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. 

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