GLOG class: Scape Goat
I have a goodly amount of GLOG classes and other thoughts i have worked up over time. I figure I should post them on a personal blog as well. Here is the one I am most interested in, personally.
ScapeGoat
Everyone knows scapegoats are necessary evils. Sacrificing a goat or thing every other harvest or so to take the evils of the area is a simple,thoughtful and even necessary action every now and again. However, sometimes a goat isn’t enough. A few poor souls, by poor fate or unlucky selection, are forced to bear the burden of those around them. Most simply perish in unfortunate but amusing accidents. A select few do manage to muster, and find some measure of power in their new unluck. At least until a bathtub falls on their head.
Backgrounds
1: Divine
A: A god has cursed your lineage, and you bear the curse.
Gain the curses skill, and the enmity of a minor god.
B: A botched baptism along with a magical mishap made you. The Priest was extremely embarrassed.
You can act/be treated as a member of the monk/nun with a bit of effort, and you are literate for the purposes of religious text.
C: Your curse is the result of extremely intense blasphemy.
Gain the religion skill, and one local church/monastery who despises you.
2: Cult
A: A cult kidnapped you as a child and forced all the bad karma they accumulated onto you.
Gain the Cult and Religion skill, start with a fear of secret organizations, as well as members of a cult after you
B: You have made a great sacrifice, and all those in your cult thank you, though you can no longer be apart of them.
Start with 1d10 extra silver, and once ever you may ask a favor from your former cult
C: Your cult worships tris-kaid-kaph(e), the minor god of unluck. Gain the Cult skill and their favor.
3:Unluck
A: You can’t remember if you intended for the ritual to go that badly, but it did. Oh well.
Start with 1d13 sp worth in ritual supplies and the Rituals skill
B: You have no idea when this started happening, you were just a normal farmer dammit.
You may start with the farmer, shepherd, or otherwise applicable skill.
Start with 1d6 farm animals and 1d13 family members who wish you would come back home.
C: It is remarkable that you were so monumentally unlucky with games of chance that you attracted this much bad karma.
Gain the Unlucky Gambler skill (You can never use this to win a jackpot or a single game yourself).
Gain 1d13 gold and 1d13 plat in gambeling debts from far away. They probably won’t catch you.
Starting equipment: Some small chance related trinket (Dice, kuncklebones, cards, ect.)
1 patched up set of leather armor, 1 dagger that is going to break at any time.
TEMPLATE
Gain -1 save per Template. If you fail a save or die effect, you instead drop or heal to 0 hp.
A; Karmic Attraction
B: Experienced Incompetence
C: Curse of the Unlucky, Balanced Attraction
D: Reversal of Fortunes.
A: Karmic Attraction: The forces of Unluck and Inconveniences are forever attracted to you.
Whenever an ally in 10ft fails a roll, you may choose to take on their bad luck.
They are considered to have barely succeeded, and you take that dice.
You may have up to {Template} dice stored this way, and must have an open slot to use this feature again.
At any time you would roll a dice of the same size, you may use that (Sum). If you do not do this in {Template} hours,
the GM may declare you critically fumble a roll you make, and this removes a dice.
Whenever an ally critically fumbles, you must use this, and they only fail instead of critically fumble.
If necessary, this replaces an existing dice.
B: Experienced Incompetence: Keep track of your failures. Every time you fail at a kind of roll, gain a notch.
(For example, missing with a sword, rolling one of your stats for something, Saving from poison, ect.)
Starting at 4, then 8, 13, 18, 24. When you fail that kind of roll, you can gain a minor benefit.
Examples are Still doing {Template} dmg with a missed attack, taking 1 less damage from a specific source, ect.
C: Curse of the unlucky. At any time, you can force a creature to Save vrs unluck.
If they fail, you may force them to use any amount of stored dice in whatever order you choose on their next rolls of that dice.
You automatically fail on as many next rolls as you force them to take. This may not work on truly blessed or lucky creatures.
Balanced Attraction: Your range for Karmic Attraction extends to 60ft.
When you take a critical fumble, your ally now barely succeeds instead.
You can now take dice that would also result in something unfortunate happening, and not just strictly failures.
D: Reversal of Fortunes. With concerted effort, you throw enough bad forces together and come out with something good.
After activation, you can use your stored dice to replace or subtract 1d6 from allies rolls.
You store any dice you replace in this way, or the original value if you subtract 1d6.
You have {Stored Dice}*2 rounds to do this.
After the duration expires, Roll a random wizard, then roll {Dice used + 1} D6’s to check for mishaps and dooms from that list.
Everytime you use this feature again, add an extra 2 dice to this roll. This resets each day.
Thoughts: As of this posting, it has not yet been playtested.
The idea of the class is dice manipulation in a way that allows for constant use of it, but isn't an "I win" button.
The idea of "notches" was taken from Skerples (https://coinsandscrolls.blogspot.com/2017/06/osr-class-fighters.html)
but that should allow the ScapeGoat to make more use out of actual failures, as opposed to being entirely useless as of themselves.
As this won't happen when they succeed, it shouldn't get too out there. It might even make someone want to fail.
Curse of the Unlucky and Reversal of fortunes really can't be considered until more testing is done,
to see if the numbers are correct or if they are interesting enough to really use.
If playtest is ever done, then i'll see about changing things
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