Thursday, December 3, 2020

EarthBound meets GLOG

GLOG classes and a sketch of a ruleset for an adventure that’s strange, funny, and heartrending.

A few differences from normal GLOG, and random notes, for this as-of-yet unnamed hack:

  • PSI-using classes do not expand their spell lists upon levelling up. Instead, they learn new powers by adventuring in the world, visiting inspiring and beautiful locations, and learning new things from people. When a new psychic power, or PSI, is first acquired it is fairly weak but over time you can improve your spells, also through diegetic means. I might replace the standard stats with more thematic ones, but PSI will likely be cast with the WIS-equivalent stat.
  • The ‘spell slot’/PSI slot system will likely be similar to this one from Archon’s Court
  • Nobody in the party can die. However, if they would normally die, they instead break their leg or something like that and need to go rest in a hospital for a while, effectively removing them as a playable character for 2d6 months. Generally, defeated foes are knocked unconscious.
  • Armor, usually in the form of a bulletproof vest, is expensive and optional, and always confers a flat +4 defense.
  • The ‘rolling HP’ system will be incorporated somehow.
  • There will be a d100 table for effects of the Psychic Kid praying.
  • Characters start with d10 dollars.
  • A party can only have one character of each class. Kids are generally preteens except for the Tough Cookie who is teenage. An adventuring party cannot include adult humans, only kids, animals and weird creatures.
  • Strictly formal adventure goals (get the 8 melodies, pull 7 needles, beat this specific big bad guy, etc) but in a sandbox environment.

And now, some classes. 


Brave Kid


Start with a baseball cap, striped shirt, and 2 of these, rolled randomly: 1. baseball bat 2. yo-yo 3. doggy friend 4. walkie-talkies 5. RC car 6. cheap electric guitar 7. light-up sneakers 8. FM radio


When you have a meaningful experience, you may learn one new PSI, or advance a PSI you already have to its next rank.


1. +1 PSI slot, Nostalgic Spirit, Caring

2. +1 PSI slot, Adventurer

3. +1 PSI slot, Childhood Memories

4. +1 PSI slot, True Hero


Nostalgic Spirit- Your unique PSI, Spirit, draws on memories of your favorite thing. Cast a ray that hits everybody in front of you for 20 feet, for 1d6 base damage.


Caring- When an ally would take enough damage to remove them from the adventure, psychically shield them and take the damage yourself. 


Adventurer- For every meaningful experience you’ve had, Spirit’s damage increases by +1.


Childhood Memories- Spirit’s base damage increases to 1d10. In the presence of your favorite thing, you are immune to mental effects that involve fear and confusion.


True Hero- 1/day, deliver a speech to your companions to inspire them to keep on going! Everybody heals 1d4 damage, regains one PSI slot, and any skill they have with a ‘1/day’ cooldown is usable again.


Psychic Kid


Start with 2 of these: 1. neatly-folded Sunday-best clothes 2. handkerchief for nosebleeds 3. book of etiquette 4. toy katana 5. teddy bear (can soak up damage instead of you, destroyed at 10 damage) 6. religious amulet 7. little fancy soap 8. cute backpack (1 extra inventory slot)


When you have a meaningful experience, you may learn two new PSI, or advance your PSI to their next ranks.


1. +1 PSI slot, Natural Psychic, Divine Gift

2. +1 PSI slot, Power of Friendship

3. +1 PSI slot, Super Psychic

4. +1 PSI slot, Psychic Intuition


Natural Psychic- You know 3 random first-rank PSI from the list.


Divine Gift- You can Pray. If you are within 50 feet of danger, you know it immediately.


Power of Friendship- Telepathically send (but not receive) a message to any other kid or ally within a mile’s radius.


Super Psychic- Learn three new PSI from the list, or advance PSI to their next ranks.


Psychic Intuition- Pass a wisdom test and you can do one of the following:


Learn the general location (such as what town) of any one person or thing

Gain an insight as to the nature of a mysterious or otherworldly force

Determine the effect of one small action (ie ‘what would happen if I opened that door?’)


Tough Cookie


Start with 2 of these: 1. skateboard 2. grouchy pet iguana 3. learner’s permit 4. pack of cigarettes 5. treasured childhood memento 6. really cool sunglasses 7. fake ID to buy beer 8. razor comb


When you have a meaningful experience, you may learn one new PSI, or advance a PSI you already have to its next rank.


1. +1 PSI slot, Thunderstruck, Won’t Get Fooled Again

2. +1 PSI slot, We Will Rock You

3. +1 PSI slot, Leader of the Pack

4. +1 PSI slot, Seven Nation Army


Thunderstruck- Unarmed attack does 1d6 + STR mod damage.


Won’t Get Fooled Again- 1/day, negate a single PSI aimed at you.


We Will Rock You- When making a CHA test to intimidate somebody, subtract your STR mod from your roll.


Leader of the Pack- Your PSI negation can affect a PSI aimed at either an ally or yourself.


Seven Nation Army- When attacking somebody who is intimidated or afraid of you, all attacks are dealt as though you have rolled maximum damage.


Kid Genius


Start with 2 of these: 1. homework 2. stink bomb 3. water gun 4. thick glasses 5. laser pointer 6. fountain pen 7. inhaler 8. abacus


1. +1 Repair Die (d4), Study, Repair

2. +1 Repair Die (d4), Innovative

3. +1 Repair Die (d4), Right Tools for the Job

4. +1 Repair Die (d4), Quantum Mechanic


Study- As an action, learn somebody’s stats and a PSI weakness if they have one.


Repair- 1/day, fix a broken machine. Roll as many of your Repair Dice as you want, add, and consult the Repair Table. A die that rolls a 1 is instead treated as -1 against the total.


Innovative- In a skill test where your inventions aid you, subtract your INT mod.


Right Tools for the Job- After rolling Repair Dice, pay $10 x the number of dice you rolled to reroll a die. Pay again to reroll another die, as many times as you want. 


Quantum Mechanic- After rolling Repair Dice, pay $20 x the number of dice you rolled to change a die to any number. Pay the fee again to change multiple dice.


-4

Hostile Robot



-3

Explosion (3d6 dmg)

7

Shield Piercer

-2

Explosion (2d6 dmg)

8

Counter-PSI Unit

-1

Explosion (1d6 dmg)

9

Crushing Pincer

0

Nothing at all

10

Laser Beam

1

Sticky Armor

11

Gaia Gun

2

Stinkbomb Launcher

12

INT Booster

3

Zap Beam

13

Mecha-Armor

4

Slime Generator

14

Big Bad Laser

5

Forgery Engine

15

Robot

6

Bottle Rocket

16

Death Ray


A few more classes I plan to write include a Cub Scout, a Sneak, a Robot and a Young Alien.


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