Thursday, August 3, 2023

shed your skin, don’t be afraid to evolve (GlitterGLOG class: WITCH)

It just wasn't fair. It wasn't fair that you lived in a world teeming with unmatched biodiversity, with quintillions of animals in every beautiful shape, and here you were stuck with just one.


There was a time you would have lamented this injustice, cursed your obdurate flesh. But you've learned, since then, that a little larceny can even the scales.


You are envy realized, a lesson in fluidity, a tribute to evolution, and you can turn into a goddamn moose whenever you want so they'd better not fuck with you.

 

witch

“Let no shape bind you. Transcend the limits of your given form. Go apeshit.”


Starting Equipment: 

-one taglock from an animal of your homeland (see below) (1 slot);

-a skinning knife (light sharp) (1 slot);

-a ragged outfit (light armor) (1 slot);

-big stompy boots (1 slot);

-3 rations worth of jerky, nuts, and candy (3 slots)


Big Stompy Boots: Helps you walk through difficult terrain, negating the extra step cost. If a witch is wearing big stompy boots, they move through squares of difficult terrain for zero steps.


Level 1: envious, wildshape
Level 2: baleful polymorph, shed skin

Level 3: ever-shifting, sheep’s clothing

Level 4: chimeric


Envious: You have a collection of taglocks taken from beasts, whether living or dead. You decide what each one looks like – perhaps a jangling necklace of bone, a taxidermied insect, or a braided scrap of hair. These items are what allow you to wildshape – You may only become a beast if you have an appropriate taglock. You can gain new taglocks by taking them from beasts, though if they are alive and unwilling you will likely be met with resistance. A witch’s Glitter spoils a corpse that a taglock has been taken from, rendering it unable to be harvested for food, additional taglocks or most other purposes. Only a witch knows how to harvest and use taglocks, but they can be traded between witches. Most taglocks are 1-slot items.


Wildshape: Use one of your taglocks to shapeshift into the corresponding animal as a one-point action, trading your physical abilities for its own. You keep your own attributes, but for each witch level you can increase any combination of your STRONG, STURDY, SLICK, attack, or defense by 1. You lose all your nonmagical abilities and gain all of the nonmagical abilities of the animal you become, and trade all your tags for its tags, plus the magical and person tags. Your wildshapes are obviously unnatural in a way associated with your identity, such as by retaining your hair color, your eyes, or some aspect of your aesthetic.

Baleful Polymorph: As a two-point action, you can use one of your taglocks in an attempt to polymorph a single creature you are touching. This works without fuss on a willing target, but an unwilling target saves SPARKLY, and if they fail they are transformed into the animal corresponding to the taglock you used -- which becomes inert and unusable until you rest -- for 1d4+1 turns. The target retains their current Guard, memories and mental faculties and can still speak, but in all other respects is an animal now. You may also sacrifice the taglock you used to make the transformation permanent until dispelled.

 

Shed Skin: When you take damage while wildshaped, you may choose to revert to your natural form to negate the damage. The corresponding taglock becomes inert if you do this, and you may not use it until your next long rest.


Ever-Shifting: You can wildshape as a reaction. Additionally, you can forgo your reaction to wildshape on your turn instead of spending an action point.


Sheep’s Clothing: When wildshaping, you can choose to become a natural-seeming animal instead of adjusting your attributes. You are able to pass for a normal animal unless you blow your cover, though thorough inspection may still give you away. While using Sheep’s Clothing you may drop the disguise and immediately adjust your attributes accordingly as a free action.


Chimeric: When you wildshape, you may use two taglocks to create a merged form of those animals, gaining the chimera tag and all of the tags and abilities from both. If you Shed Skin while in a chimeric form, revert to your natural form as usual but choose which of the two taglocks becomes inert. In the Glitterverse, you might be able to convince people this chimeric form is a naturally-occuring monster, so you can use Sheep’s Clothing and Chimeric at the same time.


When you retire a level 4+ witch, you may choose to give up one of your taglocks – Maybe you give it to an ally, or hide it away somewhere. That single taglock can be used to Wildshape whether or not its wearer is a witch themself.

 

devnotes

 i dont like the way many rpgs do druids. aside from the fact that the image codified into stock fantasy is drawn from conquering cultures' misconceptions of historical druids far more than it is actual celtic practice, i think the gygaxian model is just messy and unfocused. this is why i split their kit into three separate classes with tighter focuses -- the princess is a beastmaster who speaks to animals, the witch is the shapeshifter who becomes animals, and the botanist harnesses plants.

 

i borrowed a lot from princess in yellow's own shapeshifting witch, but i decided to make them feel more earthly and physical by having their shapeshifting require fetishes taken from animals -- which also makes them a tiny bit like a psuedo-prepared class, needing to manage their inventory of taglocks before setting off. shed skin borrows from dungeon world's druid, but i've overhauled its cost to fit my model better.

 

this is actually the first class i ever finished statting up for the glitterglog, and i'm especially fond of it. what do yall think? 

Wednesday, August 2, 2023

your head, your hands, brimming with violence (GlitterGLOG class: ARMSMASTER)

armsmaster

“To become over-familiar with one weapon is as much a fault as not knowing it sufficiently well.”

 

Your crew rely on weapons. You know weapons. You wield them like you're conversing with them, drinking in the language of violence that each one speaks until you know every nuance. Until your eyes swim with projections of mace-swings and spear-strikes and you look right through that busted-ass sword and see exactly how you're gonna fix that piece of shit better than new.


Starting Equipment:

-any three standard weapons of your choice (you lack proficiency with one of them, it’s brand-spanking new) (varies)

-your choice of medium or heavy armor (2 slots for medium, 3 slots for heavy)

-a kit of smithing tools (1 slot)

-a half-empty bottle of Rust-X (1 slot)

-2 rations worth of canned stew (2 slots)


Smithing Tools: You need this to apply upgrades from your notches ability.

Rust-X: Can be used to remove all notch upgrades from a weapon. One bottle is good for 10 uses. You can get more at any good hardware store.


Level 1: quick learner, notches

Level 2: wepoans unleashed

Level 3: *shing*
Level 4: iaijutsu


Quick Learner: You become proficient with a weapon type after you make your first attack with it, whether or not you hit. Choose one additional weapon proficiency at character creation. Jitterblasters, rattleblasters, and blasting rods are still exempt from this ability. 


Notches: Each time you defeat an enemy, you add a notch to your weapon. When you reach a total of 10, 20, 30, or 50 notches with a weapon type (such as ten KOs with hammers), you may unlock a new upgrade for that weapon, and apply it to any weapon of that type in your crew. Each upgrade may only be applied once, but if the weapon it is applied to is lost, you may upgrade another weapon of the same type with the same upgrade. You may apply multiple upgrades to the same weapon. You may select from the following upgrades:

+1 Damage

+1 Crit range

+Status effect on crit negotiated with GM.

+Special passive utility ability negotiated with GM.

You may only select each type of upgrade once per weapon type, until you have 50 notches. Your 50th notch can be a repeat.


For instance, an armsmaster with 20 notches on flails who put all his upgrades on one flail could have a crit range of 2 and the ability to stun an opponent for one round on a crit with that flail. You can work with your GM to determine how specific each weapon type has to be.


Multiple armsmasters in one crew track their notches separately, so if another armsmaster hands you a used, it'll have no notches for you -- though you can still benefit from their upgrades.


Wepoans Unleashed: At any time you may draw any type of weapon from an unspecified location. This weapon is added to your character sheet and is normal for its type in all ways. You may do this once for every armsmaster level you have beyond first. If you do not use the ability before leveling up, it does not stack.



*shing*: You may immediately switch weapons once per round, even when it is not your turn, but not in the middle of an action (e.g. after a to-hit roll but before a damage roll). You are encouraged to mime drawing the weapon in real life when doing this, even if nobody can see you.


Iaijutsu: You may attack immediately after switching weapons with *shing*. This still requires you to have an available attack action.


When you retire any armsmaster of any level, you may first apply all of your unused upgrades immediately, plus one free upgrade if level 4+.

 

design notes

the original GLOG fighter and consequently many of its derivatives already carry a strong flavor of being a multidisciplinary weaponmaster. it's my favorite part of its class identity, so when we were trying to nail down the focus of our core fighter, i decided to make that its entire gimmick. the armsmaster isn't just a murder machine, though -- our tweaks to notches are intended to encourage an armsmaster to also be a team player by giving them the ability to distribute their upgrades across the crew's weapons. you learn to use a sword good enough and you can tune up one of your buddy's swords. did we do a good job? let us know.