Monday, August 11, 2025

Knave (C&S class)



"Chansels (or, if men, Chansiers) seem to be an unflattering stereotype of non-cloak and sword PCs (or players who act like this is a normal dungeon setting?), derogated as unmoored and violent petit bourgeoise, greedy, "only eat one meal a day," uncaring of discomfort, romanceless freaks who take a scientific approach to killing. Damn meal-a-days."

Thats you. You're one of those.

Knave

Assume very high base statistics like HD, toHit or Save. Perhaps even the best amongst the other classes.

Start with a set of munition plate, a shield, spear, battleaxe, crossbow and dozen bolts, 3 jugs of alchemists fire and a backpack filled with other adventuring equipment. All ugly, practical and probably painted black.

Cynic: You are immune to Esprit, Charm, Honor and Love. As long as you are cruelly mocking them the whole time, you may make an extra attack a round against anyone acting on strong emotion.

Crack in the armor: If you ever discover the value of Honor, Love, Friendship or Selflessness and begin doubting your ways, you may try to abandon this class and become a Knight. This will be hard.

Campaigner: You may freely wear armor, several weapons, a pack of equipment and two sacks of treasure without becoming encumbered. You are unbothered by mud, dirt and lack of hygiene.

Meal-a-day: You may eat a third of what normal people eat without your strength waning. You will never suffer from malnutrition, food poisoning or any disease or rot carried by what you ate. You can drink dirty, still and brackish water without any issues. Worth noting actual poison still works.

Delver: You partially learn the indoor map of any underground location you enter - only the shapes, locations and exits of the rooms are revealed to you. You can also function and fight comfortably in cramped spaces.

Marauder: Whenever you enter a location you learn the location of its most valuable treasure. You can loudly ransack a room of everything valuable leaving it a wreck in just a single minute.

Boor: You lack manners, your humour is crude and you probably stole all of your equipment. You are not welcome in any sort of even halfway polite society and suffer a -1 to reaction checks with anyone with a hint of etiquette but get a +1 with soldiers, outlaws, criminals and other fellow assholes.

Mercenary: You are renowned for your efficiency and have an eye for military job offers. Power hungry people with no principles seek you out, and you can easily negotiate up the pay you receive for such jobs.

Dirty fighting: People think twice before challenging you to a duel. Whenever you hit someone in melee combat, roll a d6 for an extra effect:

  1. Stun them for 1 round by groin blow
  2. Knock them down
  3. Grapple or shield bash them
  4. Blind them temporarily
  5. Shank them
  6. Roll twice and combine
When you get "roll twice and combine" three times on a roll you simply kill the opponent by a single blow to the throat or heart. They void their bowels as they pathetically die, and everyone who saw that must save or lose all Esprit they hold and probably throw up.

Sunday, August 3, 2025

Single Level Robber

 

I was quite inspired by the "bespoke single-level Cloak-and-Sword class" bandwagon initiated by Loch with his Noble's Man and beautifully continued by Xenophon with Mistimed Quixote so I decided to jump on myself. I present to you a GLOG classlet...

The Robber

Apply stat bonuses as appropriate for a level 3 character for the system. You can never advance in level.

Skills: see below

Starting equipment: lincoln green light armor and cloak, longbow and quiver of a dozen arrows, a wicked shank, an old sword, rope and some other mundane pieces of equipment.

Versatile: You have Skills with the same names as all of your other features.

Archery: Spend a round to aim and select a dime sized point in space that you can see. The bow shot following in the next round will unerringly hit that point. This can mean automatic hits in combat and that you probably always win archery contests, unless some sort of rival of yours takes part in them as well.

Rangering: With all that entails. Tracking, stealth, making fires, identifying plants and so forth. You can sustain yourself and your party for any length of time in the wilderness, but every week there is a cumulative 1:20 chance of the ruler of the land getting really mad at you for poaching.

Intimidation: If you take a person from surprise and threathen them, you may instantly and automatically hit them for doubled damage if they do not comply. They know that. 

Reconnaissance: Given time to plan and spy on a non-dungeon location you may look at its indoor map and get a simple description of any room on it that you ask about.

Heroic Outlaw: As long as you steal from the rich and give to the poor, the common populace will protect and support you. Anyone who you've personally helped or embarrassed holds Esprit for you. You probably won't be killed by anyone who does, at most beaten up and captured. If they try to execute you anyways, someone will invariably help you break out.

Fencing: When swordfighting with someone you count as protected by heavy armor and a shield and when you would kill them you may instead nonlethally embarrass them, removing them from the scene if desired. Also consider the other meaning of the name for this ability.

Fighting-Men (GLOG class - fighters)

You can fit so many fighters in one class! Class: Several Fighters Skills: five normal medieval professions, one for each fighter. Starting...