By Dillon Samuelson |
ive often been frustrated with fighters in TTRPGs. theyre always boringly flat, often boiling down to +2 dmg & to-hit & hp & attacks per turn, and i think that sucks cause not only do shining warriors deserve more style, it also feels like it lacks hooks and toys to do cool shit with. at some point i even got bored of my own fighters, i was spending too long trying to come up with the ideal selection of generic abilities, so i SNAPPED and decided to just hack together all my favourite abilities from all my favourite fighters in the interest of making something that oozes wickedness. and so, WEIRDHACK was born.
so anyway
I WANT TO BE HEART EYES FROTHING AT THE MOUTH TO PLAY A FIGHTER
Heart Dice (HD): d8, start with 8 + d8 Heart Points (HP), gaining d8 each level.
Proficiencies: All forms of conventional melee weapons, armour, and shields, and one form of conventional ranged weapon (pick one) OR one form of unconventional melee weapon.
Equipment and skills from your Paradigm. Or roll at the bottom if you want.
Adaption note: for systems without class specific HP, maybe just give 3 or so extra HP per level. alternatively, make Fatigue deal less damage to Warriors. systems without proficiencies, give a +3 to hit or let them double their str modifier or whatever.
A | The Killing Moon
B | Tin Soldier OR Butcherbird
C | In My Heavy Hands
D | KINGSLAYER
Δ | A Heavy, Iron Hand
System note: from GLOG, you get a "template" each level, A B C D up to 4th level. Δ means a delta template, which you can get if you ever complete its requirements.
The Killing Moon [A] (stolen/adapted from here)
The Queen of Air and Darkness isn't real, exactly. She's a dream, a ghost of the moon. But she can protect you from the world that hates you so dearly: she can make you imaginary too. You don't have to be a person any longer. You can be a fairy-tale villain, a toy soldier, a sword. You can be hers.
When you miss an attack, you can gain Fatigue in pain and exhaustion to attack again.
When someone attacks you, or an ally in reach, you can gain Fatigue to contest their attack roll with your own– if you succeed, you parry the attack and deal damage to them instead.
Fatigue eats empty inventory slots. If you run out of empty inventory slots, let items fall out of your pack to open up slots or take 1d4 damage. Enjoy hot food and sleep to relieve Fatigue.
It might wear a person down, to be the relentless adversary of a hateful world. But you aren't real, so you must bear it.
Tin Soldier [B option 1] (stolen/adapted from here)
Your bones bear the weight of every sin your flesh performs. Your muscles coil like snakes, fangs born from their lips.
You can perform Feats of Strength (bending bars, sundering equipment, lifting gates), in exchange for gaining Fatigue.
The Fatigue gain replaces any roll you might need to do, unless you’re trying to inflict something on another creature, then you need to make a successful attack.
- Gain 1 to perform any Feat normal human could.
- Gain 2 to perform any Feat a human at their physical peak could.
- Gain 3 to perform any Feat a wild beast could.
Some feats (such as, for example, bending an iron bar or snapping a femur) are not instant and require minutes of effort, and the cost of +1 Fatigue.
Cast down your tools and crack the bones of your wrists.
OR
Butcherbird [B option 2] (stolen from here)
Your head is full of birds. They come in with terrible things in their beaks– tribute, or prey. They take things out of you, but you don't remember what. They leave the terrible things behind.
Over the course of a couple hours, given the tools and materials, you can convert any melee weapon into a wicked trick weapon of some kind.
When you do, you can pick a special property from the list below, and combine it with something else– another weapon, a tool, or an ordinary accessory (utterly innocuous without close inspection). This is the weapon’s second form: you can snap it from one to the other with a nasty flick of your wrist. To anyone else, they’re ordinary weapons- they don’t have the knack to use them right.
Nasty Fighter Weapon Properties:
- Envenomed. Something at its core is weeping. When you brandish it, it drools. Anyone you strike must save against poison, or be unable to think of anything but fighting you. This ends if anyone else attacks them, or if the fight does.
- Serrated. Not like a shark tooth, like a steak knife. Deals an additional 1d4 damage when it tears into bare flesh.
- Magnetic. Can be used for anything you’d use a big magnet for. Shorts out in water. Counts as a shield against metal weapons, but attacking anyone wielding a metal weapon or wearing metal armour with this thing is a fool’s errand.
- Spring-Loaded. Jumps out when you attack, so you don’t need to draw it first.
- Biting. On a successful hit, you can snap its jagged jaws shut on them like a bear trap, grappling instead of dealing damage.
- Hooked. Not like a sword hook, like a meat hook. Instead of dealing damage you can yank them towards you.
- Barbed. When you skewer somebody with this, it stays stuck in them. Roll under strength to pull it out, which deals damage again.
- Detonating. You can arm this and toss it to someone nearby instead of attacking. It self-destructs in a round, dealing triple its normal damage.
- Integrated. Attached to your clothes or armour. Can’t be disarmed, but anyone willing to grab the bad end gets advantage on starting a grapple.
- Returning. When you throw it and miss, it comes back to you at the start of your next turn.
- Mirrored. You can parry spell attacks with this. Failing to parry a spell destroys the weapon, and you get hit with the spell too.
- Foregone. If you fully impale yourself with this, you drop to 0 HP and everyone assumes you're dead until you heal back up. Roll twice and pick if you have to roll on a dismemberment table.
In My Heavy Hands [C] (adapted from here and here)
You can taste the iron in the air. Its fingers linger on yours, the ache in your hands ache for its cold touch. Let it leap to their throats, let iron taste iron.
Weapons on your person can be drawn instantly even if you were wearing them on your back, or hiding them in your boot, or were tied up and couldn't possibly have reached them.
Anything can be used to kill. All you need is will. Melee or thrown weapons you wield, even improvised ones, deal 1d8 damage if they would normally deal less, or d10 if you are wielding it with two hands. Your bare hands are now d6.
Do you even fear it's too late now? Or do you pull it tight around your shoulders and drag yourself on. Maybe it will all be over soon. Soon…
KINGSLAYER [D] (adapted from here. specifically the ranger)
You may add +X to an attack’s damage, X being the number of HD or level of the mightiest foe defeated by you and your companions. This is not expended if the attack does not land a blow (you can use it again if you miss). When used on suitable objects (a wooden door, a flawed boulder, the crown of the king) or for a killing blow, the target splits clean down the middle and falls in two.
You can’t do this again until after you’ve told the story of felling that mighty foe to someone who's never heard it before. (You can skip narrating it again after the first time if you describe an extra exaggeration added to the story).
Oh slayer. What have you become?
A Heavy, Iron Hand [Δ] (stolen from here. specifically the fighter)
Kill two foes with a single strike to gain this template.
All damage dice on all your weapons explode on their highest result. 1d6 wayward students will soon approach you, pledging their service in exchange for your teachings.
'Melkor' by littlestpersimmon (aka Caleb) |
PARADIGMS
as a system preface, im doing something that is kind of laughably nonsensical. i absolutely adore
glog for its infinite mass of wicked classes - and yet i want to make a
glog hack that only features the 4 classic classes. ive thought a lot
about how i approach making characters in TTRPGs (mainly in 5e of the
worlds 3rd oldest rpg cause thats what the DMs around me play, apart
from the occasional classless Knave game), and i really
love adapting classes to create cool concepts. stuff like a jester
using the monk class, a warlock thats actually a barbarian (rage powered
by the ocean goddess), magical girl thats a warlock (amour of shadows plus pact
blade <3). so, i think generic classes are cool because they get out
of your way and you can flavour them however you want. but taking
inspo from glog, i think having an ability or so tacked onto a generic
class to making it something interesting and unique is pretty cool!! so
this class is an "archetype" in my system (a classis in glog terms), and
has paradigms that function as a background/subclass (annoyingly/amusingly, often
also called archetypes lol).
Could use these, this is semi inspired by those archetypes. Or check out these! edit: OR THESE SO MANY
Make Your Own!
Equipment. About 6 items. 2-3 defining, 1-2 useful, 1-2 aesthetic or niche. Mix and match or whatever.
Skill. Something Specific
A
drawback and an ability. Feel free to just rip off abilities from
any other glog class, and give it a proportional disadvantage.
Steppe Barbarian
Equipment. Pick a mount, pick a ranged weapon, hunting trap OR one handed weapon, heavy cloak, thundering horn OR wild mask, drinking horn.
Skill. Mounted archery
NAKED BEAST. When youre not wearing your max HP is always MAXED OUT meaning if you had to roll at all for your HP, treat those rolls a maxed. When you are wearing armour, your max HP is the minimum. (stolen from the platonic ideal barbarian)
Knight Errant
Equipment: Pick any weapon, pick another weapon, composite armour (chainmail, half-plate, etc), fine rope (20m), flask, torn banner
ALT Equipment: Lance (bulky, d12), arming sword (d8), chainmail (as composite armour), fine rope (20m), flask, torn banner
Skill. Etiquette
Crestfallen Honour. Pronounce a minor curse upon any who act dishonourably towards you or your companions, or a major curse if it was during a duel. Someone can only bear one of your honour-curses at a time.
Whenever you encounter a darling princeling, save vs infatuation! (princeling is genderneutral)
Dark Soul
Equipment. Amber healing salve (regain a HD worth of HP. 1 charge), bastard sword, half-plate (as composite armour), fire bomb (d8 10m radius), corroded key, severed desiccated finger
Skill. Forgotten lore
Hollowed. If you would die, BARGAIN. Trade something, anything, your last scraps of humanity to survive.
When you have NOTHING LEFT of who you once were, you become a mindless flesh-hungry ghoul.
Refill your amber healing salve with the last breaths of a dying person, 1 charge per HD or lvl they possessed.
(look here for things to lose)
SWORD BEARER
Equipment. Enchanted sword bound in sacred blue ribbons (stats as unbreakable club), 3x other mundane swords each from a different land, royal servant attire, signet of the secret order of the cruciform blade (will get you into more trouble that it gets you out of)
Skill. Hidden canon (biblical)
SWORD QUEST. You bare a fabled blade. It is a burden you must carry with your heart. Start with Kingslayer, with X starting at 8, which can only be used when you draw your enchanted sword. This draws the ire and attention of its true owner, the great and terrible Once and Future King. To regain the use of Kingslayer, you must instead declare that the forces of Camelot draw closer, triggering an encounter with the Knights of the Round Table. Roll a d20 over X, failure meaning the Forgotten King has found you. Should He wield His enchanted blade once more, the world shall come to an end.
Acquire templates in the order D, A, B, C.
simplified character sheet friendly version here.
also, if you want to skip customisation + paradigms...
ROLL FOR IT
Proficiencies. All conventional melee weapons, armour, and shields
Also (d6). 1. breaker blade 2. chain sickle 3. meathook polearm 4. spring loaded pile bunker 5. crossbow 6. longbow
Starting Armour (d6). 1. chainmail (as composite) 2. halfplate (as composite) 3. lamellar (as composite) 4. thick furs (as textile) and painted round-shield 5. buckled dungeon punk leather harness (as textile) and spiked buckler 6. gambeson (guess) and towershield.
Starting Weapons. 1. ancient katana and wakizashi 2. dueling rapier and flintlock 3. double headed axe and one-handed warhammer 4. worn longbow and stiletto dagger 5. thorned mace and second thorned mace 6. yew-wood lance and arming sword
(If you rolled for proficiencies, you can replace the ranged/weird weapons with what you rolled, or else vice versa for changing your starting proficiencies)
Starting Gear. 1. rough rope (20m) and 10 candles 2. pouch of caltrops and iron file 3. ancient spyglass 4. hooked iron pole (3m) and polished iron mirror 5. 10 pitons and hammer 6. bear trap with chain
Skill. (d6) 1. Ditch Digging 2. Sailing 3. Etiquette 4. Siege Engineering 5. Clan History 6. Folk Singing
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