Tuesday, June 14, 2022

GLOG Class: Military Veteran

I have a bunch of semi-finished classes sitting in a document. They all belong in a single setting, and work together in some way. So far I have posted two Combatants and one Reprobate. Since I've got the urge to group them in threes, I might as well post the other combatant.

The setting, such as it were, formed quite organically in my head, pulling from here and there. I thought, if one class is a orcish military deserter then what's the other side of that conflict? A soldier of some kind. Perhaps a rifleman. Turnip28 was starting on the rise. There is a rulebook out now, if you are unawares. 
Basically, it is a wargame for strange Napoleonesque/armoured soldiers in delightfully grimy kitbashes, covered in roots and vegetables. Well that added the aesthetic inspiration.

Otherwise the omnipresent Zouave, the Artillerist, the Veteran, and other bits were mixed into the stew.
What came out was not all the way finished, but fit with the concept. I imagine this army comes from a city on the edge of the weird and wild wastes, a bastion to hold back the odd, though their city itself would be an oddity, under an indigo sky and secretly run by a cabal of magic cats.
Or some nonsense like that. Ha! Ha! Ha!

Military Veteran

For every template of this class gain +1 Inventory slot. For every even template gain +1 ATK.
Starting gear: Rifle & powderhorn, sabre or mace, uniform (as leather), worn helmet or fancy headwear, telescope, vacuum flask

A) Nonplussed, Rifleman’s Creed
B) Drinking Buddies, War Hardened
C) Sleep With One Eye Open, Five Shots Or Six 
D) 
Impossible Shot, Defensive Positioning

Nonplussed (A) You have +2 save vs Fear. If you succeed, allies who can see or hear you have +2 bonus to their save. If you fail, but have a loaded gun, you may take a single shot before initiating the effects.

Rifleman’s Creed (A) There are many like it, but this one is mine. You can dismantle, clean, repair, and reassemble your rifle while blindfolded. You can reload in half the time, and on the move. If your weapon misfires, it only fails to fire and can be fired normally next round.

Drinking Buddies (B) Veterans or mercenaries, you know them well. You can call upon them for a small favour, like dinner and a place to sleep for the night, or an audience with the local baron. You may ask them for a larger favour, but they’ll ask a favour of you in return. It’s possible that you already owe them a favour. There's at least 1 Drinking Buddy in any tavern, and more in larger settlements.
Additionally, any flask you have always seems to have a slug for a buddy, even if it is your last.

War Hardened (B) You can smell a human corpse from two hundred feet. If you stay perfectly still for a full minute, you can hear the difference between a dark room which is silent and a dark room in which someone is not making a sound.

Sleep With One Eye Open (C) You sleep comfortably in full armour, in any weather, without a bedroll, and with your rifle loaded and at the ready. You cannot be surprised during sleep. If you are attacked during sleep you automatically act in the first round, before any enemies.

Five Shots or Six (C) You have a 1-in-6 chance to have one last round in the chamber after firing all shots.

Impossible Shot (D) Once per combat, you can make an impossible shot with your rifle. The shot can strike a target around a corner, cut a falling coin in half, or ricochet half a dozen times before parting the hair on a hostage's head. The shot automatically hits. Roll for damage normally.

Defensive Positioning (D) When using cover, you gain double the defensive bonus. When not in cover, and under fire, you may use a reaction to attempt to roll towards any cover within 10 feet. Roll a dodge save, taking half damage on success, but double damage on a failure.

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