Friday, December 26, 2025

INVISIBILITY rules, spells, scenario

Merry GLOGmas to you @inconspicuousal

Invisible creatures push the limit of what most rule sets can handle and get handwaved with disadvantage/advantage or get mushed into rules about hiding and stealth. I'm going to mush them in a way that I like.


INVISIBLE creatures are undetectable without enhanced senses (not sight) and therefore cannot be attacked directly. Melee attacks from invisibility always crit (how could they not?).

Exceptions:
- Can be attacked immediately after making a melee attack
- Can be caught in an area of effect attack
- Medium or heavy armor makes enough noise to be detected


PROTECTION FROM SIGHT: the target is INVISIBLE for [sum] X 10 seconds.

BREATH TO VISIBILITY: the target is INVISIBLE while holding their breath. This effect lasts for [sum] minutes.

CONSUME LIGHT: the target reflects no light. In shadows or dim light this grants INVISIBILITY. touching a light source however briefly extinguishes it while this effect is active.


A small town nestled in the corner of a wood. A shrine to the town folk's ancestors lies in a small glade. Offerings of food and incense are made there regularly.

A new arrival, a retired adventurer, has made his home here mere months ago. He lives in a small bit on the edge of town.

Mason Chen: Village elder, slow to pass judgement and weary
Rebecca Wen: Sister of the deceased, Julia Wen. Quick to blame Dev.
Dev: retired wizard who has hung up his robes for good in search of a peaceful life.
Oni: vicious glutton that has been preying on the villager's offerings. The Oni has taken to tormenting the villagers and has recently committed murder.

Town Center: NPCs are gathered at the center of town. Rebecca's sister has gone missing and tensions are high. Rebecca is skeptical of the newcomer Dev and his strange past. Now there's a blood stain near the well.

Shrine: Julia's remains can be found here. She appears torn by claws. 

Abandoned Temple: The Oni has moved in here. Bits of old offerings litter the floor.

Dev is a powerful wizard and knows PROTECTION FROM SIGHT. He could likely figure out what is happening if he could get a level head. PTSD and the villager's grief keep him flustered and defensive.

The Oni is an ogre that can become invisible when it holds it's breath. 

Without intervention the villagers will blame Dev and take torches to his hut. Dev will use invisibility to leave and cut his losses. The Oni will continue it's reign of terror.

Sunday, November 30, 2025

You've Activated My Trap Card (GLOG Class: Duelist)

You've Activated My Trap Card (GLOG Class: Duelist)

The summoner archetype has a major flaw in turn-based games and even more so in TTRPGs. Lots of monsters means lots of mini turns, which is a thin facade covering over the real problem - lots of table time relative to the other players. 

I have solved these problems once and for all in perfect fashion. Behold, the Duelist.



Duel Monsters

An ancient game is played behind closed doors to determine the fates of kingdoms. Few know this and fewer are involved. These shadow games are the domain of the extravagantly wealthy and well connected, what the hell you are doing with a deck and dueling gauntlet is anyone's guess. But I suppose they will find out soon enough.

These wealthy lord occasionally take an apprentice and become their benefactor. This is solely to jockey for power and gather information. There's also a slight chance that an apprentice does more then die and lose their cards to a competitor. A competent ally capable of dueling is valuable indeed.

These are the Rules.

  • The Rite of the Duel, When you announce DUEL MONSTERS in a confident voice, visible life points (hp, but in multiples of 100 to match the jrpg vibe) appear above the head of all present. They reflect current hp and when it reaches zero that participant has lost. Any scenario can be made into a duel by this rite.
  • The Rule of One, Duelists begin a duel with 1 card in their hand, draw 1 per turn, play up to 1 monster per turn.
  • The Rule of the Gauntlet, Cards can only be played on unoccupied runes on your gauntlet. Monsters and spells played outside of a duel can only manifest for a few seconds and the cards become useless for the rest of the day.
  • The Rule of the Shadowrealm, stakes are always established by the duelist that invokes the Rite of the Duel. Stakes must be equitable so most often the consequences of losing are the same for both sides. Abide by them or be banished to the shadow realm.

Duelist 

Starting Equipment: 1 inherited monster card from your benefactor (random), 1 blank card, 1 duelist gauntlet (a glove with angular plate that extends down to the elbow, 5 runes mark the surface where cards can be summoned, d6 light weapon), thigh length wool overcoat, fingerless gloves, more than likely extravagant hair which defines not only convention, but gravity itself.
  • A Monster Cards, Blank Cards, Magic Cards
  • B Trap Cards
  • C Heart of the Cards
  • D Duel Master
Monster Cards
When you play a monster card on your gauntlet it is summoned nearby and obeys simple instruction. Monsters summoned in attack mode behave as normal and are destroyed permanently if killed (the card tears), but they can be summoned in defense mode. Monsters in defense mode are given a target to defend, receive attacks instead of that target, cannot attack, and are not destroyed when defeated. They are useless until summoned again.

You can usually just use the rules for your system to run the monsters, but if not the cards only have two values; attack dice (d6, d8 etc), and hp (shown as a multiple of 100). The monster's attacks always hit and deal damage according to their attack dice roll. Attacks always hit the monster and hp is depleted as normal. The monster is defeated when its hp reaches 0.

Blank Cards
You may only have one blank card in your deck at a time. If you play a blank card face up onto your gauntlet and then kill a monster, the monster is copied into the card and can be added to your deck. When a blank card is filled the next day you awake with a new blank card in your deck.

Blank cards played face down can be used to catch a spell and capture it. Spells caught in this way have no effect and the previous owner forgets how to cast them. Spell scrolls can be added to a blank card with an hour of effort or with a partner to cast it at you.

Magic Cards
You can play one magic card onto your gauntlet per turn, but can activate as many facedown magic cards at a time as you like. Once activated, magic cards cannot be used until the next day.

Trap Cards
Any card can be placed face down on your gauntlet with a simple condition required to activate it. Once the condition is fulfilled, the spell or monster is summoned. This condition must be fulfilled during a duel (combat)

Heart of the Cards
Once per duel search your deck for a card and put it into your hand.

Duel Master
Start a duel with 5 cards in your hand.

Dangerous Benefactors

1. Lord Teru of the Thousand Lanterns
A reclusive billionaire who fills the halls of his mansions with floating lanterns from hidden markets.
Card: Lantern-Wisp Familiar (d4, 6)
A tiny flame spirit that flickers and floats. Lasts an hour outside of a duel.

2. Sister Ireluna
An astronomer-priestess who owns four private observatories and traffics in celestial relics.
Card: Moonlight Acolyte (d6,6)
A faintly glowing attendant that emanates soft cosmic hums.. Instead of attacking, can heal for the same and is then defeated.

3. Captain Rowen Verdantline
A noble ranger-lord who bought an entire forest so no one else could use it.
Card: Forestblade Sentinel (d8, 6)
A forest warrior grown from enchanted seeds. Defeated instantly by fire.

4. Grinda of the Exotic Menagerie
An underground beast collector who operates a moving zoo to evade the law.
Card: Hatchling Emberdrake (d8, 8)
A spark-spitting fire drake bred illegally.

5. Brakkus Steelhand, Baron of Ironblood
A war profiteer with a mercenary army and a platinum-plated prosthetic hand.
Card: Ironhide Berserker (d6, 11)
A metal-skinned brute built for warfare.

6. The Stonemason Syndicate of Granite Gate
A corporate cartel that controls magical construction across kingdoms.
Card: Runestone Golem (d4, 14)
A rune-powered guardian used to protect high-value sites.

7. Riko “Rebounder” Mirelune
A scandalous illusionist heiress who hides money laundering behind stage shows.
Card: Bounceback Gremlin (d4, 4)
A teleporting troublemaker. The first time it is defeated, it returns to play on your turn.

8. Malvok the Alley Warlock
A financier of forbidden spell research who thrives in abandoned districts.
Card: Shadow-Imp Trickster (d8, 4)
A smoky imp that collects whispers and secrets. Can disappear in shadows.

9. The Whitewood Huntmaster
An aristocratic hunter who purchases exotic dangers to release in private forests.
Card: Silvermane Tracker (d8, 5)
A wolf-beast tuned for magical tracking. Can remain for an hour outside a duel if given a scent to track.

10. Aerith Skywatcher of the High Aerie
Owner of the world’s most extravagant skyship fleet.
Card: Aerie Windling (d6, 4, flies)
A tiny sky dragon that glides effortlessly.

11. Zabyr, Merchant Prince Eternal
A magnate with caravans that move jewels, rumors, and blackmail.
Card: Lampborne Djinnling (d6, 8)
A mischievous mini-genie bound to a battered lamp. Will summon a simple item for you if you ask it as a wish.

12. Nelf of the Obsidian Court
A noble assassin-knight seeking a heir outside his bloodline.
Card: Umbral Bladesworn (d10, 4)
A shadowsteel knight with a silent blade.

13. The Tidelock
A wealthy scholar who owns private coastlines for “research privacy.”
Card: Aquamancer Sentry (d6, 6)
A water guardian shaped like a cloaked figure.

14. Captain Salty of the Leviathan Fleet
A pirate-tycoon with a mercenary navy and a grin full of gold teeth.
Card: Sharkhead Marauder (d8, 7)
A shark-spirit that haunts the deep.

15. Engineer Piper Gearwitch
A genius inventor who practically owns an entire factory-city.
Card: Cogwheel Pursuer (2d4, 5, fast)
A relentless one-eyed tracking automaton.

16. Arcanist Velorum
A famous magician whose “shows” cover for heists, assassinations, espionage.
Card: Spellforged Duelist (d6, 5)
A runic swordsman animated by unstable arcana. Parries the first attach against him.

17. Forest Hermit Yavo
A wealthy landowner who chooses to live like a hermit on one of his dozens of estates.
Card: Brambleback Devourer (d8, 12)
A thorn-covered plant beast with snapping jaws.

18. The Ember Knight, Sir Pyrron
A fallen noble desperate to regain his lost status.
Card: Flamebound Swordsprite (d10, 6)
A fiery humanoid spirit with a blade of living flame.

19. Bonekeeper Jareth
A necromantic philanthropist with a network of orphanages and catacombs.
Card: Grave-Tusk Guardian (d10, 10)
A skeletal mammoth spirit with ancient loyalty.

20. Grand Maestro Lucent
A world-famous composer who buys entire amphitheaters to “improve their acoustics.”
Card: Melody-Piper Seraph (d6, 6)
A winged musician spirit. Casts *sleep* when first summoned.

Rare Cards

If you skipped directly to this section, write me a personal letter and I will mail you a pokemon card. Each DUEL MONSTERS card is a treasure in its own right, a Rare card is akin to a magic sword or staff. Rare monsters can have a special ability that can be activated once per duel in lieu of playing a card.
  1. Uno Reverse
    Played in the moment between omen and disaster. Whatever would have happened to you, happens to whoever would have done it.

  2. Maldross Evil Sorcerer (d12, 12)
    Renowned magus with scorched robes and hands. Activate: Power Word Kill

  3. Blue Eyed Silver Dragon (2d6, 20)
    Fearful ice drake of the Glacier Unteraar.

  4. Darkcap of the Fellingwood (d8, 6)
    Stealthy fae with black hat and iron boots. Activate: Duplicate

  5. Red Eyed Obsidian Drake (d10, 14)
    Stoney drake from the Volcano Nyiragongo. Activate: Fireball

  6. Rebirth Monster
    Return a defeated monster to your hand.

Thursday, July 10, 2025

Yet They Did Not Listen To Their Judges (GLOG Class: Scion)



You are anointed by God to deliver your people and lead them to true faith. It is an odd situation when the gods are the ones your people must be delivered from

SCION

+2 WILL and +1 Save per Template. 

Extra Starting Items: Estranged noble family located in a different district, heirloom trinket, excellent sandals. 

A - Influence, Reputation 

B - Diplomancy

C - Deliverance, +1 MD and Ritual Square

D - Founder


Influence

If in good reputation it is assumed that you speak for any district under your control or other group of people you credibly claim to represent. For this reason you are always granted audience with rulers, warlords, captains, and generals.


Any district you control or use an action to visit is considered to have a temple holding equal to your level.


Reputation

Choose a virtue; Glory, Loyalty, Generosity, Silence. As long as you publicly embody this virtue your words have meaning and your class abilities function. 


If you lose your public reputation for holding your central virtue, lose all class abilities until you regain it. Instead, increase your STR bonus and hp by your WILL bonus and become immune to charms, geas, and sanctuary.


If you return to the city with a rare resource, defeat a foe against all odds, or return from the underworld, regain your reputation.


Diplomancy

Normal weapons are always light weapons when used against you. Implements of laborers, shepherds, smiths and the like are as weapons in your hands. One handed implements are light weapons, 1-2 handed implements are medium, and 2 handed implements are large weapons.


Deliverance

When you return to the City with a rare resource or after defeating a foe against all odds you may rouse your population to greater devotion, industry, or service as if you had spent an action to lead them. For example; create an asset, end a public dispute, establish a new local custom.


If you defeat a foe against all odds and return with the source of a rare resource, you may create a holding or increase the level of a holding as long as it does not surpass your own level.


Founder

When you establish a holding outside the City walls you gain [template] actions to create or level up holdings in the new district. One of these actions is spent automatically per season after the creation of the new district. Only one district may be founded in this way at a time.





A class written for Ashes to Ashes, a setting and ongoing game by Locheil


INVISIBILITY rules, spells, scenario

Merry GLOGmas to you @inconspicuousal Invisible creatures push the limit of what most rule sets can handle and get handwaved wit...