Monday, October 13, 2025

GLoG LOTM - Marauder


A: Marauder: Theft, observation, +3 dexterity 

B: Swindler: Misdirection, +3 cha and int

C: Cryptologist: Decryption

D: Promethean: True theft, avoidance. 


Theft: Any attempt to pickpocket something or perform acrobatic movements automatically succeeds. 

In addition, any magical item or material can be pickpocketed remotely from up to [level]m away.

 

Observation: You may passively detect any valuables in the same room or area as you. This also lets you detect artefacts due to their great value. 

Maneuvers you make gain +[level] to hit and to succeed if you have observed a target for 10 minutes or two rounds. 


Misdirection: You may make someone within (sight) focus their attention on anything you want. This can be transient or a long term obsession. 


Decryption: You know the name and function of artefacts and items you see, and you learn any intellectual or mystical skill at twice the speed. In addition, you detect illusions and mind altering effects you are under. 


True theft: You may steal and use an ability of someone of equal or lower level within [level]m, you may only hold one ability this way and it is returned to the owner after 10 minutes or after you relinquish it. 


Avoidance: You gain resistance to all damage, insight or other numerical effects you gain as a result of your or your assailants recklessness, curiosity or retribution.

Note: If using for any other gloghack, replace any instance of [level] with [templates].

Note: Art is from Here

Saturday, September 20, 2025

The 22 pathways of the divine: GLOG Lord of the Mysteries

So I made a system, you can find it by clicking here

Its an adaptation of Lord of the Mysteries, a chinese webnovel based on Bloodborne and Call of Cthulhu. Its good, you can find the novel for free online extremely easily, and it also has a anime adaptation which is good once you get past the first couple episodes. 

I did not post the system in full here because blogger formatting was killing my tables. 

Here are the classes alone, if using in another game, use [templates] wherever it says [level]. 

A: Seer: Divination, Danger sense, speak with dead, +3 wisdom. 

B: Clown: Perfect control, paper weapons, +3 charisma.

C: Magician: Cantrips

D: Faceless: Faceless. 


Divination: You may perform divination in accordance with divination rules.


Danger sense: You are sometimes alerted when under danger. 


Speak with dead: If you can contact a corpse within an hour of their death, you may ask them 1 question (if they hate) or 3, (if they want to help you). This takes a minute and you must be able to touch it. The usual method is writing it down. 


Perfect control: You can count any dexterity roll (including attacks) as a 12 after you roll it. In addition, you may control your voice, body language and facial expressions perfectly. You are immune to methods of lie detection (but not to evidence of your lies). 


Paper weapons: You may turn pieces of paper into knives. Once per turn, you may make a free attack with an air bullet or paper knife. 


Cantrips: 

You may use substitution and bone softening as reactions, the rest are actions. 

-Air bullet: As revolver. Requires a sound such as a finger snap to activate. Very loud. 

-Create flame: One point within sight takes [level] fire damage

-Snorkel: Creates an invisible 30m tube that starts near your head. It can bend into any shape. 

-Minor illusion: Add or subtract a small element, can be any sense, these are transient and only affect one person. 

-Wound transfer: Touch a target who suffered an attack that did max damage or was critical, and undo half the damage. 

-Substitution: [level]/day, place down a paper figurine representing yourself. At any time, you may teleport to it or a flame within 30m, consuming the figurine in the process. You may activate this when you are targeted by an attack.

-Bone softening: You may turn any or all of your bones to the consistency of rubber and back. 


Faceless: 

-You have photographic memory. You can also easily remember any name you have ever heard, and any fact about someone. 

-You can manipulate your body to be any shape and size a human (or whatever species you are) can be. -You can make yourself slightly smaller or larger (up to 10%), but will remain the same mass. These transformations are as real as the original you, so you won’t revert automatically. You need to manually remember and reconstruct your old body. 



A: Sleepless: Darkvision, strength from darkness. 

B: Midnight poet: Midnight Poet +2MD

C: Nightmare: Oneirokinesis, shadow arms. +1MD

D: Soul assurer: Stop, stoke. Speak with dead, +1MD


Darkvision: You see even better in darkness than you do in normal vision. You see it full colour and octarine. Magical darkness and Veins darkness let you see better still. 


Strength from darkness: You only need to sleep 6-[level] hours a night. You are immune to exhaustion while outside sunlight. While in darkness, the minimum you can roll on any dice is [level], and you get +[level] to hit. 


Midnight poet: You can cast the following spells. 

-Sleep

-Silence

-Calm emotions

-Darkness

-Wall of thorns 


Oneirokinesis: Allows you to invade the dreams of others through dream divination. You can maintain your regular stats when dreamwalking, cannot be *directly* altered by a lucid dreamer, and can leave at any time given 12 seconds. 


Shadow arms: You can conjure [level]x2 shadow arms from your body or shadow for [level] minutes. Costs [level] hp or [sum] to use, and the arms can stretch up to [level] meters. 


Stoke: Heightens emotions by a factor of [dice] for [sum] HD of creatures. If used on a beyonder, activates their insight.  


Stop: Commands a [dice]HD creature to stop for [excess dice spent] rounds. 


Speak with the dead: If you can contact a corpse within an hour of their death, you may ask them 1 question (if they hate) or 3, (if they want to help you). This takes a minute and you must be able to touch it.



A Prisoner: Criminality. +3 strength and dexterity. 

B Lunatic: Rage

C Werewolf: Curse, regeneration

D Ghoul: Chill touch, Iron flesh, animate dead.


Criminality: You the following skills: 

-Plotting murder, 

-Escape

-Thievery

-Arson and Explosive manufacturing. 


Rage: Works the way a barbarian of the same level would. Only for that ability of course. 


Curse: Every full moon, you must eat the flesh of [level] humans, or you lose control and become a neutral npc for that duration. Your unarmed attacks count as swords. 


Regeneration: Regain 1 HP/round. 


Chill touch: Once per turn, as a free action when you touch someone or someone touches you. You may deal [level] ice damage. You may repeat this as an action. 


Iron flesh: Your flesh is as hard as plate armour.


Animate dead: Anyone who dies with an intact body within 3m of you can become a zombie under your command. However, you lose control of them each full moon, for the full night. In addition they may get rowdy when in a group made from the living while you are away or asleep. 



A: Hunter: Enhanced senses, Hunter, Danger sense +3 strength and constitution. 

B: Instigator: Aggrovate, Extra attack. 

C: Arsonist: +2MD and [level] spells from the pyromancy school. Flame immunity

D: Conspiracist: Flame leap, Flaming weapon, Suggest, Misdirect. +1MD


Enhanced senses: All of your non mystical senses are [level] times better. You have advantage on saves. 


Hunter: Apply your dex or con bonus to your ac even when wearing armour, and gain the following skills: 

-Tracking

-Trap making

-Dissection and skinning

-Gathering and herbalism


Danger sense: You are sometimes alerted when under danger. 


Aggrovate: You can target one person, or all enemies within earshot. They all want to attack you. This is a desire, not mind control. 


Extra attack: You have an extra action you can only spend on attacking. 


Flaming weapon: Your attacks do [dice] additional fire damage for [level] minutes after you cast a pyromancy spell. 

 

Flame leap: When you throw a weapon imbued with flame, you may teleport to it [level]/day. 


Suggest: [level]/day you may implant an idea or want to a target you can see, that either does not know you have this power or does not know you are present. 


Misdirect: [level]/day, change the perceived meaning of an order, sentence or thought to everyone but you within hearing. Essentially everyone understands it as if it was one word off. 



A: Secret Supplicant: Divination, Divine Sense, Edge of Madness, +3 intelligence. 
B: Listener: Whispered, +1MD.
C: Shadow ascetic: Summon, Curse, Lurking, Spells, +2MD.

D: Rose bishop: Flesh crafter, Hunger, +1MD, +3 strength. 


Divination: You may perform divination in accordance with divination rules.


Divine sense: You can detect the presence and location of any beyonder or magical beast at least two levels higher than you. 


Edge of madness: You gain double insight from all sources aside from drinking potions, however, you may increase your maximum insight by [level] as many times as you want, gaining a new compulsion each time. 

In addition, monsters and fiends no longer feel a compulsion to devour you, and so may be very loosely controlled. They may still decide to kill you for conventional reasons. 

Compulsions are behaviors you must save or engage in whenever you have the opportunity to. Compulsions are decided on by the gm. 


Whispered: You may choose to open your mind to entities either when you encounter one or its influence, or whenever with a specialized ritual. You then gain +1d6 insight, and may gain both a power that can be completely outside the pathway system, and a compulsion related to the goals of the entity you ended up contacting. 


Summon: You may choose to summon [level]d6HD of shadow creatures once per day. You may not summon less than this amount, and have no inherent control over them. Shadow creatures are normal monsters, but have resistance to physical damage, are weak to radiant damage and take damage from sunlight. 


Curse: If you have the flesh or blood of a target, you may cast a spell or use fleshcrafting on them as if you were right next to them. The flesh is consumed in the process.

Lurking: While in shadow, you may become invisible, silent, semi tangible, and be able to sense the presence of any one target (though you need to lock onto them when they enter your line of sight to designate them as the target). While being watched this way, the target will grow uneasy and have a strong feeling of being watched. 

In addition, your senses are muffled when growing far away from you or a target.

You may choose to expand your shadow to cover a [level] meter radius, which will dampen lights and sounds to an extreme degree. 

 

Magic: You gain the following spells, note that you can gain more spells (or might already have some) through whispering. 

-Darkness

-Silence

-Inflict wounds. 


Flesh crafter: You gain resistance to piercing and bludgeoning damage, in addition you gain the following cantrips and spells. You may use one of these as a free once a turn. 

-Flesh bomb: You may detonate your flesh as if it was a grenade at any time, even if it is no longer attached to your body. Removing a flesh bomb from your body costs 4HP. 

-Devouring: You may store [level] corpses or homogenous chunks of flesh within your soul by touching them, this will slowly digest them. You may also store an additional [level] slots of non-flesh items. 

-Flesh creek: You may dissolve yourself into a pool of blood to slip through cracks or burrow through porous earth. While in this state you may inhabit unconscious or restrained people by replacing all the blood inside their body. They can be completely unaware this took place and you could spend years secretly hiding inside someone's body (so long as you took care to feed during the night).  

In addition you may leave behind pieces of your blood as flesh bombs without harming the target, if you do not do this the target will die of blood loss when you leave. 

-Regeneration: You may spend MD to heal yourself by [sum]. 


Hunger: You must devour the flesh of humans at least [level] times per month or lose all your powers, including your max insight from edge of madness.  

Friday, August 8, 2025

Priest (one level GLOG class for cloak and sword)

Skills: You gain a skill of the same name as each of your abilities.

Wise: You instinctually know when you are being deceived or ripped off, and your own deceptions are immune to similar abilities (though not if these restrictions are internal, can't get out of oaths).
You can give cryptic advice to people before an event happens. If this advice is actually used as part of a plan, it grants advantage.

Petition: You know the language of any being, though cannot teach it to others.

In addition, when you perform an act of veneration or condemnation towards a being, it is counted as ten times more significant in terms of attracting attention.


Cutting: You can instantly render invalid any mechanisms or rhetorical devices that an ideology or religion has developed to shield it from harm. Any attempt at deflecting one of your questions or claims will be unmade. 


Sacred alchemy: Given 10 minutes, a source of intense heat or cold and two vials of appropriate size for the input and output, you can transmute metal into an equivalent value of another metal. This is always market value, as the market is based on the existence of this ability (so if gold floods the market, it will be converted into bronze and the value of gold rebalanced). Heat can transmute a metal into one of a higher melting point, and cold to one of a lower. 

In addition, you may deal 1hp/HD toxic damage to a target given 10 minutes and a vial of 100ml of mercury. In exchange, they are cured of an affliction caused by an energy (radiation, necrotic energy, excess of life) or an infection of one of the humours. 


Emissary: 

You have +2 to hit when using firearms or slings of any variety, In addition, you ignore all penalties or detriments caused by smoke. 

You know how to bless a small slot worth of bullets given 10 minutes. These bullets ignore resistance and immunity if shot by the faithful (note that belief in the existence of God is not faith) against the unfaithful or the inhuman.

You gain esprit towards those you have been allied to. Those helped by you gain esprit towards the concept of absolute good and those who represent it (you do not represent it by default).


Sunday, August 3, 2025

You who have broken us, are the first to cast the stone: Second legion:

Ching Yeh


Encounters: 

1: A group of 1d10 deserters extorting a caravan for supplies. 

2: 10 legionnaires or 5 ghosts hunting an NPC, they will signal peace and approach to ask for the whereabouts of the target, roll a d3 for target. 1-An NPC or monster in the party is opposed to. 2-A friendly or neutral NPC, 3-An important figure the party has yet to meet. 

3: 1d6 penitents, making pilgrimage to a local religious building, if night, sunday or ill weather is approaching, they will ask to make camp with the party. 

4: A group of 12 gangsters or mercenaries have subdued a ghost by nailing them to the floor with stakes. They are currently in a heated argument with a reluctant surgeon, insisting on harvesting the implants. The ghost has a ⅓ chance of being a deserter. 

5: 1d10 fugitive legionnaires and a war beast, travelling off of public roads. A much larger group of local government forces will show up 1d3 hours later asking for their location. 

6: A regular customs check for the party, composed of 10 legionnaires. Usually happens at sea or in the air. They will be visible from far away, and send the proper signals. If chatted up, they will give away any rumours or bullets you would wish in exchange for sugar, tobacco or alcohol.


Legionnaire:

AC: Light HD: 3 Str: 4 Speed: 2xhuman Actions: 2

-Blade: 5 slashing, multiattack, close combat. 

-Grappling hook: 12m/40ft, 3 damage on hit, will pull the user and the target together, depending on relative weight/anchoring. 

-Grenade: 12m/40ft, deserters have a ⅔ chance to only have d3 grenades split amongst the entire group. If they have a war beast, they will all have acid grenades instead. 

Stance: Cycle: Remove the need to breathe. 

Technique: Lupa: Make a movement action. 

If anyone uses this technique, everyone else in this combat that has this technique, has it forcibly activated. 


Variants: 

1: Diver: Speed half human when outside water. Gain armour as a +1 sealed suit. 

2: Winged: Gain flying, can transfer falling damage to a target beneath them. 

3: Rust beetle: Gain a rust rifle and a set of half plate, rarely encountered outside the graveyard of stars. 

4: Penitent: Lose grapple and grenades, cannot be a shorn. 

5: Tequihua: Gain 2 bio weapons and enough feeding tubes to reload them instantly. 

6: Ghost: Gain +1 HD +2 actions, Invisible on turns where it has moved 3m/10ft or less and not made any physical actions. 


Δ: Bio armour: +2HD, defence as plate, +1 strength, +3m/10ft movement. 


Δ Gorefiend: Drink 400L of blood from souled creatures you have personally killed. 

-Your unarmoured defense becomes as plate, and your fingers become as bodkins. In addition, the first time you die in a month, return to life with full hp and deal 3d6 radiant damage in a 9m radius after one round. Until you leave combat, you have an additional action and movement action. 

-Technique: Red right hand (2ap): Make a single attack with a hit roll of 1d20 (or 2d20, if you already were rolling 1d20, this is not advantage you can roll a 40), dealing 4d6 damage on a hit. 


Δ Shorn: Doubles every single number that would be beneficial to double. Always has Gorefiend, and are usually also ghosts with bio armour. Has a large collection of divine implant equivalents that can be used by warlocks of Yad Eshel and other second legion members, but nobody else. 


Shorn almost *never* travel alone, usually being in groups of 5, acting as the right hand of the war mage leading the formation. The exception is with groups of broken, who will have single ones who managed to complete the ritual themselves. 


Unparalleled: Automatically crits on all actions taken against npcs, In addition it takes an additional number [player number]/2 times a round outside its turn. Only one creature with this keyword can act this way, conservation of ninjutsu style. 


War beast: 

AC: Plate HD 8-12 Str: 6 Actions: 2

Speed: 2xhuman 

Attacks: 10 piercing/slashing, multiattack. 

Abilities: Climb and swim at full speed. 

Can hold up to 20 souls (usually holds less), can temporarily burn out a soul for a day to:

1: Cure itself of a status effect.

2: Produce 2 rations worth of fat or oil (1L). Subsisting only off of this has consequences.  

3: Produce 20L of pure water. 

4: Produce a single acid grenade. 


Variants: 

1: Artillery beast: Can launch a cluster of 5 grenades at up to 900m, this takes 2 turns.   

2: Abductor: Can hold up to 3 medium creatures live within. 

3: Bloodbrute: Has armour equivalent to black steel munition plate and the delta “Gorefiend”.


Grenades: 

1-Blood stiller: 3m diameter cloud of gas, 6 necrotic upon activation, move at half for next minute. Casting spells while afflicted causes saves vs failure and paralysis. 

2-Bone ripper: 1 target, 1d12 damage and save vs limb explosion (1d4 to select). 

3-Weeper: Removes sense of smell for a week, causes partial blindness (can't see more than 3m/10ft away) and complete deafness for an hour. Extremely painful. 

4-Foam: Dehydrate air in 30m radius, creates 3x3x3m cube of foam as hard as hemp at the end of the next round. Forms a 9x9x9m cube and forms instantly if submerged or partially submerged in water instead. 

5-Acid: Deals d6 acid damage in a 3m/10ft diameter. 

6-Breacher: Deals d12 force damage, 3m/10ft diameter, x3 dmg vs inanimate targets.


Rust rifle: acc 4, 90m/300ft, 1d12 piercing, anti materials. Targets have the largest metal object they 

are holding rusted. Magic or corrosion proof items are immune. 2 small, 800s. 

F: Targets clad or made from iron. *

-Takes 2 actions to reload, 1 to load in a steel bolt, another to load in a liter of fat, lantern oil or gasoline. 

-Emits a cloud of toxic smoke after firing. Creatures with unprotected lungs within 1m take d6 acid damage. 


Rust rifle fuel effects: 

1- Gasoline: +300m/1000ft range. 

2- Whale oil: Can fire 3 shots before needing to be refueled (so only 1 action to reload). +2 acc and deals +1d12 damage. 

3- Beast blood mixed with tallow: Gains +[monster HD] damage, depending on strength of beast. 

4- Demon blood: Automatically hits and seeks around corners, rust grows and spreads to other items it makes contact with. Deals 1d20 damage, each dose of demon blood stays in the gun forever and refuels automatically 1/battle (this does not stop you from loading in other fuel). 


Note: Only silver can make demons bleed. 


Ψ Broken: Style of the second legion. 

Stance: Cycle: Remove the need to breathe. 

Technique: Lupa: Make a movement action. 

If anyone uses this technique, everyone else in this combat that has this technique, has it forcibly activated. 

Technique: Strike: Release(1ap): Shatter a rusted sword to double damage and convert it to slash/force/poison damage. 

Technique: Kin: Rub iron dust into an open wound to heal necrotic damage, stop all bleeding, and restore 1 exhaustion. 

Lesson: You may pull a corroded blade or bolt from a pile of blood soaked rust. 


Note: Strikes are techniques that are activated on hit. Ap is = to attacks forgoed. 


Note: Multiattack just means you can attack multiple times if you have the actions. Also, regarding the shorn, the system this was made for has a max value for ac so I recommend not letting it go above your equivalent of plate+1.


Note: Acc is short for accuracy, so to-hit.


Note: You can replace blacksteel munition plate with adamantine, or your local superstrong material.

Jim Imp, War beast