has your skills, class abilities, and equipment, yet is unrecognizable as you.
  • …is mute, intelligent, and single-mindedly homicidal.
  • …is drawn to loud noises (arrives in 1d3 turns).
  • …doesn't trigger traps, is invisible to the undead, and can slip past locked doors.
  • …cannot die, although it may appear to when reduced to 0 HP. Instead, it plays dead and escapes at the first opportunity. It cannot return until downtime has passed.

You can stumble back on-screen whenever the party enters a room (oh my god guys, did you know there's a monster in this dungeon, i only barely escaped and somehow ended up here!)

If the monster "dies" or you run out of goons, return on-screen or die.

If you die, the monster escapes, forever to haunt the encounter table.


The monster went to a village where nothing ever grew.
"Little girl, give me your name.
If you give me your name, I will make you strong."


Inhuman Physiology
The monster reveals inhuman physiology. Additional attacks, darkvision, acid spit- gain one every time you level up and another every time the monster "dies", negotiated with the GM (see below). Ideally, the new ability is related to how it died: gelatinous bones if it was crushed, immunity to fire if it was burned, etc.

If an NPC sees you use these abilities as a human, you lose access to Victims, forever. (Other PCs may choose to ignore your eccentricities, but everyone has their limit.)

1d10 Example Monster Traits

  1. Wolf's Head: Gain an additional bite attack (d6).
  2. Ghoul Guts: Eat a whole corpse to gain d6 HP.
  3. Spring Heel: 40' vertical leap from standing.
  4. Fireproof: You are immune to fire.
  5. Ripper: Your nails deal d6 and bypass armor.
  6. Roar: Everything in earshot saves versus fear.
  7. Mimicry: Perfectly reproduce any sound you hear. Otherwise mute.
  8. Plague: [templates]-in-6 chance to inflict fever, visions, and shakes.
  9. Iron Head: Break stone and bend metal with the top of your skull.
  10. Toymaker: Swallow a doll or marionette to create a living puppet.


"If you'll feed my village, you can have my name."
The monster became the little girl with the pretty name.
The village became wealthy. There was plenty to eat.


B: Pawns
In place of hapless goons, you may choose to attract distinguished goons. They add +[level] to checks in a single, very specific skill.

If you know two secrets belonging to an NPC, you can command them to do anything, once.

C: Hunters
In place of hapless goons, you may choose to attract daring goons. They get their own turn in combat.

With a touch, you can change someone's fear response to one of the following: fight, flight, freeze, or fawn.

D: Sacrifices
In place of hapless goons, you may choose to attract devoted goons. They trust you completely, and will do obviously dangerous things if you tell them to.

You can summon your choice of any wandering monster to your location by sacrificing a goon: it bursts thru a door to gore them thru the chest, or rises from a lake to drown them.


The monster liked its new name, so it stayed inside.
But one day, it was just too hungry.


Tom Cuzor

Δ: Final Girl
If you only have one goon left, she can kill the monster. 

Tuesday, June 3, 2025

can't spell gaming without gambling (5 classes)

 
sports betting lobby commissioned me to add more gambling mechanics to ttrpgs and i always de-liver

Rogue 

Instead of rolling a d20, you may ask the gm to reveal cards from the top of a standard deck until you stay or bust.
  • It's blackjack, duh. 20 is a nat 20, 21+ is a nat 1.
  • You're encouraged to count cards, but if you do it in an obvious or lame way the gm can shuffle the deck to punish you
  • If there's more than one rogue at the table, share the deck. Each rogue adds their own unique joker (label it). Once per session, when your joker is pulled, activate your JOKER MOVE: (choose one at character creation)
    • POPOV: windfall- double your cash
    • BOZO: swap held items with someone else, no matter how far away they are
    • WILLIE: reset your HP to full
    • JOEY: free attack, automatically hits

 

Wizard

When you Do Magic, flip the top 3 cards of your major arcana and arrange at least 2 of them into a spell. (Spells never fizzle: the gm NEEDS to make your spell work, somehow)

You can peek at (and reverse) the top card of your deck when no one is looking. (cackle like a witch when you get away with it)

CardUprightReversed
The FoolOpenBar
The MagicianWizardLock
The High Priestess (II)MassIllusion
The Empress (III)ConjureElemental
The Emperor (IV)CommandArmy
The Hierophant (V) ControlWeather
The Lovers (VI)CharmPerson
The Chariot (VII)ToFrom
Strength (VIII)IronFlesh
The Hermit (IX)DetectMagic
The Wheel of Fortune (X)LightningBolt
Justice (XI)HoldMonster
The Hanged Man (XII)GrowPlants
Death (XIII)DisintegrateCorpse
Temperance (XIV)SelfControl
The Devil (XV)TrueEvil
The Tower (XVI)AnimateWall
The Star (XVII)DragonFly
The Moon (XVIII)WaterBreath
The Sun (XIX)FireBall
Judgment (XX)MagicMissile
The World (XXI)MoveEarth


Fighter

You can make infinite attacks per round against infinite targets BUT whenever you miss with an attack your target gets a free hit against you. (You have to make all of the attacks at once.)

You can make infinite parry attempts per round against infinite incoming attacks by beating their to-hit roll BUT you take double damage if the parry fails.

Track how many attacks you've landed or parried without taking damage:

  • If your combo is 6+ hits: you deal +1 damage
  • 12+: your weapons catch fire and deal +1 fire damage
  • 20+: you are on fire. you are immune to fire
  • 40+: you can run on water and swim thru lava
  • 60+: you kick up thunderstorms wherever you go
  • 80+: +1 lightning damage
  • 100+: lightning strikes you every other round. you are immune to lightning
  • 150+: you can lightning-forge metal weapons from loose dirt
  • 200+: you can ride the lightning between any two points you can see 


Paladin

Choose a number. All weapon damage dice explode on that number (reroll and add to the sum). Explode twice and you receive a revelation based on the number:

  1. Full heal (self or ally)
  2. +50 gold
  3. permanent +1 to random stat
  4. permanent angelic mutation: sturdy scales, winged feet, glowing eyes, etc.
  5. assume war form (+5 to everything, change size freely, immune to [element], terrifying to behold) until you rest
  6. enchant weapon: cumulative +1, effect based on current foe (new effect overrides old one)
  7. summon angel (2HD, move as giant eagle)
  8. Instant death (foe)
  9. +999 gold
  10. natural disaster (dealer's choice)
  11. summon archangel (8HD)
  12. killstreak activated: orbital death ray (6d6/round, 10 rounds, slowly travels 100')

Change your lucky number with an hour of prayer.


Quartermaster

Roll any number* of d6s to speculate on your inventory. (*up to the number of items in your inventory)

  • For each double rolled (two 4s, two 5s, etc), gain an additional copy of a random item (all of your currency counts as 1 item) 
  • For each triple, upgrade a random item (+1 sword → +2 sword, crowbar → indestructible crowbar)
  • For each quadruple, gain an additional copy of your whole inventory
  • For each quintuple, upgrade your whole inventory
  • If you roll any 1s, lose everything.

You can reroll some or all of the dice, once per attempt. You can buy more rerolls from very important devils

Friday, May 30, 2025

5 Scrolls (magic system/language puzzle)

Above: Front panel of decorated wooden chest, found in the tomb of the Elder King, ancient lord of the elves.

Below: Five scrolls, found inside the chest. Of scrolls, this is known:

  • They are made from the still-living bark of a mana-rich, now-extinct tree (called a livingtree, or a thauma tree, from an archaic word for magic).
  • They are vanishingly rare, and always written Old Elvish, a dead language. (In fact, magic itself is not currently practiced. There are no wizards in this age.) 
  • One activates a scroll by reading it aloud, which causes it to ignite and burn to ash.
  • Elf grave goods are always trapped: at least two of these scrolls will kill the caster. 

A clever player can use these five scrolls to become the setting's one and only wizard.

Wednesday, May 14, 2025

seveneves fixfic

 

today i slay the perfidiouf brainworm. Spoilers ahead.


Cool shit:

  • society of interconnected orbital habitats, forming a ring around an uninhabitable hell-planet
  • entire human race bottlenecked thru 7 women
  • all-female society supported by genetic engineering and parthenogenesis (I don't remember what Stephenson's justification for this was but apparently men are poorly suited to life in space? rolling with it for now


The Eves were most experienced in robotics, applied physics, genetics, and scheming. They also had access to a sociologist who they rarely used.

Like all the worst scifi characters, the Eves in charge look down on politics, religion, and the uneducated masses. There is no world in which they could govern more than 40 people.

There are no historians on the ship: imagine all of human history as recollected by 8 traumatized astronauts (4 americans, 1 brit, 1 italian, 1 soviet, and 1 generic-muslim-country-stephenson-doesn't-specify).

 

The first generation is raised under close supervision. 8 women raising dozens of children in a space station, while also working full time to prevent said space station from exploding. Poor Luisa, post-menopausal, has to keep the children from killing themselves and the Eves from killing each other.

How do they prepare their children for life without their guidance? What happens to their vision of the future when they die? How does a generation ship survive a generation shift?

 

Tuesday, May 6, 2025

Model Organ Polydactyly (GLOG Class: Frankenstein)

MogaChumu
"hey this doesn't look like a class about a mad scientist attracted to his cousin" shut the fuck up

You are a lump of disposable tissue. You exist as a proof-of-concept, or an organ bank, or an unintentional byproduct of industrial science.

You belong to someone who expects very little of you. Maybe, if you ever turn out to be worth anything, they'll visit.


MANIKIN
Start with: needle and thread, spare limb, bottle of formaldehyde.
+1 Limb per template
A - Spare Parts, Doppelganger
B - Galvanize
C - Myriapod
D - Doctor, Divorce

A: Spare Parts
With scalpel, needle, thread, and 10 minutes, you can harmlessly remove your own limbs/organs and replace them with someone else's. (Limbs/organs you stitch onto others are non-functional, and subject to graft-versus-host disease.)

You can use as many limbs as you started with, plus [templates], in any configuration.

You can sacrifice one of your limbs to reduce incoming damage by d12. You can protect anyone in reach this way, including yourself.

A: Doppelganger
You look and sound exactly like someone important, minus the stitches.

B: Galvanize
You are full of red lightning and mad science. Your bare hands deal an additional d4 lightning damage, and you can use them as defibrillator paddles. (return to life on a 1-in-10 if they died in the last minute)

C: Myriapod
If you have 4+ arms, you can make an additional attack per round.

If you have 4+ legs, you can run fast as a horse in a straight line.

If you have 2 or more heads, you have +1 MD.

D: Doctor
You can now stitch functional limbs/organs onto others. This takes a day's work, plus a full year of recovery for your patient.

D: Divorce
With a season's work, you split in two. Distribute your limbs between your two bodies. You are now playing two separate characters: you can do twice as many things, be in two places at once, and so on.

Your two halves do not share thoughts or memories after the operation.

 

JIN LH
it is rumored an order of church-adopted manikin secretly monitor those who practice certain excessive forms of mad science.

Yeong-Hao Han
it is said another path exists for those of welcoming flesh: instead of division, fusion.

d12 Funny limbs found in a dungeon

  1. dragon head. Breathes fire, obviously. Speaks eloquently, less obviously
  2. dead artist's hands, can reproduce her works with high accuracy
  3. Sticky mimic tongue (the kind you get at chuck e cheese for 1000 tickets but really big)
  4. Black iron prosthetic of the highest craftsdwarfsmanship, concealed heavy crossbow
  5. pirate peg-leg with secret compartment and swiss army tip
  6. Sleipnir hoof (can walk straight into Hell)
  7. minecart wheels (so you can roll on the tracks) 
  8. Ogre's dominant arm, an adept torturer
  9. flash-fossilized priest's hands clasped in prayer, project a field of blessings
  10. Giant praying mantis claw, +1
  11. Curse-etched leg of the green lich, the knee aches when goody two shoes adventurers are near
  12. 18ft albino anaconda
(some classes demand their own treasure. This class can make do with whatever's lying around)

galaxyspark