Tuesday, September 8, 2020

GLOG: The Cat

Unlike most GLOG animal classes, this one has no descriptive adjectives. It isn't the Very Obnoxious Cat or the Very Cuddly Cat, it's just the Cat. Cats need no superlatives, because they are all superlative in their own unique and ineffable ways. You are a small cat, whether a domestic cat or some variety of small wildcat. (Edited like two and a half hours after I first posted it because I came up with some cool abilities after I decided to hit post).

The Cat

Starting Equipment: Self-possession and dignity, a killer instinct, a warm coat, hooked claws, and sharp teeth.

Skills: Cat and 1d4: 1. Street Cat, 2. House Cat, 3. Farm Cat, 4. Wild Cat

The Cat skill involves doing everything that is innate to being a cat. You'll know it when you see it.

Damage: 1d3
 
The Cat gains +1 AC and +1 to grappling checks every template.

A: Cat, Curiosity, Nine Lives
B: Cat's Eye, Cat's Reflexes
C: Toxoplasmosis, Scream
D: Monarch

Cat: You are a cat, with all that entails. You are light and always land on your feet (take no fall damage for falls 20' or less, 1/2 fall damage beyond that), can fit through very small spaces, can see in the dark so long as there is any light at all, can feel with your whiskers, can smell acutely... You only take 1/10th of a ration per day. Your claws are a -1 grapple weapon and your jaws are a -2 grapple weapon. If you bite an enemy, they must Save vs Disease or contract blood poisoning. You cannot wear armor, wield weapons, or carry objects. When you grapple opponents, they can still move. All your ability scores represent cat abilities - even with an 18 Strength you'll never be able to lift a heavy stone and even with 18 Intelligence you'll never be able to speak or read, but you exercise your virtues in your own ways.

Curiosity: If your curiosity leads you to mess with something that probably shouldn't be messed with and things go horribly wrong, you have a 1-in-6 chance to miraculously avoid any negative consequences. This chance increases to 2-in-6 at the C Template of Cat.

Nine Lives: You have nine lives. Mark one off each time you are reduced to negative hitpoints or would die in some other way. You are instead reduced to zero hitpoints or do not die. When you only have one life remaining, this ability no longer has any effect.

Cat's Eye: You can see through all magical illusions and can see any magical effects within your line of sight. You can Save vs Magic to identify what any given magical effect does.
 
Cat's Reflexes: If you are surprised, you can immediately leap away to safety. You have advantage on any Saves which involve quick reflexes.
 
Toxoplasmosis: Any living mammal you spend at least 10 minutes in close contact with must Save vs Charm or become charmed by you indefinitely. While charmed, they will be friendly to you unless given good reason not to and will be extremely reluctant to harm you under any circumstances. They may refer to you incessantly as "such a good kitty" and constantly tell anyone around "oh, look, aren't they soooooo cute?" If you harm a charmed creature, they can Save against this ability again.
 
Scream: You can let out a bloodcurdling scream of extraordinary volume for such a small creature. All creatures who can hear you must Save vs Fear or become frightened for 1 minute. Once a creature has been affected with this ability (whether or not they Saved), they cannot be affected by it for a day.
 
Monarch: You are a monarch of cats. If you are in an area where there would reasonably be cats, you can spend an hour to gather 1d4 cats to your service, and can repeat this until you amass as many cats as could really be in that location (3-4 cats in a forest, 5-6 in a rural area, 10-15 in a town, and unlimited in a city). These cats have 1/2 HD and Morale 6. They will due your bidding without undue risk and will not leave the local area. Gathering enough cats in an area with a different cat monarch may attract their ire if the other monarch doesn't assent first.

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