![]() |
| from D&D 5e |
Sidebar: Willpower (wp) is basically mental hp or sanity, decreased by stress rather than damage. Once you run out of wp, you start freaking out and may gain Vice if you take further stress. I should post the full rules one day.
"I play Conan, you play Mulan, Bob plays Gandalf, and we fight Dracula because there's sick loot in his castle."
![]() |
| from D&D 5e |
Sidebar: Willpower (wp) is basically mental hp or sanity, decreased by stress rather than damage. Once you run out of wp, you start freaking out and may gain Vice if you take further stress. I should post the full rules one day.
![]() |
| Underwater Breathing - The Awakening |
![]() |
| Old Gnome Wizard by Skywise00 |
![]() |
| High level grey cap gnome From here. |
![]() |
| Young blue cap gnome From here. |
![]() |
| Svirfneblin butler by edubenavente |
![]() |
| From Armello. |
![]() |
| The Long Patrol by Kekai Kotaki |
![]() |
| Ogre Sitting by vshen |
One common way of dealing with the endless classes of GLOG is to have only a limited few available in each campaign, and then maybe add more as players go through characters and find new things. I like this, but I want to make the process of unlocking new classes as player-facing as possible.
One common way of dealing with multiclassing - and GLOG is basically tailor-made for easy multiclassing - is to require an in-world justification for suddenly taking a wizard template with your barbarian. I like this as well, because while multiclassing is more than fine, I would like to see some buildup before a character switches classes. Once again, though, this should be as player-facing as possible.
Therefore, I will be adding a "class quest" for each class, which will have a dual purpose: One, any character who wishes to multiclass into a class will have to carry out the corresponding quest before they can take its template A. Two, anyone in the party fulfilling a class quest (in-game, not in a backstory, you munchkins), whether they multiclass into that class or not, will unlock the class for future new characters. Exploits that do not fit a certain class' quest but would make sense still count for both purposes, at the GM's discretion - the class quests are here as a guideline for the players rather than the GM.
Ideally, common classes will have easy quests while weirder and rarer classes will have quests that are harder to accomplish, maybe even limited to a specific location/event/faction. This will hopefully have the side benefit of encouraging exploration of every nook and cranny of the world. Some players are sadly risk-averse and will avoid places such as the Swamp of Mutilation or the Screaming Tower of Slow and Painful Death unless there is a tangible benefit in going to such places. Knowing that you will get a new class out of dying in there might be just the push they need.
I am thinking of starting the next campaign with a funnel - everyone will be a 0th level human and all classes will be locked. They will also get a list of all the classes they can unlock and their quests. This should provide a nice set of goals the party can work towards before they find personal goals or unearth other plots and problems.
![]() |
| By Varguy |
d20 Class Quests
d12 Race-as-Class Quests
Any ideas for good class quests?
Race-as-class is the only true way and everyone doing it differently is doing it wrong.
![]() |
| Beastfolk Party by WarpZoneTrigger |
Okay, now that I've started a flame war, an explanation is in order. I have been struggling with races in my GLOG, or how to implement them in a way that supports character-making consistent with the world as I envision it. Here are my personal design goals:
So I want humans to be boring and desirable at the same time, and without giving them any numeric bonuses. You can see my dilemma, now.
I may have figured it out. It's in the first sentence. It's a wheel re-invented, really, but I'm still excited to try it out.
Every non-human race is a class now, whose template A you can only take at character creation. Some races will only consist of template A, some may have more templates with more powers and abilities. Multiclassing is the heart of GLOG anyway, so every character can now take up to five templates and starts with two. If you want to be a dwarf cleric, take the templates Dwarf A and Cleric A.
And humans? They are the assumed race for anyone with no racial templates. They literally have no abilities at all, yet they could (hopefully) be quite desirable with their "ability" to start with two class templates, and to finish a whole class and then take one more template from another one.
We shall see if this actually works as intended.
Dwarves need metal. Dwarves eat metal.
Dwarven society is stratified into castes, which in turn are based on the metal which a dwarf can afford to eat. (This can be quite useful for PC dwarves, who can switch between racial
benefits simply by changing their diet and waiting for their body to
adjust.) More wealthy dwarves can afford better metals, which in turn marks them as belonging to a higher caste. If a dwarf doesn't eat metal, they will grow weak, sickly, and eventually die.
The Alloyed
Any dwarf who switched from one diet to another. It takes several days for one metal to be cleared from the body and superseded with a new one, during which time the dwarf's skin is mottled and uneven, often with rust-pimples or cracks.
Politely ignored if it's a dwarf mid-transition between castes, often with a celebration if they change into a higher caste. Dwarves who keep changing their caste and are more often Alloyed than not, disparagingly called the "slags", are widely considered untrustworthy and ignored impolitely.
The Impures
The lowest caste is composed of dwarves who do not always have access to the same cheap metal every day, or just don't have enough energy left to care. These are the labourers and unskilled workers.
Copper Dwarves have increased stamina, though overdose can lead to restlessness and insomnia. Tin Dwarves have somewhat enhanced senses, especially in the dark. Overdose can lead to migraines. Bronze Dwarves have a lesser version of both, which is especially useful for the miners.
Bronze Dwarves are not considered Alloyed and don't get the tell-tale signs of changing a diet, even if they eat two different metals.
Iron Dwarves, Ferrics
The military caste. Iron Dwarves are stronger and tougher, with overdose leading to the numbing of pain and all emotions.
Many dwarven veterans are unwilling to ever change their diet, as they have brutally slaughtered many enemies while under the influence of iron and losing the numbness would quickly lead to PTSD. Swallowing a large amount of iron at once to intentionally overdose can be used by dwarves of any caste as an emergency painkiller, though it leads to them becoming Alloyed if they weren't Ferrics.
Silver Dwarves, Argents
The craftsdwarves, artisans and artists. Silver Dwarves have augmented creativity, imagination, empathy and emotional intelligence, but overdose can leave them with hallucinations or something akin to a bipolar disorder.
Despite their social nature, many Argents choose to lead a reclusive life, as silver diet sometimes leads to embarrassingly undwarven behaviour, like freely expressing your feelings!
Gold Dwarves, Aureans
The leaders, merchants and scholars. Gold Dwarves have augmented mental capacity, memory retention and brain plasticity, allowing them to learn quickly and easily outwit most others. An overdose leads to a loss of empathy and moral restraints, allowing one to stay calm, objective and profitable even in the face of death and despair. As such, many Aureans eat more gold than would be necessary.
Occultum Dwarves, Occultins
Dwarves never have a natural gift for magic, but they can gain one by eating occultum. This is quite often lethal, but those who survive the first dose are rewarded with sorcerous powers. Occultum Dwarves rarely change their diet unless forced to by circumstances, as they cannot return to occultum without risking their life with that first dose again.
An occultum overdose has roughly equal chance of either a massive explosion, or a transformation into a mighty spirit of the earth.
Quicksilver Dwarves, Mercurials
Mercurials are not a part of the dwarven society. They are outcasts, considered monstrous and perverse. They are feared, despised and only whispered about in stories to frighten children. Their blood is a deadly poison, thus they steal the blood of other dwarves to survive. Just like quicksilver, they are malleable, able to change their appearance at will, or even dissolve their body into a pool of living mercury.
Some stories also claim that Mercurials are immortal. Many dwarven lands ban mercury to forestall the temptation and prevent the rise of dwarf-eating monstrosities in their midst.
Oort
Zeno
They have nothing in common with humans, not even a distant space-faring ancestor, yet they are completely human looking. On the outside.
On the inside:
Baseline Humans, True Men
Cyborgs, Shellers, Aug-Men
Robodroids, Mech-Men
Chimerae, Splicers, Beast Men
Synths, Fake Men
Replicants, Vat Babies
Holograms, eGhosts, Hollow Men
Blighters, Zeds, Chem-Men
Dreamers
Vampirism - You don't need to eat, sleep, or breath, but you must drink blood. Allergic to sunlight. Powers and weaknesses develop as you drink more people.
A character of mine in a Finders Keepers game currently has this trait. The question remains, what kind of powers and weaknesses will a vampire develop? You can use the generator below - once you drink enough blood, press the button and you will gain one random power and one random weakness.
While the powers and weaknesses were created with Finders Keepers* in mind, they can easily be used for vampiric characters in any Into the Odd-style game. To make it work as a GLOG class, you could grant Vampirism and one roll on the generator at template A, then one extra roll each level. Or just use it to inspire powers for your NPC vampires.
Dead blood is any blood removed from a living body for over an hour, or taken from a dead body that already started to grow cold.
To feed someone your blood, take d4 damage unless otherwise specified.
*) Some of the abilities are frankly stolen from there.
![]() |
| Wereshark, werecheetah, werebat and weregator. |
![]() | |
| Wereserpent From Fantastic Beasts: The Crimes of Grindelwald |
![]() |
| Good old werewolf transformation. From Hemlock Grove |