Monday, April 19, 2021

GLOG Class: Secret Snake

So I'm trying to expand the class list for Mall Rats, and I like action movies.

Sneaky Snake

Class: Secret Snake

You start with a pen (d6 damage) and a mission.

Backgrounds
Clone - Start with a backup body and plain white clothes
Mercenary - Start with a knife (d4 damage) and camo clothes
Portal Fantasy Victim - Start with a magic longsword (d6 damage, d8 if wielded in 2 hands, glows if held overhead) and fur clothes.

A: Mission, Danger Sense, +1 ATTACK
B: Trail of Carnage, +1 ATTACK
C: Feat of Strength, +1 ATTACK
D: Furious, +1 ATTACK

Mission
You have a MISSION. It could be to find and rescue your creator Dr. Star from the secret laboratory of Dr. Ego, or to stop a drug lord from distributing the marijuanas to the kids, or to vanquish the Dark Lord that fled to this dimension, or something else entirely. You also have a handler, someone that checks in on your progress - Dr. Star's computer butler, the DEA, a fairy from another world, etc.

You have a MISSION stat. This stat starts at 0. When it reaches 10, your handler will inform you of the location of your mission target. If you complete your mission, you gain a powerful Rad item or an ability relevant to your handler.

Each time you return home from a mall, roll 2d6+Your level in Secret Snake. Add 2 to the result if you acted in a way that would seriously piss off your handler (without directly antagonizing them). On a 7+, something you found in the mall is a clue to completing your mission. Say what it was, and your handler will tell you what it means. Add 1 to your MISSION stat. On a 10+, your handler gives you a handy tip based on their analysis. Once during your next visit to a mall, you may reroll a failed check due to this helpful information.

Danger Sense
If you are surprised, you roll initiative anyways.

Trail of Carnage
You may destroy your weapon to deal twice maximum damage.

Feat of Strength
Once per day, your STR counts as 10 (20 if using normal GLOG stats) for one round.

Furious
If you roll an unmodified 19 or 20 on an ATTACK check, deal an additional 3d6 damage on that attack.


2 comments:

  1. 3d6 for Fast? That's intense. Any particular reason why?

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    1. I figure considering at level 1 you have a 50% chance of going first, and usually a 50-60% chance of hitting, you're going to only be dealing the damage once in a quarter of combats, which is far from consistent as opposed to something like the Assassin's Opportunist ability which might be triggered every combat, depending on the GM. It's still probably too much though. Honestly I'm not sure if it's a good idea in general, since there's not a ton of interactivity.

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