Tuesday, June 29, 2021

GLOG Class: Action Movie Hero

You're a hero. Specifically, an action movie hero. Your muscles are big (though probably not natty) and so are your guns. You save the day, so long as you can keep the ratings up and budget down. You never look at explosions.

GLOG Class: Action Movie Hero
Starting Equipment: Gun, tank top, sunglasses
A: Budget, 2 Tropes
B: Tough Guy, +2 Tropes
C: Bigger Budget, +2 Tropes
D: Getting Too Old For This Shit, +2 Tropes

A

Budget: This is the fuel for your abilities. You start each session with 1d6 points (2d6 at Template C). You can gain more while in a session the following ways, each gives +1 Budget:

1. One-Liner: Say something cool/funny at an appropriate, climactic moment.

2. Heroic Sacrifice: Take a hit meant for someone else. You take the damage automatically. Has to be a bigger hit each time you use it in a session.

3. Leeroy Jenkins: Kick down the door and start shooting instead of doing something smarter.

If any of these ways annoy the rest of the group instead of entertaining them, the Budget gain becomes a loss. They are your audience.

If you're at 0 Budget or below at the end of a session, save with penalty equal to the number of Budget points below 0. If you fail you poof out of existence. You've been cancelled.

Tropes: These are your special effects and suchlike, the stuff that makes you larger than life. You get two tropes per Action Movie Hero template. Roll randomly for odd templates, choose for evens (D20):

1. Endless Ammo: Spend 1D4-2 (min. 0) Budget to not run out of ammo and not have to reload for a fight.

2. Gentlemanly Agreement: Compel enemies to fight you on even footing: one-on-one, hand-to-hand, or whatever else. Costs 1D4-2 (min. 0) Budget to affect a group of enemies for the duration of a single fight, if you run away while it's in effect you lose 3 Budget. You can also gain +1 Budget by doing the same for an enemy when it would disadvantage you.

3. Pyrotechnics: Make something explode which probably should not explode in so exciting a manner. It still needs some trigger to go off (getting shot, flicking a cigarette at it, etc.). Say about how big you want the explosion to be, DM decides budget cost based on explosion size and how unlikely it is that thing would explode (probably about 2 Budget per D6 of damage/10 feet of radius).

4. Knockout Strike: Hit someone with a surprise attack and roll a D6 per Budget spent. If the sum exceeds their HD they get knocked unconscious for 10 minutes or until slapped around, with absolutely no risk of permanent brain damage.

5. Shoot From The Hip: You can always draw your weapon without an action, pretty much instantaneously. You can spend Budget to ignore penalties for shooting while moving, shooting at moving targets, shooting from far away, and the like for the duration of a fight on a 1-for-1 basis, +/- 1D4-2.

6. Suppressing Fire: Shoot (or swing wildly) towards an enemy or group of enemies. None of your attacks will hit. Targets must save or be unable to move unless it's to take cover. Costs 1D4-3 (min. 0) Budget, +1 Budget per target after the first.

7. Say Hello To My Little Friend: Wield something that would require two hands or a tripod or whatever with one, ignoring recoil and leverage. Costs 1D4-2 (min. 0) Budget per fight.

8. Loose Cannon: Ignore legal consequences if you can get the job done. "The job" must have an end basically in line with the law (e.g. catch a killer). Use this trope at the outset of the job, the cost comes at the end. Cost is 1 Budget for inconveniences and breaches of courtesy, 2 Budget for victimless crimes, 3 Budget for nonviolent crimes (breaking and entering, theft), 5 Budget for violent crime, and 10 Budget for atrocities well beyond the scope of the job (blowing up an orphanage while trying to stop a purse-snatcher and the like). If you don't get the job done you pay the Budget cost and this trope has no effect.

9. Get The Girl: If you rescue someone from mortal danger, you can win their heart (as Charm Person with MD equal to the number of Budget points you spend, no miscasts or dooms). If you're an asshole to the Charmed person the effect ends and the Budget cost doubles.

10. Blast Away: Attack knocks target back 10 feet per point of Budget spent, +/- 1D4-2.

11. Stormtrooper Syndrome: Mook-tier enemies shooting at you take a -2x[Templates] penalty to their attacks. Costs 1D4-2 (min. 0) Budget and lasts 1d6 rounds.

12. Aim For The Bushes: Take the minimum damage possible for a fall (e.g. 1 per D6) if you can land in water, bushes, a feather mattress, or something similar. You can also jump through glass windows, walls of fire, and the like while taking the minimum possible damage. Costs 1D4-2 (min. 0) Budget per fall/jump.

13. Bullet To The Shoulder: Spend a point of Budget and take an action to cauterize a wound with gunpowder, ram a dislocated limb back in, or some similar quick and medically-inadvisable treatment to heal 1D6+[Templates] HP. The next time you would heal naturally you instead heal nothing. Can't be used again until after you would heal naturally.

14. Mook Mow-Down: Take out a mook-tier enemy in one hit. Costs 1D4-1 (min. 0) Budget per mook.

15. Stunt Driver: Ignore any penalties for trying a dumb stunt with a vehicle or mount (within loose reason, still couldn't hop a horse over a skyscraper). Costs 1D4-2 (min. 0) Budget per stunt.

16. Stupendous Silencer: Do something that would dubiously quiet a loud noise, like putting a pillow in front of your gun's muzzle, or wrapping your feet in towels while walking across dry leaves, then spend 1D4-2 (min. 0) Budget. For the rest of the fight/scene, muffle the sound as much as silencers do to gunshots in action movies.

17. Astonishingly Effective Cover: Cover you're behind becomes as durable as solid steel. Car doors can rebound rifle fire. If it's light enough to carry around, you can use it as a shield. Costs 1D4-2 (min. 0) budget per fight.

18. Armoury: You've got connections to weapons dealers, hidden gun caches, or the like. In a relatively civilized, populated area you can exchange Budget for weaponry. Costs 1 Budget for a dagger or comparable weaponry, 2 Budget for a sword or rifle, 4 Budget for a grenade, and any other purchases and prices as might be deemed reasonable. For 5 Budget (or as much as your DM wants to charge) you can get your hands on a cannon or similar heavy weapon.

19. I Know Just The Guy...: In a relatively civilized, populated area you can hit up an old acquaintance you know from the war or wherever. For 1 Budget this person will be a decently competent and loyal hireling. For 2 Budget this person will be an expert in a mundane skill or area of knowledge. For 3 Budget this person will be an expert in an esoteric skill or area of knowledge.

20. Slow-Mo: Perceive the world in slow motion for a round for a cost of 1D4-1 Budget (min. 0). While in slow motion you don't have to roll to achieve feats of incredible precision (run up a giant snake's back to stab it in the eye, read cards while they're being shuffled, etc.). At DM's discretion this may grant a bonus to appropriate saves or AC (dodging bullets, maneuvering between spikes launching out of floor, etc.).

B

Tough Guy: +2 HP, +1 Attack stat. If you're not looking at an explosion (or similar danger, like a dragon's fire breath) you take half damage from it.

C

Bigger Budget: Budget points at the start of a session increase to 2d6.

D

Getting Too Old For This Shit: You get a rookie follower, a Template A Action Movie Hero. This rookie has perfect morale if they're following your orders. If you die you can choose to take them over, and they get +1 Budget every session that they take a significant step towards avenging your death. If they die it takes a plucky young'un and a week of training montages to replace them.

1 comment:

  1. I'm a big fan of giving the players a bit of control over the Gonzo Trope-tastic mess that this is, well done!

    ReplyDelete