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Showing posts with label items. Show all posts
Showing posts with label items. Show all posts

Monday, July 14, 2025

Facility: Combat, Encumbrance, and You

Combat

Despite the best efforts of Public Relations, Human Resources, and Legal, everyday operations in the Facility require a significant amount of violence. The Incident has only exacerbated this troubling tendency.

Initiative

To determine order of combat, the player with the highest unimpaired Insight makes an Insight roll. Other players with unimpaired Insight may Help. If the resulting roll succeeds, the player characters go first. If not, the enemies go first. On a Partial Success, players elect a single character to go before the enemies. Play then alternates between sides until one side is incapacitated, surrenders, or flees.

Actions

Characters can make one attack and take one other action of their choice on their turn during combat. Because players take their turn simultaneously, they may take these actions in any order.

Attacking

When a PC attacks, they describe how and roll with the appropriate stat (usually Physique, but Science and Insight are relevant for artefacts and anomalous abilities, and Normal or Admin are appropriate for social attacks). Their target number is 10 plus the enemy’s appropriate save and any other modifiers.

On a Success, the player may either inflict their weapon’s Damage or roll to Critical Hit. On a Failure, the player may accept that their attack missed or roll to Salvage.

Critical Hit Rolls
Make the same attack roll again. This roll counts as a type of Salvage for relevant rules, including Impairment. On a Success, the attack deals its maximum base damage and you may also either inflict an additional 1d6 damage or make a called shot or maneuver. On a Failure, the attack becomes a Partial Success.

Partial Success
Inflict weapon’s Damage to the target, but also suffer Damage from enemies. The PC cannot save vs. this damage, but may ablate it with any relevant PPE.

Salvaged Hit Rolls
Make the same attack roll again. On a Success, the attack becomes a Partial Success (see above). On a Failure, the attack misses and the PC suffers an additional difficulty such as damage, losing their weapon, running out of ammunition, falling prone, etc.

Example Weapons

Unarmed attack: 0 damage, but may still crit.
Improvised melee: 1 damage
Light melee: 2 damage
Heavy melee: 3 damage, requires two hands or Physique of at least +2
Thrown weapon: 1 damage
Pistol: 3 damage
Submachine gun: 1d4 damage, +2d4 on crit
Shotgun: 1d4+2 damage
Automatic rifle: 1d6 damage, +2d6 on crit
Fragmentation grenade: 3 damage, 10’ radius blast, consumable

Whenever you roll a 1 on an attack with a gun with any die, that gun runs out of ammunition and must be reloaded.

If a weapon specifies critical dice, it rolls those dice instead of the normal 1d6 for a critical hit.

Due to Procurement’s difficulties with finding suppliers who will sell weapons in bulk to an anonymous, secretive organization, ammunition is not interchangeable between guns unless you have managed to personally source or modify pieces that take the appropriate cartridge.

Saves & Wounds

Weapons and hazards can wound a wide variety of stats regardless of the save that they target. Wound type may not become apparent until save is failed, but players always have the chance to ablate before suffering the wound.

Physical injuries, especially to the musculoskeletal, circulatory, or respiratory systems, tend to wound Physique. Nervous system injuries that affect cognitive function and/or logical reasoning tend to wound Science. Injuries to the senses and other perceptive faculties tend to wound Insight. Social injuries, humiliation, collapses of leadership, and failures of morale tend to wound Admin. Fear, whether accompanied by other types of injury or not, tends to wound Normal. Examples (non-exhaustive) follow. 

Weapons

  • Gunshot ➜ Physique
  • Impact-induced concussion ➜ Science
  • Deafened by near-miss ➜ Insight
  • Squad pinned down ➜ Admin
  • Hit by unfamiliar weapon ➜ Normal

Trauma

  • Crushed by vehicle, blast door, falling object ➜ Physique
  • Framework with which one understands the world undermined ➜ Science
  • Distressing hallucinations ➜ Insight
  • Sending comrade to die ➜ Admin
  • Hunted in the dark ➜ Normal

Explosive

  • Shrapnel ➜ Physique
  • Lightning ➜ Science
  • Flashbang ➜ Insight
  • Separated from party ➜ Admin
  • Fire ➜ Normal

Contaminants

  • Respiratory hazard ➜ Physique
  • Mind-affecting pathogen ➜ Science
  • Corpse stench ➜ Insight
  • Food poisoning ➜ Admin
  • Bugs all over your skin ➜ Normal

Anomalies

  • Bitten by absence of shark ➜ Physique
  • Memory-affecting phenomena ➜ Science
  • Sensory manipulation ➜ Insight
  • Social phenomena ➜ Admin
  • Pretty much anything in the Facility, to be honest ➜ Normal

Encumbrance

Characters have Slots in their bags and Pockets on their clothes. By default, each character starts with 2 Pockets on their clothes, and has a backpack that provides 6 Slots.

Pockets are quick inventory slots that fit small items (you know, pocket-sized ones). Characters can store and retrieve items from pockets at any time, and are assumed to have done so if they take an action that needs one.

In order to retrieve an item from a slot, a character must dig around in their bag for a minute. If they want to do so quickly (i.e. as an action in combat), this takes a Normal roll. If they try and fail to Salvage the attempt, their bag falls open and the contents spill out.

Some items like rifles, bankers’ boxes, and briefcases are Bulky. These are too unwieldy to store in a single inventory slot, and certainly not in pockets. They must be carried in a character’s hands unless a better storage solution like a sling or a handcart has been found.

Wearing Storage Items nonsensically (ask players to demonstrate!) impairs the character’s Physique.

Sample Storage Items
  • Coveralls: 6 pockets. Replaces normal clothing.
  • Messenger Bag: 2 slots, 1 pocket.
  • Sling: Carries a Bulky item. Sheathes and scabbards for melee weapons also count as Slings.
  • Fanny Pack: 2 pockets.
  • Briefcase: 2 slots, Bulky.
  • Toolbox: 3 slots, Bulky.

Maintenance Technician

Qualifications
+1 Science or +1 Normal

Saves
Weapons +0, Trauma +0, Explosions +2, Contaminants +2, Anomalies +0

Expertise
Choose a trade (Science)

Uniform
L1 Clearance badge, orange coveralls, work boots, work gloves, toolbox, 3 slots of Spare Parts.

Kitbash
You may Craft Device as a Research Assistant. The device cannot include artefacts, but only takes a Break to construct.

Maintenance Techniques
To use a Maintenance Technique, roll Xd6, where X is less than or equal to the number of slots in your inventory that are filled with Spare Parts. Expend one slot of Spare Parts for each 4+ you roll, or if X was greater than your Clearance level, expend one slot of Spare Parts for each die rolled. The resulting sum of all dice is referred to as [sum], as is GLOG tradition.

Maintenance Technique — Work Order
When you roll to repair or interact with Facility systems, you may use this Maintenance Technique to add [sum] to your roll.

Maintenance Technique — Dismantle
During a Break (1 hour), convert a piece of large equipment like a centrifuge, mainframe server, or boiler into [sum] Spare Parts. It cannot be repaired or reassembled.

Maintenance Technique — Barricade
Create a sturdy barrier out of Spare Parts and office debris. This takes 10 minutes alone, or 1 round of concerted activity by the whole party. The resulting barrier can suffer [sum]*10 wounds before falling apart. Its maximum height is 10’, and its maximum length is [sum]*10’. It can only take complex shapes like curves or domes if you spend at least 10 minutes erecting it. Barriers constructed this way collapse after an hour, or after 10 minutes if built in 1 round.

Maintenance Techniques — Conduits
The following Maintenance Techniques refer to the conduits that network the Facility’s walls, ceilings, and floors. The Maintenance Technician can always identify the type, presence, and direction of conduits, both exposed and hidden from view. Conduits for electricity, air, gas, water, sewage, and data are ubiquitous. Sectors with unique architecture may also contain rarer conduits such as boiling steam, sulfuric acid, pneumatic tubes, and liquid nitrogen.

Maintenance Technique — Tap
Construct a new access point to a conduit. This access point controls that conduit’s flow for [sum] in either direction. You may activate, deactivate, or alter the flow at your leisure.

Maintenance Technique — Reroute
Extend a conduit across [dice] rooms. This takes 1 hour per room and consumes 1 slot of Spare Parts per die regardless of what was rolled.

Maintenance Technique — Blast
Open a conduit and direct a discharge of electricity, flammable gas, pressurized water, or something stranger into your foes. This discharge inflicts [sum] wounds divided equally between any number of targets in front of you (save vs. Explosives halves damage). You may also break the conduit to inflict one of the following effects based on its type. A broken conduit cannot be discharged again until repaired.

  • Electricity: All targets are stunned and can’t attack on their next turn. Localized blackout plunges room into darkness until repaired.
  • Gas: All targets are set on fire until they put themselves out. Room fills with flammable gas until vented.
  • Water or Sewage: Targets all fall prone and are knocked back 5’ per wound inflicted. Room floods 1’ per round until drained.
  • Air: As water or sewage, but instead of flooding, room becomes foggy and loses temperature control until HVAC repaired.


I’m not sure how a data conduit would hurt someone. I do know that I don’t want to be nearby when someone figures it out. — A.O.

Friday, January 31, 2025

Six Flames

Ghastflame

Burn corpse wax to create the sickly green ghastflame. Its wisps map out faces of the dead and damned, which it invites to the flame like moths. Light from a ghastflame torch reflects off past deaths and reveals the fates of those who met untimely ends, like bloodstains in Dark Souls.

A ghastflame bonfire will become haunted by unquiet spirits, take a horrid amalgamated form, and attempt to fulfill their many conflicting desires. This ghast sets fires to all it touches, though these new fires are not ghastflame unless they burn more corpses. After a ghast’s fuel runs down, it becomes a will-o-wisp and seeks out new victims or corpses to burn.

This is why you don’t set bonfires at old battlefields.

Ghastflame Lantern: The glass in this lantern is silvered to prevent the lantern from becoming haunted, and has shutters to conceal the flame when the sights of shades of the dead would be inconvenient. If the glass breaks, it’s just large enough to become a will-o-wisp, so be careful!

Corpsewax Torch: A single corpse provides just enough fat to render into a single torch of corpsewax. While any spirit will take the chance to haunt a lick of ghastflame, the spirit of the person whose corpse was used takes precedence. Spirits prefer corpsewax of a similar age to them when they died, and some palaeoalchemists have claimed to have created ghastflame from burning fossils.

Deeplight

Torchmoss secretes an oily coating that both burns well and protects the moss from its own dim green flame, called deeplight by dwarves and goblins. As the moss matures, it turns from a deep green to a rust red, at which point it has been saturated with its characteristic oils. Mature torchmoss will hold a flame for as long as it remains fed with mineral-rich water.

Many dungeon environments are ideal for the cultivation of torchmoss, as condensation drips from the ceiling to feed torchmoss colonies on the walls. This provides the dim ambient light so prevalent throughout cave systems, ancient ruins, and city sewers.

Torchmoss oil is currently in high demand as a skincare product, which makes fashionable nobles surprisingly flammable. 

Terrarium Lantern: This terrarium holds a small colony of happy and well-fed burning torchmoss. So long as the moss is fed with mineral-rich water, the terrarium will give off dim light indefinitely.

Balefire

Burn your own living flesh to create the balefire, a black and smokeless flame of sacrifice. It casts shadows rather than light, and holds a rough shape when cast off. You cannot burn another’s flesh to create balefire, only your own — it gains its power from sacrifice.

Balefire inflicts an additional 1d6 damage to those it burns for each point of damage it inflicts to you, and can be thrown like a projectile. A chunk of living flesh cut from the body will still burn with balefire until the blood dries. Burning silk also gives off balefire, mystifying philosophers, alchemists, and theologians alike.

The esoteric martial school of the prophet Abnegatus teaches the use of balefire as a method of simultaneously casting off the trappings of the flesh and destroying their enemies, creating sacred balefire that mortifies the flesh rather than cauterizing it.

Thief’s Caul: A long silk veil that burns with balefire. While it burns, it casts shadows that obscure the wearer while permitting them to see in the dark as if they had a lantern. It lasts for 10 minutes or one exploration turn, at which point it must be discarded lest its flames consume the wearer’s face.

Frostflame

Frozen vegetation burns ice-cold with frostflame, a milky-white fire that cannot be extinguished with water. When lightning strikes a frozen forest during a blizzard, the resulting frostfire burns the entire forest to an icy crisp. The ash left behind is fine and slippery, creating shallow seas of fine crystalline particulates in the tundra.

Once started, frostfire still burns traditionally flammable fuel sources and scars flesh with glassy frost-burns.

Frigid Lantern: Frostflame lanterns throw an unnatural chill across all that their light touches, making them ideal for refrigeration on long caravans or protection from dangerously hot environments. They consume more fuel than mundane lanterns, and if a frostflame goes out it’s very difficult to restart without environmentally-frozen kindling.

Bladefire

When you burn magic items, they give off a colorful flame that mimics the color of the item's magical effect. This is how you make flaming swords, which has led to the effect’s common  name of bladefire (much to the chagrin of wizards everywhere). Setting bladefire is also a popular way to identify the properties of magical items, as it burns slowly enough to prevent serious damage to the item during the identification process.

Items wholly burnt away with bladefire leave behind a sparkling magically-charged ash called residuum, which can be snorted as a magical accelerant much like ground wizard teeth (+1 temporary magic die or spell slot, 2-in-6 chance of addiction, horrific long-term health effects). Enchanters love residuum for more practical reasons, as it’s easily worked into new magic items during the forging process and can even transfer the previous item’s properties into the new one.

Wizard corpses burn with the silent, violet Killing Flame.

Flaming Sword: +1 to hit. Ignites with red-orange bladefire once you’ve dealt damage with it, and inflicts an additional d6 fire damage while ignited. The fire burns out at the end of a round in which you haven’t dealt damage with the sword.

A flaming sword's ignition condition determines the color of its bladefire. Knights, lords, and even entire armies take great pride in signaling their value systems through their flaming weapons' hues.

Sacred Flame

Burn holy items to create an entrancing and golden sacred flame with light soft enough to look upon directly. This fire burns until it exhausts all atmospheric divinity in its surroundings, then burn the divinity within their own fuel. Sacred torches last longer when held by a believer, and prayers feed it like oxygen feeds mundane fire.

A believer’s flesh may produce sacred balefire, while their corpse burns with holy ghastflame. I leave the effects of these flame as an exercise for both the reader and my future self.

Altar Candles: Bees fed on syrup made with holy water produce the sacred beeswax necessary to produce Church-standard altar candles. These candles burn indefinitely in a sufficiently holy site.

Reliquary Lantern: This lantern is made of stained glass and contains a relic, creating a microchurch with an internally sustainable sanctified environment. The relic produces divinity at a sufficient rate to fuel a small sacred flame, preventing the flame from burning the relic itself so long as the lantern remains intact. If containment is breached, the divinity will dissipate into the surrounding environment and the flame will consume the relic if not immediately fed with prayer.

Wednesday, February 14, 2024

GλOG: Item Templates

Lambda templates are associated with items rather than a character class. Gaining a λ template is simple: spend a downtime action training with the associated item. This may also require an XP investiture or be limited in other ways, such as once per level - ask your GM. You cannot gain the same λ template more than once unless otherwise specified.

A good λ template does not invalidate the need for the item, nor does it require the item to use. Rather, it complements the item and unlocks new applications for the associated item and the rest of the character's inventory. Not all items have λ templates. If a month training with an item wouldn't make you significantly better at using it in a mechanically interesting way, it doesn't need one.

Some of these items have Consumable rules. I've never found a satisfying solution to tracking inventory slots, so these are references to measure the scale of the item I'm writing about. Insert your own inventory tracking and encumbrance rules here - and let me know about ones that work best for you so I can crib them for my own games.

 Abbreviations: 1H = one handed, b = bludgeoning, p = piercing, s = slashing

Crowbar: 1H 1d6b, advantage on Strength tests to lift/pry/move objects
λ - Leverage:
At a glance, you can see structural weaknesses in objects and constructs such as doors, walls, automatons, and siege engines, and you learn their current hit points. Once you know of a weakness in such a construct, you have advantage on melee attacks and damage rolls against it.
You can share the knowledge of a weakness with your allies so long as you have the time to accurately describe what you're talking about. Pitched battles don't count. 

Rope & pitons: Surfaces with a securely-anchored rope can be safely and slowly scaled without a test. Surfaces with a rope can be climbed at double speed. Consumable: Comes in 50' lengths of rope and packs of 2 pitons. Reusable.
λ - Second-Story Worker:
Double your climbing speed. You can slowly and safely scale any non-sheer surface. Halve the difficulty of tests to climb surfaces quickly.
This ability is most obviously useful for a character to climb a surface, scout an area, then let down a rope for their allies to climb after them. 

Roll of bandages: During a rest, give an injured character temporary hit points up to the difference between their current total HP (including temporary HP) and their maximum HP. These hit points wear off at the next rest. Consumable: A single roll of bandages provides 12 temporary hit points before running out.
λ - Field Medic:
You can apply bandages or other mundane medical treatments to an adjacent character with a single action, rather than a longer duration. Any temporary hit points granted this way expire at the end of combat or in 10 minutes, whichever comes first. You can't do this if you or the target character are engaged in melee combat.

Backpack: +2 inventory slots inside the backpack, +2 slots on the outside of the backpack. Items in the backpack are protected from mundane physical hazards like rain.
λ - Hoarding Impulse: Whenever you need a mundane piece of equipment that isn't listed in your inventory, you may make a Wisdom test. If you succeed, you have a ratty version in your bag that will work just this once and then break. Either way, write the item down next to this ability and cross it off; until you return to town for downtime, you can't get it from this ability again. 

Helmet: +1 AC. When you would suffer critical damage, you may splinter your helmet to reduce damage from that source to 1. Your helmet provides no further AC benefits and is disenchanted if magical.
λ - Warsight: You can see the HP, AC, Morale, and command hierarchy of enemy combatants. Roll initiative with advantage.
Warsight does not let you literally see numbers, but you gain that game-mechanical information. Much like riding a bike, you do not need a helmet to use Warsight, but you should wear a helmet anyway.
 

Torch: 1H. Sheds light in a 30' radius. Covering a torch is a free action or reaction, but lighting a torch takes a full combat turn and 2 hands of fiddling with a flint and steel. Many things extinguish torches, including fighting, getting wet, and sprinting. Consumable: Every exploration turn, roll 1d6. On a 1, the torch is consumed and goes out. 3 torches take up 1 inventory slot.
λ - Torchbearer: You can wield a torch as an effective melee weapon without burning yourself or it going out. It deals 1d6 fire damage and the target must save vs. being set aflame for 1d2 damage a round. Burning ends when they take 2 damage from the roll, when they stop, drop, and roll, or when they are otherwise extinguished.
I chose the 30' range so you can see as far as you can move in one action. Look before you leap. 

Lantern: 1H. Sheds light in a 30' radius. Follows torch rules for lighting, but is more difficult to extinguish than a torch. Requires oil. Semi-Consumable: Every exploration turn requires 1 unit of oil or the lantern goes out.
λ - Lightbearer: While in a dark area, you and all allies within the radius of a light source you're holding (or casting if magic) have +1 to hit and +1 AC.
I want to incentivize players to engage with lighting mechanics. 

Healing herbs: When eaten, provides 1d6-2 temporary HP (negative temporary HP deals damage) and allows the character to save against up to one poison or disease effect. If saving against a poison or disease, causes nausea and induces vomiting. Any temporary HP granted at the beginning of the next rest. Consumable: One inventory slot of healing herbs is 10 doses.
λ - Nutritious Diet: Permanently increase your maximum HP by 3.

Tower shield: 1H. As an action on your turn, you may raise your tower shield. While the shield is raised, add your Strength bonus to your AC. To move, you must lower your tower shield (this is a free action).
λ - Shield Wall: Allies immediately behind you also gain the AC bonus from your tower shield while it's raised. 

Staff: 1H 1d6b, 2H 1d8b. 10' reach.
λ - Arcane Focus (Staff): While you wield a staff, you can use it to cast a spell as an action on your turn.
I'm playing around with the idea of more characters getting to cast spells outside of combat in rituals that take an exploration turn or longer. Dedicated casters take items and templates like this to cast complex spells to harm their enemies and protect their allies in dangerous situations.
This also counts as a 10' pole. Not all staves are 10' long, but if you want a 10' pole, get one of these.
 

Dagger: 1H 1d6p/s. Throwable 30'.
λ - Sneak Attack: While you are behind, above, flanking, or concealed from an enemy, your attacks deal an extra 1d6 damage. If you fulfill more than one of these conditions, you also roll to hit with advantage.

Bottle of holy water: Deals 2d8 sacred damage to unclean, unholy, and undead creatures (halved on a successful Wisdom save). Throwable 30', consumed when thrown. Unclean, unholy, and undead creatures must make a Wisdom save to cross spilled holy water.
Spilled holy water evaporates over the course of an exploration turn.
λ - Sanctifex: During an exploration turn, you can bless a bottle of fresh water and turn it into 1 bottle of holy water. You can also perform a frantic blessing as an attack in combat, which forces an unclean, unholy, or undead enemy to make a Wisdom save or spend its next move action retreating from you.

Armor plate: +1 AC, -1 Initiative. Worn over one part of the body (arm, leg, or torso). You may wear up to 3 plates. If you are wearing more than one plate, you cannot move silently.
λ - Plate Carrier: You may wear up to 6 plates. 

Wizard hat: While you are wearing a wizard hat, you have +1 Magic Die.
λ - Magesight: You can see, smell, or taste magic beyond its material manifestations, making magical effects apparent to you. When making eye contact (or an equivalent mutual exchange of attention) with another spellcaster or magical creature, you immediately gain an instinctive understanding of its magical capabilities including total number of magic dice and number of magic dice remaining.
Wearing additional wizard hats or swapping wizard hats does not increase or replenish your magic dice. It is a funnel that draws power into the mind, not a sartorial affection - so sayeth the self-conscious mage.

Buckler: 1H, +1 AC.
λ - Parry-Riposte: Once per round, when an enemy hits you with a melee attack, you may make a Dexterity test. If you meet or beat their to-hit roll, you negate the hit and hit them instead.
The more armor you're wearing, the harder it is for you to parry, because attacks that hit you have higher to-hit rolls.

Vial of oil: Covers a 5' square in flammable (burns for 1 minute at 1d6 fire damage per round) and slippery (Dexterity save or fall prone in the space) grease, or powers a lantern for 1 exploration turn. A flask of oil contains 3 vials, a jug contains 6 flasks.
λ - Dungeon Chef: You can prepare Dungeon Meals from ingredients. To cook a Dungeon Meal, spend 1 exploration turn with a 1 vial of oil, a cooking pan or pot, and a blade. Make an Intelligence, Wisdom, or Dexterity test vs. 8 plus 1 for each ingredient you use. On a success, the meal is delicious and provides +1 temporary hit point per ingredient. On a failure, the meal is only edible as rations. On a critical failure, you waste the ingredients.
Dungeon meal benefits are in addition to the traditional GLOG benefits of taking a Lunch, which restores 1d6 HP. Cf. Skerples' Monster Menu-All for further information regarding dungeon ingredients.

Oversized weapon: 2H, 3d6-3 damage of a relevant type, 10' reach. Takes your entire turn to heft and attack. 4 inventory slots.
λ - Heavy Weapons Mastery: Add your Strength bonus to the damage of all your melee attacks.

Trenchcoat: +2 inventory slots. Caps your armor bonus to AC at +2.
λ - Deep Pockets: To solve an immediate problem, you may make a Wisdom test to pull a relevant mundane tool out of your bag that helps in this situation. The more obscure and valuable the item, the harder the test. If you succeed, it works once, then is consumed. Whether you succeed or fail, write the item down next to this one. You can't use this ability to gain that item again until you have downtime in town.

Lockpicks: Allows you to make Dexterity tests to open locks and disarm traps. Without lockpicks, you need a key, brute force, or a critical success.
λ - Tricky Fingers: Whenever you fail a Dexterity test to perform sleight of hand such as picking a lock, disarming a trap, or picking a pocket, your first failure doesn't alert the victim or trigger alarms.

Bow & arrows: 2H, 1d8p, 120' range, disadvantage on attacks within 30'. Quivers hold 30 arrows.
λ - Eagle-Eyed: You can always hit stationary targets within range with ranged attacks. This allows you to push buttons, break windows, and ambush guards with impunity.
If you don't make a roll to hit, you also cannot critically hit the target. This ability also works for thrown weapons, rocks, bows, guns, and even ballistae that you aim.

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