Categories
Flash in the Pan Game Design GLOG LIGAMENTS OSR

We who are about to die. (GLOG Fighter)

When the war was over, some people didn’t stop fighting.

I’m working on a post-civil war/gaslight fantasy/weird-west kind of setting. Simultaneously, I’m polishing off the included classes for LIGAMENTS. You can see where this is going.

That’s right, a Fighter.


Scrapper

When the war was over, some people didn’t stop fighting.

A: Martial Prowess, Edge, Notches

B: Fit for Battle, Talents

C: Opened Scars, +1 Talent

D: Called Shot, +1 Talent

What a Scrapper starts with is determined by their martial prowess.

A: Martial Prowess

Your background as a capable Scrapper, determining your starting gear, one of your many scars, and how you get your edge.

Footman

  • Start with a standard issue weapon, a polearm bearing the flag of your service, medium armor, a knapsack (light container), a carefully pressed uniform, and a strong belt.
  • Your scar was received when you went against orders.
  • Your edge die increases in size when you follow orders, or your orders are followed.

Heir

  • Start with a weapon passed through your family, heavy armor bearing the sigil of your family, a ring worth 200 dollars, and a well-made coat and pants.
  • Your scar was received in a moment of betrayal.
  • Your edge die increases when your social status is elevated or gets you into trouble.

Bounty Hunter

  • Start with a weapon with three notches on it, light armor made of furs, a pouch of cooking spices (1d6 UD), a throwing weapon, and a covered hammock.
  • Your scar was received the last time you underestimated someone/something.
  • Your edge die increases when you get paid for a job, or decline payment for a service rendered.

Pilgrim

  • Start with a weapon bearing the markings of another land, a long and gnarled walking stick, colorful robes or wrappings, a lantern, a tome of old migrant trails, and a map case stocked with paper (1d10 UD) and charcoal (1d6 UD).
  • Your scar was given to you at a time you saw something you shouldn’t have.
  • Your edge die increases each time you show mercy or mercy is shown to you.

Gambler

  • Starts with a weapon won by any means, a deck of playing cards, a hat with a secret pocket, a silver pocket watch, and an easily hidden knife.
  • Your scar was given to you by a win that was almost a loss.
  • Your edge die increases each time you win a competition or make a flashy exit/entrance.

A: Edge

You begin with a single six-sided die, called your Edge Die. This die can be rolled during damage calculation, added to a luck test, or even for 10ft of movement. If the die rolls a 1 or 2, it reduces in size as a Usage Die would.

Depending on your Martial Prowess, you can increase the size of your edge die through certain circumstances. It can be as big as 1d12, or as small as 1d4. If your edge die would grow, but it’s at a d12, then you gain a second edge die at 1d4, and it can grow. If your edge die lowers from 1d4, it is reduced to nothing, and you’ve lost your edge.

When you’ve lost your edge, you must take action that would increase your edge die three times before it returns.

A: Notches

You scratch a notch into your weapon whenever you get ten kills with it. When you earn ten notches with a weapon, add one of the following traits to it.

  • +1 Damage
  • +1 Shot before reload
  • +1 to Gambits using this weapon
  • Special ability agreed upon with the GM. (elemental damage, bonus on max damage, explodes when used by enemies, etc.)

B: Fit For Battle

All armor you wear fills one less slot. You gain the ability to fit a helmet, pair of boots, or a pair of gloves such that they give you substantial benefits.

Helmet: Enemy attacks negated by your armor give you a free attack if the enemy is in range.

Boots: Move twice as fast when chasing or fleeing.

Gloves: Luck tests involving grip or sleight of hand have advantage.

B: Talents

The special skills that make your fighting style unique. Choose one when you take this template, and another when you reach this class’s C and D templates. You may spend an emblem to choose new ones as well.

TalentsBonuses
BeggingYou can acquire any amount of money under 20 dollars using half a day’s time.
CleaveYou can attack two different targets within five feet of one another using a single attack action.
Dual-WieldingYou can attack with two ranged weapons at once, given that you succeed on a luck test for each. You have a bonus on the luck tests equal to the number of notches on the weapon.
Feat of StrengthOnce per day, you can perform a feat of strength impossible for the average person. (Bending prison bars, wrestling a crocodile, walking along broken glass quietly, etc.)
GravediggingYou can dig a grave-sized hole in three hours.
Hard RestYou can sleep anywhere, for six hours, and benefit from a full night’s rest
ImproviserYou can use any item as a light throwing weapon or heavy polearm, determined by the GM.
LineupYou can remember a face with just a glance, or with just half of it visible.
PenmanshipYou can scroll write any wizard’s spell onto a slip of paper, given access to the spell and an hour of time. You may then cast this spell by attaching it to a weapon or piece of ammunition and attacking with it. Roll your edge die as a magic die any number of times, lowering its size after each roll.
RopeworkYou can tie any knot as a free action.
TrailblazingYou can determine the safest and most efficient path to a location, given you’ve scouted it out for half a day’s time.
Quick on the DrawAny time you attack first, you alone get a surprise round, even if the targets are facing you and aware of your presence. This personal surprise round allows you to attack or attempt a gambit, though not take a move action.

C: Opened Scars

Upon taking this template, your old scar is opened up as a “deep cut” injury.

Whatever gave you the scar reappears in your life, and must be defeated for the wound to go away. If it’s dead or destroyed by this point in your life, then it’s risen as a ghost, undead, shadowy figure, obscure monster of your nightmares, etc.

Once this bloody icon of your past is put down, you own it, and may call it to serve you at any time.

D: Called Shot

You never test your luck when attempting to damage specific parts of the enemy.

Instead, you lower your edge by 1 die step and a part of the enemy is removed/destroyed. This cannot be used to instantly kill an enemy, unless their Hit Dice are equal to or less than the number of templates you have.

By Michael

I've been a huge fan of RPGs for the longest time now. Gamemastering has become my favorite hobby, and connected me with all sorts of people all over the world.

2 replies on “We who are about to die. (GLOG Fighter)”

Leave a comment