Professional Documents
Culture Documents
https://crateredland.blogspot.com/2022/05/glog-arts-of-war.html
I've been away for a while; finishing my final semester of university, consumed
with life, and playing far too much Elden Ring. This is the result - a GLOG
class (as is tradition), but more importantly a system of weapon arts stolen
from inspired by soulsborne mechanics.
Scrolls must be found through play. Most cannot be bought, many are lost to
the ages, and masters of an art keep their secrets close out of wisdom,
jealousy, or a genuine desire for peace. Naturally, the scrolls detailed below
are not a comprehensive list.
After you hit an enemy, you may choose to either deal damage or execute a
maneuver. A maneuver deals no damage, but can provide an advantage in
combat, whether tripping an enemy, feinting to drop their guard, temporarily
blinding them with thrown dust, grappling them, etc. Negotiate with your GM.
On a critical hit (a roll of 20), you both deal maximum damage and execute a
maneuver.
Speak not of right and wrong or truth and lies. There is only the blade, and
which end you're staring at.
Equipment: Weapons of your choice, one weapon art scroll, armor of your
choice, and a shield if you want one.
Warrior 1: Master-at-Arms, Warsight, 2 Stamina Dice.
Warrior 2: Push Yourself, +1 Prepared Art, +1 Stamina Die.
Warrior 3+: +1 Prepared Art & +1 Stamina Die, or +2 Stamina Dice
Master-at-Arms
You have stamina dice, which you can expend to perform feats of strength,
endurance, and bloodthirst. You can roll a Stamina Die to add it to any to-hit
roll, damage roll, or STR/DEX/CON roll after you've seen the outcome,
whether it's a success or failure. Stamina dice can also be used to wield
Weapon Arts, rolling any number of your stamina dice and applying the result
to the art's listed effects. Unless otherwise specified, using a Weapon Art
takes an action on your turn. A stamina die returns to your pool on a roll of 1,
2, or 3. Restore all your Stamina dice after a hearty meal or a full night's sleep.
You may prepare 1 Weapon Art at a time before combat by performing the
rigorous exercises and meditations described within the scroll. This takes
approximately 10 minutes. The number you can have simultaneously
prepared increases as you gain more Warrior templates.
Warsight
All (successful) warriors develop a system by which they classify their
enemies, so as to inform their judgments on who first to render into their
constituent parts. The more intellectual warriors refer to such arcane principles
as a "plus one to-hit" and an "armor class of 12", or speak of the "hit points" an
enemy must be damaged at before they become a gibbering wreck.
You can see characters' mundane combat stats (if they aren't being
deliberately concealed) and whether or not they have magical abilities.
Mundane stats include damage die size, current and maximum hit points,
armor class, and to-hit bonus.
Push Yourself
As an action, you may sacrifice HP to regain a single Stamina Die. The first
time you do this during a fight, it costs 1 HP, and doubles each time thereafter
(2, then 4, then 8, etc.). Reset this after you have performed your post-combat
warm-down, similar to the Art preparation exercises.
Weapon Arts
Duelist's Handbook (one-handed swords)
The final word in rules and regulations of honourable combat. The ritual forms
developed by the Marquis Fonchauntaire have stood the test of centuries, and
to question them would be to invalidate all the blood spilled and feuds settled
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under its auspices.
You are immediately identifiable as a poncy motherfucker. Spend a round
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bragging to get +templates to attack and damage the following round.
Parry-Riposte. When an attack hits you, you may expend Stamina Dice
and add the sum to your AC. If this would make the attack no longer hit, you
parry their attack and may riposte, making a retaliatory attack at +dice that
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deals +sum additional damage.
Challenge an enemy who can understand you (anything that has a
language, whether or not they share it with you). You must close in and attack
each other instead of anyone else. Once either of you has dealt sum damage,
the challenge is won, and whoever dealt that damage gets a free attack
against the other. You may have multiple enemies challenged at once, but
may make only one challenge per turn.
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war.
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Your shield provides an additional +templates armor.
Shield Bash. Make an attack roll at +sum that on a hit deals damage equal
to your shield's armor bonus and staggers the target for their next turn. This
doesn't count as your attack for turn, and you may follow up with a weapon
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attack.
Brutal Strike. Freely hit your enemy for sum+dice damage. They get to hit
you in response, even if your attack subsequently incapacitates them.
NOTE: Staggered enemies can either move or attack, not both.
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"Aurochs Pate" or "Benit the Butcher".
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Your maneuvers also deal templates damage.
Unleash a Flurry of Blows on your enemy. Make sum attacks. Each attack
that hits deals dice+1 damage. If at least half of the attacks (rounded up) hit,
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knock your opponent down.
Throw a Knockout Punch that deals sum damage minus the target's armor
bonus, and doesn't require an attack roll. If this attack deals 6+ damage, the
target is staggered for their next turn.
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instincts.
You can speak to beasts. Their language is loud, raucous, and conveys
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complex ideas through light combat.
Charge into your enemy with reckless abandon, dealing sum damage and
knocking them back dice*10'. Anything they hit in this process also takes sum
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damage.
Leap upon a distant enemy. Can move up to dice times your movement
speed in this action. Deals an additional sum damage and knocks enemy
prone.
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and stained with similarly ancient blood.
You cannot be moved, stopped, pushed, or knocked over. No earthly force
can hold you. If you would fall, you grab onto the ledge. If a wagon or even a
battering ram would hit you, it stops in its tracks (though you still take
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damage).
After you hit an enemy, you may Cleave through them with a powerful,
continuous stroke. Deal sum damage to the next enemy adjacent to them in a
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direction of your choice. Continue the cleave through up to dice total enemies.
Steel Yourself against your foe, gaining a pool of sum temporary hit points.
Manual of the Siege-Sage (colossal weapons)
Priests of the Conquering King Olgoros have waited centuries for an
opportunity to finally entomb him. Each time his still-warring corpse arrives to
besiege the gates of the cathedral tomb that was prepared for him, the priests
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have accumulated new knowledge with which to weather his storm.
You can wield siege weapons like twice-height polearms, battering rams,
or ballistae with your own two hands. These weapons deal d12 damage, but
you cannot attack with them in the same turn that you move, draw, or load
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them.
Shatter your enemy's guard after hitting them, dealing an additional sum
damage and reducing their Armor by sum for the next dice rounds. Also works
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on inanimate objects.
Become an unshakable Bastion, providing +dice armor to yourself and
adjacent allies for the next sum rounds.
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with their abiding need to enact violence upon their enemies.
During combat, your weapon glows like a lantern. This light counts as
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sunlight.
Smite your foe with holy light. This attack deals +sum damage on a hit and
inflicts holy damage. Whether or not your smite connects, your next sum
attacks also inflict holy damage, and deal an additional +dice damage. This
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stacks with subsequent smites.
After you hit an enemy, you may chant a Guiding Prayer. That enemy
glows with sunlight, and for the next dice turns, your allies get +sum to their
attack rolls against that enemy.
NOTE: Holy damage will vaporize corpses of the unholy upon death,
preventing resurrection; but can only incapacitate enemies that aren't unholy.
According to the CLXXIVth Conclave of the Continental See, "unholy"
includes:
- All forms of material undead
- Malevolent (but not benign) spirits
- Devils
- Mortals excommunicated by a bishop or higher priest in good standing with
the Faith
- Devotees of the Archipelagic Gods
- Beasts with more than two eyes or more than four legs.
The CLXXVth Conclave approaches with haste. All expect the Locrian
Archbishopric to be added to this list and its practice of spiritcalling certified as
an official heresy. Other changes may occur in the frenzy.
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replicated these mathematical proofs for distribution to his bannermen.
You can hit any stationary target you can see, so long as weather
conditions are optimal. This only deals 1 damage, but can split rope, put out
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candles, push levers, break jars, etc.
Loose a High Volley of dice arrows that arch over cover to land scattered
among your foes for highest damage per arrow. Make a separate attack roll
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for each arrow. May split volley between multiple adjacent targets.
Spend your entire turn aiming. At the end of the round, fire an Aimed Shot
at a chosen location if it's still visible. Automatically hits, add sum to the
damage roll, and if you chose to hit a particular body part, impair it
appropriately.
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in varied weather conditions.
You can fire a Grapple Arrow attached to a rope. The rope securely
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attaches to whatever it hits, and can hold one person's weight at a time.
Fire a Piercing Shot through one enemy and up to dice additional enemies
in a row. Automatically hits the first target, make an attack roll at +sum for
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each following enemy. It deals highest to each enemy.
Release a Fan Barrage of arrows at a group of adjacent enemies. Make an
attack roll for each target. Deals dice+1 damage to each of up to sum
enemies, or sum damage to each of dice+1 enemies.
Trigonometrics, Vol. III: Sacred Arcs (bows)
Once the Baron Trigonometras perfected his archer's art, he set off to hunt a
dragon. As he traveled, he sought deeper mathematical proofs derived from
what he saw on the road. On the cliffs below Dragonroost, mere days before
he planned to sight his quarry, Trigonometras renounced his title and used his
considerable fortunes to build a monastery to repent and seek mathematical
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perfection for the rest of his days. This tome is the result.
Loose a Tracing Shot upon an enemy. Make an attack roll at +sum. The
attack deals no damage on a hit, but the target glows with sunlight. Further
ranged attacks to hit them (including spells or siege weaponry) can either take
a +sum bonus (doesn't stack with additional tracers), or move around cover.
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An enemy can clear the tracer through acts of intentional devotion or heresy.
Break off an arrow's head to fire a Crushing Shot, sanctified and
guaranteed not to spill blood. Make an attack roll at +sum, deals sum+dice
damage. Deals holy damage.
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among the upper echelons of Society.
Your combat preparations include the brewing of three vials of Kniferose
Poison. One causes temporary blindness, another causes debilitating pain
and nausea, and the final causes paralysis of the site around the wound. You
may reveal which a weapon was poisoned with after hitting with an attack (you
need not decide until the dramatic revelation). Applying a new poison removes
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the old one. The poison lasts until combat ends.
Feinting Thorn. After an attack with the poisoned blade misses, you may
expend Stamina Dice to immediately hit with another weapon you're wielding
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that has not yet been revealed as poisoned. That attack deals sum damage.
Poison Spray. Artfully flick your weapon's revealed poison in a cone up to
dice*10'. This removes the poison from the weapon and inflicts the status
effect upon anyone it hits that fails a 10+sum save.
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+sum to-hit.
Wield the illusory Darkblade that carves flesh and bone without damaging
the skin. Deal sum damage; this does not cause pain until the victim tries to
move the affected area. If you're quiet, this won't break concealment.
Shortbows can fire the darkblade as arrows.
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dire papercuts.
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Whenever you take 6 or more damage, restore a lost Stamina Die.
Purge yourself of excess humours. Inflict highest damage upon yourself to
remove dice conditions affecting you that have been inflicted during this battle.
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This can include immobility, poison, charm effects, etc.
Self-Mutilate. Feed the weapon an amount of your blood. Inflict highest
damage upon yourself to make an attack that automatically hits for sum+dice
damage. 6s rolled this way explode.
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record in exacting detail the splatter patterns its techniques leave behind.
Spew Bloodflame over an area by vomiting blood all over your sword. It
sticks and clings to surfaces, armor, and flesh alike. Lose sum hit points, then
deal highest damage to everyone in a dice*10' cone. It continues to burn,
affecting the area it coats and dealing lowest damage to everyone in the area
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and anyone it's stuck to at the start of your turn.
Expend Stamina Dice to cause a Bloodflame Rupture when you kill
someone. They detonate in an explosion of bloodflame, scorching everyone
around (including you) within sum meters for highest damage. This explosion
chains; anyone who dies to it also explodes, and so on.
Shard of the Walking Kiln (hammers)
On the march, an amphora of water will save you where fullplate cannot; when
besieged a pot of burning oil will prove deadlier than the most legendary
sword. Before it shattered, the Walking Kiln provided this vital support to the
greatest armies in history, and is still worshipped as a god in its own right by
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the smith-cults of the Penultimate Legion.
The shard itself provides enough heat to power a crude portable forge,
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kiln, or oven.
Your hammer leaves a Burning Brand upon your enemy. After hitting, sear
their flesh with the mark of the Kiln and deal an additional sum fire damage. At
the end of your turn, all branded enemies take dice damage for each brand
you've inflicted this combat. Brands can be removed by quenching the mark,
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but leave a gnarled scar.
You are an Armorsmith, and know its strengths and weaknesses better
than any of its wearers. Make an attack that gets +sum to hit and ignores
armor; on a hit, in addition to dealing damage, your target loses dice points of
Armor and you gain that armor for the rest of the combat.
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into gale-force winds. Your blades are the knitting needles of the storm.
Surround yourself with a Whirlwind that disorients your enemies. Gain
+sum temporary armor, which degrades by dice every time you're attacked (hit
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or miss). You may only have one whirlwind active at a time.
Fire off a Vacuum Blast at a faraway target. Make an attack roll; the blast
deals sum damage and staggers the target on a hit, and deals half sum
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damage on a miss.
Bang your weapons together to cause a Thunderclap, forcing everyone
unprepared nearby to save or be temporarily deafened for dice rounds.
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nature of the connection betwixt thunder and lightning.
Lightning Rod. Feel the charge. Smell the ozone. Breathe deep and
shatter the clear blue sky. Make an attack roll against an enemy within walking
range. If it hits, it deals sum+dice lightning damage and you may swiftly leap
adjacent to them at any point before your next turn. If it misses, you may
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immediately move adjacent to them anyway.
After hitting with an attack, you may make an additional attack against
another enemy nearby at +sum. A Crackling Chain strikes from your initial
target to the new one, and deals sum damage. You may repeat this process,
subtracting dice from sum each time, until an attack misses, you run out of
new targets to add to the chain, or sum reaches 0.
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Archipelago.
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You may use your Magic Dice as Stamina Dice and vice-versa.
Your attacks are inherently magical, and so can hurt ghosts and other
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ethereal enemies.
Your blade is more real than the world it cuts through, followed by Blade
Echoes of itself. Make an attack with +sum to-hit; whether or not it hits, an
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echo makes a follow-up attack with no bonus.
Dispel magic (and magical effects) with a slash of your blade. Attack the
magic. If sum+dice is greater than the spell's sum, negate it. You may use this
in reaction to a spell being cast, a dragon loosing its fire breath, etc.
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My shield shall save.
Your shield blazes with Blinding Light. You can flash the light in a
semaphore code known only to other Shieldmaidens and those who serve
with (or against) them. For the next dice rounds, any who approach you must
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either approach at half speed to shield their eyes or take highest holy damage.
You Retaliate with swift and righteous judgment, cold as starlight. As a
reaction to one of your allies within a turn's movement being damaged, move
to the attacker and smite them with a holy attack at +sum to-hit. The
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afterimage of vengeful wings imprints behind the eyes of onlookers.
A Dome of Radiance blossoms as you raise your shield, protecting you
and your comrades from harm. The shield has a radius of dice\*10', and
protects everyone within it from sum mundane attacks, regardless of how
powerful the attack is. The dome can be entered, but cannot be left, and
attacks made from within to without will bounce uselessly off its inner surface.
You can move the shield with you, but as soon as you lower your shield, the
dome dissipates.
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poker, and know what you must do.
Anyone who touches you in combat takes fire damage equal to the number
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of SD you currently have.
SPREAD THE WORD. Your eyes see fire. Their eyes don't. It's not fair.
They need to see fire too. Your face blazes with starlight; anyone looking at
you saves vs. being horrifically enraptured at a sum penalty. All they can do
for the next dice rounds is either snuff out your light or run screaming, their
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eyes burning like yours.
STARS FLAYING STARS. Your weapon is an extension of your arm, your
arm an extension of your will, your will an extension of the stars, and the stars
an extension of the universal principle of violence. You scourge them as they
deserve, making an attack at +sum to-hit that deals sum fire damage and
turns their mind to jelly. Their next attack is against whoever is closest to them,
regardless of friend or foe. If no one is close enough for them to reach, they
will turn their weapon on themself.