Posts

Rumble! Fighting Styles

 Heavily influenced, if not directly stolen, from  this techniques list at The Manse , and from  this post. 1. Dragon-Spit Sword Strokes Whenever your bladed weapon strikes something hard, like stone or metal, you can gain one Slow tag for the next turn in order to shower sparks from the blade's head. If someone is nearby, those sparks could sting painfully, or temporarily blind them. 2. The Lobster Sheds its Skin With a single round of movement, you can jump out of any clothing or armor. You will always have a loincloth on, stop that. 3. Merchant's Only Friend You can flick coins at people as if throwing stones from a sling. These coins will hit things and get all bent up because of how hard you're flicking them. This is a Powerful Fingers attack that deals half damage, rounded up. 4. Drunken Master For every comically large drink you have (1 round) gain a Drunk Tag. At the start of every round, roll 1d6+1d8. The first die chooses the Tag (Enduring, Powerful, Precise, Qu...

Skills: Competent PC's, Competent Players

 At some point I was discussing a unified monster hunter class with someone on the GLoG discord, and I suggested having a specific rules system for rodeoing that you could unlock with a skill. Cut to now, having just read the ruleset for Oblid's driving game, and having scavenged an initiative ruleset for gunfighting from Squigboss on the GLoG discord, I thought it might be cool to take a stab at a new way of doing skills. The goal of this system is to interlace player and character expertise mechanically. The idea is this: if a player is unskilled at something, they can perform extremely basic functions in that domain with a check. Examples with the skills I'm adapting include: Driving: making a tight turn, decelerating rapidly. Languages: figuring out the emotional content of what someone's saying with some sort of empathy/sensemaking check. Hacking: entering passcodes under pressure, following scripted prompts to a desired digital outcome. Gunfighting: shooting at someo...

Character Tags Generator

 I'm making a game that uses Tags as part of a base resolution mechanic. The question becomes, what tags do your character have? Here's how we generate that: Character Fundamentals Generator You might see more of this later when I come back to finish the hack.

Whip Knight

Image
  Slaves to Vice shall be dealt with as such. Class notes: This class was made with a 3D game in mind, like the No Light, No Warmth campaign over at Deus Ex Parabola's blog. It was also made with specific random encounter rules in mind which rely on light and sound heavily (which I allude to in some of the entries). That being said, this class can definitely be played in other games. At first template, you get template 1. For templates 2 & 3, you may choose A, B, or C. Your last template is template 4. Default equipment: Whip Knight’s belt (1 inventory slot, holds 1 of each Whiptip and your whip), a spare whip, a holy symbol. 1. Whiptips, Knight of the Whip A: Coil Point, Precision B: Whip Sniper, Corner C: Consecration, Seizure 4. Whip Mastery Whiptips Whip Knight whips are 20ft long. At the end is a clasp, onto which different tips may be attached. Each ability you unlock gives you an additional whip head.  Metal Sheath . A sheet of flexible metal that sheaths your whip...

Mech Battle Character Generators

Weapon: Weapon: System: System Weapons Chart: Accelerator: 1d10 damage, range 1 Blade: 2d6 damage, +1 die from weapon mod effect Blaster: 3d4 damage, ignores 1 armor Cannon: 2d6 damage, range 1 Missiles: 4d4 damage,  Mortar: 1d12 damage, can only attack at range 2 (no closer) Saw: 2d8 damage, (melee) Impactor: 1d12 damage, (melee) [Mod]gun: 2d6 damage, choose an additional weapon mod Rockets: 1d10 damage, range 1, explosive (hits everyone in target area, both allies and enemies) Drill: 2d6 damage, +1 die each round it’s used on an enemy in the same zone without changing zones Anti-Armor: +1 die vs targets with a Chassis value of 6 or more. Blitz: +1 die against a target that hasn't been hit yet this round. Burst: +1 die vs targets who've taken 4+ damage this round. Chemical: +1 die against Mechs with a Core Breach. Combo: +1 die when fired alongside a Combo weapon on another mech. Both mechs must be in the same zone and acting in the same phase. Make both attacks simultan...

Rumble! Auxiliary Rules

Image
 1. Mooks Mooks don't have limb health. They have two points of health total, and 1-2 tags in 1-2 limbs. Sometimes they've got some special feature too. Here's an easy generator for Mooks--  you could probably ignore the special abilities because they're specific enough that they'd probably be something you can only do if you're from a school:  What the Mook Doin? 2. Rooms Rooms are kind of abstract-- its just the nearby environment you're fighting in. They can be divided into any number of sections, which can be asymmetric, whatever. Divide them into sections based on what would take a meaningful amount of time to move between. Each section of the room has interactables in them. Interactables will tell you how you can interact with them, or you can just ask the GM what they're going to allow. The goal of this is that players can play within an extremely abstracted environment if they want to, where your surroundings aren't of primary importance. ...

Rumble! The Core Rules

Image
 Rumble is a GLoG hack for martial arts games in the style of Jackie Chan, Samuel Yao, Donnie Yen movies. It seeks to streamline martial arts combat while still making it fun and interesting. Because everyone loves fun and interesting! But not everyone loves crunch and built-in complexity. Stats You have five stats: Arms , Legs , Hands , Head , and Core . When making your character, choose six Tags and distribute them across your stats. Each stat has to have at least 1 Tag or otherwise you're not being fun >:(. The available tags are: Enduring , Powerful , Precise ,  Quick , and Reactionary. Each of them does something different.   Arms Reactionary : attacks to this area are easier to dodge. You’re good at blocking hits within arms’ reach and moving attacks away from your body.  Block a mook’s all-out assault with one hand. Powerful : punches and slaps thrown deal more damage. You’re able to lift things better with your arms, and wield heavier weapons. Punches bre...