a blog of short and medium length ttrpg thinking posts

Tuesday, February 9, 2021

GLOG/echo

This is a GLOGhack, I guess, or the first part of one. The original GLOG is from Arnold K but it seems that the real GLOG is the GLOG you had inside you all along.

The most gloggy feature of this is the class structure, since rather than more traditional dice mechanics, this uses the an only slightly modiefied version of ghost/echo. I drew from a lot of GLOG classes from different bloggers, but particularly from Finders Keepers for the backgrounds and Vain the Sword for a couple of the classes.

Dice

Before rolling dice, identify dangers, edges and goals. Roll one die for each and assign one roll to each danger and one to each goal (discarding any left overs):

RollDangerGoal
1-2Comes true.Failed, opportunity may be lost.
3-4Mixed, danger remains.Mixed, opportunity remains.
5-6Avoided.Achieved.

Nothing extremely good or bad should happen on a mixed result, but it may make those outcomes more likely; mixed results should maintain or increase tension, not resolve it.

Roll dice in the following situations and pick the appropriate goals (including ones not listed) and use the given danger (in addition to others the situation may call for).

  • Act under pressure. Goals: complete a task, get out of harm's way, rescue someone in peril. Danger: you suffer harm.
  • Sneak. Goals: move without being noticed, plant an item, remove and item, defeat a lock. Danger: you are caught in the act.
  • Close combat. Goals: cut down a foe, dodge past a foe. Danger: you suffer harm.
  • Fire missiles. Goals: stop a foe short, cover an ally, destroy something. Dangers: you cause unwanted harm or get unwanted attention.
  • Suffer harm. Goals: shake it off, fight through the pain, impress with your toughness. Danger: you are incapacitated.
  • Make an impression. Goals: they believe your story, they remember you later, they answer your question, they agree to a bargain. Danger: they distrust or dismiss you.

Characters

Characters are defined by lots ("templates" if you prefer). You set out with four lots: the Adventurer rank, two backgrounds, and the first of a class of your choice. 

  • Adventurer (rank). You're known to do dangerous, disreputable things and some people will pay you to do them. If you hire hands, they want their fee up front (danger: they bail on you under pressure). Edge: when your notoriety is intriguing. Danger: being accused of crimes.

Backgrounds can be either careers or ancestries.

  1. Actor (career). Once you get into character, nothing and nobody can convince you to break it against your will.
  2. Bard (career). You can give someone an edge on their next roll by singing an old song on a similar theme immediately beforehand.
  3. Beggar (career). When unarmed, you can't be killed by weapons unless executed
  4. Burglar (career). Five times out of six you know where someone would hide something valuable.
  5. Campaigner (career). You can eat anything, sleep anywhere, and complain about everything.
  6. Cook (career). You can make dubious food safe enough to eat by discarding one portion.
  1. Crier (career). If you spread a rumor about someone, it'll stick. They'll know it came from you.
  2. Diver (career). You can swim and hold your breath for longer than anyone expects.
  3. Diviner (career). If you read someone's fortune you can learn either what they want to hear or what they really don't.
  4. Dogsbody (career). You can instantly recognize if something is out of place, if you've seen the room before
  5. Drudgeon (career). You have an edge when you're trying to get something done quickly under pressure.
  6. Ecstatic (career). You can give voice to a spirit. Goal: it answers a question. Danger: it sticks in your body for a time.
  1. Fighter (career). Before incapacitation, you can try to cut down the foe that did you in.
  2. Fisher (career). You can wait for anything, exactly as long as required.
  3. Footpad (career). If you threaten someone, even idly, you can tell what they value most in life
  4. Gambler (career). You can call a bluff. Goal: you learn if they were lying. Danger: they get angry with you.
  5. Hustler (career). You can make everyone forget the last thing you or someone else said by saying or doing something even more outrageous.
  6. Laundress (career). You can make a mostly-decent suit out the better pieces of two or three old ones.
  1. Pest Jack (career). You can coax any animal to come with you.
  2. Pilot (career). You always know which way the tide is going and wind is blowing.
  3. Prentice (career). If you're in arm's reach when someone would suffer harm, you can suffer it instead.
  4. Procurer (career). Always know exactly how much it would take to bribe somebody.
  5. Quack (career). When you say an herb or tonic has useful properties you'll be right one time in six and it'll have some other property another two times in six; roll only when tested.
  6. Ribald (career). As long as you speak the local language, you know when a bad reputation is deserved (but not whether it is true).
  1. Sailor (career). Anything stronger than water is strong enough to revive you if you still draw breath.
  2. Stinker (career). Nothing can make you sick unless it gets in your body.
  3. Tax Collector (career). You can say a single normal sentence to someone and make them hate you completely
  4. Undertaker (career). When you prepare and bury a body, its spirit will rest.
  5. Beast Friend (fair ancestry). Birds and beasts that you feed will follow you for several days. If it is in their nature, they will fight next to you.
  6. Dreamer (fair ancestry). You don't (can't) sleep, but you still must dream open-eyed to rest. While dreaming, any nearby spirit can converse with you if it wishes.
  1. Lightfoot (fair ancestry). You don't leave prints in earth or snow and you don't break vegegation when you pass through.
  2. Star-eyed (fair ancestry). If you can see the sky, you can make out figures and movement as easily as you would in daylight.
  3. Fire Friend (fell ancestry). You have an edge when you suffer harm from fire.
  4. Goldnose (fell ancestry). You can detect metals by scent and identify minerals by taste.
  5. Junker (fell ancestry). If you pay gold for literal junk or trash, you can fashion it into any fine thing you could have bought for that gold in a night.
  6. Wrong Size (fell ancestry). You are inconveniently short for everything. However, you can puff yourself up to be inconveniently large for the present purpose.

Classes have a series of (usually four) lots that must be taken in order. Classes also have a color: red, gold, green, blue or violet.

  • Mystic (red class)
    1. In close combat you may add a goal to preventing a foe from escaping or harming anyone. You have an edge when suffering harm from the elements or spirits.
    2. You may fire missiles of your own spirit, even when unarmed. There is a danger of becoming exhausted.
    3. When facing a powerful enemy you can mirror that power. Goal: you turn their abilities against them. Danger: you take on some of their characteristics, you do unwanted harm.
    4. When incapacitated, you may instead ignore your wounds. Add the danger of collapsing to all rolls until you actually recover.
  • Juggler (gold class)
    1. When dodging past a foe in close combat, you may add another goal to disarm, trip or otherwise fool them. When unencumbered, you have an edge acting under pressure.
    2. You may sneak after the fact to lift something or plant on a person or in a place you came into contact with at earlier, as long as it is conceivable they would not yet have noticed.
    3. You can attempt an impossible feat. Goals: escape from secure bonds, scale a sheer wall, walk as lightly as a the wind. Danger: you suffer harm.
    4. When under pressure, you can add a goal to catch missiles and throw them right back. In close combat, you can add a goal to make a foe to cut down something or someone else.
  • Hero (green class)
    1. Instead of suffering harm from close combat, you can ruin a piece of your gear. After cutting down ten foes with a hand weapon, you have an edge with weapons of that type.
    2. If you fail to impress an authority, someone of lesser rank will take an interest in you anyway, though perhaps for their own purposes.
    3. Instead of using the edge you get from a weapon, you can cut down two foes at once in close combat as separate goals.
    4. As long as you're within reach, allies have an edge when rolling for harm.
  • Fixer (blue class)
    1. When making an impression you can choose not to be remembered or for someone to think something was their own idea as goals.
    2. As long as you speak the language, you can put an ear to the ground. Goals: you find a person who's close to whoever or whatever you want, you learn what a particular person desires. Danger: someone learns of your scheme.
    3. You have an edge when you suffer harm in the course of instructions from your superior, and your agents have the same edge in the course of your instructions NOT from your superior.
    4. When you first tell someone your real name, they will reveal one secret to you.
  • Aspirant (violet class)
    1. Unless under pressure, you can wrest secrets. Goals: discover something's true nature, find what does not belong, translate a message, uncover an arcane formula. Danger: you anger nearby spirits.
    2. During dreaming sleep you may prepare up to one arcane formula per Aspirant lot until you next lose consciousness. Work prepared magic. Goals: intended formula effect. Dangers: you anger nearby spirits, the preparation is spent.
    3. You may wrest secrets even under pressure, but if you are not under pressure you have an edge to wrest secrets or work prepared magic.
    4. In a Place of Power, you are aware of all goings-on in its demesne and may address the spirits. Goals: gain permission to pass or rest, learn of what has passed here, set them to guard against foes. Danger: spirits awaken fully and manifest.

There can be multiple classes of the same color, I just only wrote one of each. Instead of advancing to the next lot of your chosen class, you may start a new class with the same or an adjacent color in the spectrum.

5 comments:

  1. Very nice! Good use of mixing ancestries and careers. I guess if I get half fair-ancestry and half fell-ancestry I'm a weird combination of the two?

    ReplyDelete
    Replies
    1. Yeah, that's the idea. I think it's fine to mix and match, plenty fairy creatures sort of defy classification anyway.

      Delete
  2. This comment has been removed by the author.

    ReplyDelete
  3. I like it! I like how by the rules design, you can "sacrifice" your hireling by assigning them a failed die and having them run away. It's a neat way of tying morale rules into everything else.

    ReplyDelete
    Replies
    1. I'm glad you like it! I think there's something pretty compelling about this way of adjusting difficulty not by making failure simply more likely but by broadening the ways that failure is possible.

      Delete