Tuesday, June 12, 2018

GLOG: Class: Seraph

Seraph
You gain +1 HP for every Seraph template you possess.

Templates
A Forge, Vestments
B Soul Fire, Break, Enchant
C Heavy Eater
D Kaioken

Forge
You can pay 1 HP to materialize a weapon of any type in your hand. This weapon is called a caliber. Only you can wield your caliber. If it leaves your hands, it vanishes. If you throw a caliber, the Attack resolves first before it vanishes.

Vestments
You gain +2 Defense against Melee Attacks for every Seraph template you possess. This bonus is only active if you're wearing no armor and carrying a weapon no larger than a dagger.

Soul Fire
When you hit with an Attack using one of your calibers, you can pay X HP to deal 2X additional damage to your target.

Break
You can pay X HP to break one of your calibers and deal X damage in a [your number of templates]*10' radius. You ignore the damage.

Echantment
When you use your Forge ability, you can pay an additional d6 HP to give your caliber a minor magical effect. Minor magical effects don't boost stats nor can they force a target to Save.

Heavy Eater
If you consume double the required rations when taking a lunch, you restore an additional d6 HP.

Kaioken
Once per day can pay d8 HP to increase your Attack and Movement each by the amount of HP lost until the end of the round.

Tuesday, June 5, 2018

SDWC: Rules: Character Generation

This is how you make a character in Sex, Drugs, and Walled Cities.

1. Generate Ability Scores.
Roll your stats using the following method. Roll 4d6k3. Then assign that result to one ability. Repeat 5 more times and consult the chart below.

chart by Michael Bacon


2. Roll a Failed Career.
Your failed career was the nine-to-five you slaved away at before fate plucked you off your ass and buried you underneath a world of crime and violence.

Your failed career counts as a wheelhouse because it offered you some inside knowledge that your average Joe wouldn't know when you were working it.


3. Choose a Wheelhouse
Wheelhouses are overarching skills that you picked up in your life. Your Failed Career counts as one of them. Now you get to pick a second one.

Some classes offer you extra wheelhouses and you can invest time and money to learn more.


4. Choose a Class
Pick a class from the list. You gain Template A as well as any extras attached to the class.


5. Generate Derived Scores

Hit Points at first level = 6+Con mod.
After level 1 you gain d6+Con mod HP per level.

Stealth = 5+Dex mod-Encumbrance.

Move = 12+Dex mod-Encumbrance.

Save = 5+Cha mod+your number of templates.

Inventory = Strength Score+2.

6. Name your character
Pick a (un)suitable name for your character that slum dogs will remember for decades to come.


by Ehsan Fazeli

Sunday, June 3, 2018

SDWC: Race: Gongwarped Fishermen

Known colloquially as Gongheads, Gonks, Gongies, and Fush, Gongwarped Fishermen are mutant fish men that like to inhabit the liquid-veins of Gathox.


Additional Starting Equipment: Port-o-Lung, Freakshow Science Kit
Primary Ability: Intelligence

The Port-o-Lung is an invention that Gongwarped strap to their gills to allow them to convert oxygen from air. It takes up 1 inventory slot and if the Gongwarped is ever separated from their Port-o-Lung the Fish effect below applies to them.
The Freakshow Science Kit is a toolset of scientific instruments that allows the Fishermen to create their Mutant Freaks (see below.) It takes up 1 slot of inventory.


Mutant
Gongwarped Fishermen begin with two random mutations from their player's favorite mutation table.


Fish
Gongwarped Fishermen can't breathe air. They can hold their breath for a number of minutes equal to their Constitution score. After this time they die from asphyxiation.


Team: Freakshow
Gongwarped Fishermen are masters of a pseudo-Frankenstein brand of science. As a result they are very adapt at stitching together Mutant Freaks.

Stitching together a Mutant Freak requires a flesh investment. The Fisherman can chose to take either 1d6, 2d6, or 3d6 Flesh damage. HP lost from taking Flesh damage is lost permanently, but if the Freak dies the Fisherman gains the HP back as the flesh crawls back to its body. The result is also the Freak's Loyalty score.

The Fisherman can invest Harvested Flesh when he rolls Flesh damage. Harvested Flesh is an item that takes up one slot worth of inventory. Harvested flesh can be harvested from fallen enemies at a rate of 1 per Turn up the the creature's HD. Alternatively it can be bought on the black market for 20gp a unit. Investing Harvested Flesh reduces Flesh damage by 1 point per unit invested.

One Fisherman can stitch together a 1 HD Assemblage.

Two Fisherman can stitch together a 2 HD Fresh Meat.

Three Fishermen can stitch together a 4 HD From the Depths.

Four Fishermen can stitch together a 6 HD Stitched One.

The DM has the rest of the Mutant Freak's statistics and special abilities.

by David Lewis Johnson

Saturday, June 2, 2018

SDWC: Class: Scoundrels

Life in Gathox is like having your cake and watching someone else eat it. That someone else is the Scoundrel.

Scoundrels embody Gathox. Lie. Cheat. Steal. Reach the top. Get sent packing by the new hotness. Start all over again.

Playing the Scoundrel is like stepping into the shoes of Han Solo or Indiana Jones. You possess no super human traits. What you do have is your wits, a lot of luck, and questionable morals.

Class: Scoundrel

Starting Equipment: Leather armor, 2 daggers, handgun, 20 ammo, [1. Burgling Kit 2. Forgery Kit 3. Disguise Kit]

Kits are small toolsets that take up one inventory slot, but provide bonuses to the situations they're relevant to.
Burling Kits are relevant in situations in which you need to get into somewhere you're not supposed to be.
Forgery Kits are relevant in situations in which you need to copy a document or image that doesn't belong to you.
Disguise Kits are relevant in situations in which you need to be someone that you are not.

A: Know it All, Shoot First
B: A Little Luck
C: I Know A Guy
D: A Lot of Luck, Time to Leave

You gain +1 Stealth for each Scoundrel template you possess.

Know it All
You gain two additional wheelhouses.

Shoot First
If you surprise an opponent, your first attack against them during the first round of combat gets +2 Attack and deals +X damage where X is your [templates]*2.

A Little Luck
Once per day you can re-roll a non-damage roll.

I Know A Guy
Once per day, you can declare something you need. Invent an NPC and describe them. They have the thing you need and are willing to give it to you for a price. The DM determines your standings with this NPC.

A Lot of Luck
You gain an additional use of your "A Little Luck" ability. Additionally, one ally can re-roll a non-damage roll as long as it's reasonable that you were able to assist them.

Time to Leave
Once per day you can escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, and awkward social situations, but not sealed coffins.



by Catalin Bercea

Thursday, May 31, 2018

All I Need is Sex, Drugs, and Walled Cities

Gathox is alive. It breathes. It flows. It grows. But most importantly it hungers. And every alien, human, and mutant is the godling's vittles. But it's not flesh it desires. Only one thing sates the living mountain: Strife.
Great Zhezhn fuel religious fervor and sow chaos and disorder, both with the purpose to fuel Gathox's hunger. Governance, order, and control are all viruses that are hunted down and destroyed by anti-bodies.
Buildings rise to impossible heights, growing maze-like corridors. Vertical gardens drape from their walls like sustenance-pocketed curtains. Eventually, it's all swallowed, for nothing is constant in Gathox.
What little governance the citizens are permitted take the form of gangs that constantly compete for territory, wealth, power, and respect. Meanwhile the Great Zhezhn pull there strings from places unseen.

This is going to be the index for my campaign set in David Lewis Johnson's Gathox setting. Gathox is built around Swords and Wizardry: Whitebox, but we play the GLOG in these parts, so a majority of the posts to follow will be devoted to creating, converting, or expanding on the following:

-Alien and Other races
-PC Classes
-The Gangland Game
-Vertical Dungeons


Kowloon, at night, the real world Gathox
The Index

Classes
The Scoundrel

A special thanks goes out to Luke Thomson of Iron & Ink for inspiring me to embrace the fever dream with his Pike and Shotte campaign.

Sunday, May 27, 2018

GLOG: Class: Farrier

>>>>EDIT: This is a bad wizard. Do not use it in your GLOG game, unless you want to have a bad time! I'd delete this, but it is a good example of WHAT NOT TO DO when designing a glog wizard<<<<


Farriers are psychic monk ninja spies that utilize transmutation magic and their own psychic influence.


A: +1 CD, +1 Spell Slot, +2 Spells (1-6), Acrobatic Feat
B: +1 CD, +1 Spell Slot, +1 Spell (1-8), Mind's Eye
C: +1 CD, +1 Spell Slot, +1 Spell (1-10), Magic Resistance, +1 Attack
D: +1 CD, +1 Spell Slot, Trace


Cantrips
1. Create a phantasm, which is a non-magical object no larger than a horse that exists for 10 minutes. If the phantasm is mechanical you must understand how it functions before you can create it.
2. You can focus for one round to see up to 2 miles away.
3. Touch an object to learn its recent history. You may also receive impressions of its creator.


Acrobatic Feat
Once per scene you can perform a feat of acrobatics, which includes but is not limited to: jumps, leaps, flips, tumbles, catches (to avoid falling), swings, balancing, crossing rough terrain, handsprings, pole-vaulting, etc.


Magic Resistance
You reduce all incoming magic damage by 2. Once per day you can negate the effects of a spell that targets you.


Mind's Eye
Once per combat, you can observe your opponents and perfectly predict their actions next round.


Trace
If you discover a magic item, you can enact a ritual to save it to your brain. The ritual is 6 hours long and costs 1 spell slot. You can still cast spells, but you do not get the spell slot back until you erase the magic item from your brain.

As long as you have the magic item saved, you can summon one copy of it at will and it exists for 10 minutes.


Spell List
1. Break
2. Hold Person
3. Shield
4. Blink
5. Counterspell
6. Reinforce
7. Transmute
8. Shoot
9. Charm Person
10. Expand Self

Break
R: 50' T: one phantasm D: [dice]x10 minutes
You pack one phantasm with psychic energy. The next time the object comes into contact with something, it explodes for d10+[sum] damage. If more than one CD is invested into this spell, increase the damage by 1d10 per CD above one.

Hold Person
R: 50' T: creature D: concenration, up to [sum] rounds
Target creature or object is locked in place. YOu must maintain concentration for this spell to work. Target can breathe and move their eyes, but cannot swim, fly, or perform any other action. The creature may Save each round to break free with a [dice] penalty.

Shield
R: 10' T: plane or sphere D: concentraion
Create a psychic barrier, 10'x10', centered up to 10' away. Alternatively, create a sphere centered on the caster 5' in diameter. The barrier has [sum] HP. All attacks against it hit.

Blink
R: 100' T: surface D: 0
You teleport to a surface you can see up to 100' away.

Counterspell
R: 50' T: area D: [dice]x2 rounds
For the duration, the next spell cast within the area with [dice] CD invested or less is countered. The Caster gets a Save to ignore this effect.

Reinforce
R: touch T: [dice] weapons D: 1 hour
Weapons you touch are enhanced, dealing an additional 1d4 damage.

Transmute
R: touch T: one object D: [sum] minutes
You transmute the material composition of one object into another inorganic material.

Shoot
R [dice] miles T: one ranged weapon D: 1o minutes
You enhance a ranged weapon to shoot beyond its normal capabilities, up to [dice] miles away.

Charm Person
R: 50' T: person D: [dice] hours
The person regards you as a good friend and ignores the obvious spell you just cast on them. If you invest 4 [dice] or more into this spell, the duration becomes permanent.

Expand Self
R: 0 T: 40ft area centered on the caster D: [dice]x2 rounds
You expand your mind, pushing back reality. Flavor your inner world as you see fit. As long as you stand within the area of your inner world, you gain [dice] bonus casting die.

GLOG:Class: The Cult

This is a cult version of Joseph Manola's The Extras and Skerple's Many Goblins.

A: Cult Mentality, +1 Charming Sociopath, Recruit
B: +1 Cult Lieutenant
C: +1 Cult Lieutenant
D: Secret Sadistic Ritual


Cult Mentality
The Cult has a shared HP pool just like a normal character. 1 point of damage causes a single cultist to die. Area of effect attacks and traps only affect them once. Single-target Save or Die effects instead cause the Cult to lose 1 HP. Other single-target spells effect the whole Cult.


Charming Sociopath
It takes a certain charismatic insane individual to run a cult, and that person takes the form of the Charming Sociopath.

The Charming Sociopath is the de facto leader of the cult, and his presence is required when the cult attempts to recruit new members because—and let's be honest—this whole cult thing hinges on his charisma.

The Charming Sociopath is a level 1 Cleric, but otherwise functions identically to a Cult Lieutenant (see below).

If the cult should perish, none but the Charming Sociopath survive. Then if he survives the adventure he may return to town and recruit d20 gullible cultists.




Recruit
Once per week, the Charming Sociopath can climb up on his soap box and spew his ideological vitriol to the masses. This requires a Charisma Save, and if successful The Cult recruits d6 members and gains the same amount of hit points.


Cult Lieutenant
Lieutenants are named characters that hold more sway in the cult than its lesser members, but not as much as the Charming Sociopath obviously.

Once per encounter, a Cult Lieutenant can act independently of the cult.


Secret Sadistic Ritual
Once per day the cult may convene in a secret area and enact a secret sadistic ritual. During this ritual the Charming Sociopath can sacrifice up to d6 members of the cult. The Cult loses the same amount of HP permanently. For every member sacrificed, the Charming Sociopath's gains +1 Casting Die and +2 Spells until dawn the next day.