Tuesday, August 11, 2020

GretchHeist: A MiniGLOG Hack

    A rustling in the trash bin. A squeak underneath your floorboards. Those sounds that you hear at night but pretend that you don't. We all hear them.

    These are Gretchlings. Filthy little creatures that like to eat others' garbage and vomit on your floor. They are wicked smart (sometimes). They are extremely deadly (rarely). Worst of all, they make all that godawful racket while you sleep (always).

(Also, they transform into small vermin when anyone's watching because we they like to be anonymous)

You and your friends are Gretchlings. Transform into an animal and wreak your Havoc.


     Spurred forward by the glorious OSR Discord, I have created this Minihack of the GLOG. If you couldn't tell, it's a small GLOGhack about being vermin and making chaos, hopefully perfect for one-shots and improv sessions

Mechanics

Stats are 3d6 down the line. Your Class (Same as Race) gives you a free bonus on their relevant attribute(s), you may also forgo this bonus in order to swap two numbers between your stats. 

Move: Used for moving quickly, climbing nimbly, and dodging knives and gunfire.
Think: Used for being smart, using human thingamajigs, and guessing what that stranger is doing.
Force: Used for biting fingers really hard, pushing stuff around, and scaring children.

If any of your stats reach zero temporarily, you pass out until they recover.
If any of your stats reach zero permanently, you die.

Rolls are resolved by rolling a d20 and getting equal to or under the relevant stat.
As always, only roll when failure and success are both interesting and equally likely.

XP is counted in human snacks eaten, a snack for these purposes is a single candy bar, a bag of chips, or equivalent, it doesn't count if it is healthy or needs to be cooked. You're a bunch of filthy animals, eat until you get stuffed.

After leveling up to 5th level, you win the game (and immediately die from eating too much, human snacks are poisonous to you).
If no one can do this by the time the sun rises, everyone loses.

Level 1: Start
Level 2: Eat 1 snack
Level 3: Eat 9 more snacks
Level 4: Eat 15 more snacks
Level 5: Eat 25 more snacks (and then promptly die.)

Combat is dangerous and deadly for characters (and hopefully comical for players). If a character can get the jump on an enemy and feasibly hurt (or scare the fuck out of) them, they roll a relevant check and immediately do so on a success. If they fail, an enemy gets to attempt to do the same. this continues, all of the characters taking turns, alternating between ally and enemy. The combat is over when one side has successfully retreated, hidden, or died in a horrible way. Some enemies have special defenses (can take extra wounds, resistant to scaring, etc).

Successful attacks on enemies are usually mere scratches or bites, not immediately life-threatening and allow the enemy to flee (it usually will). Some things cause Grievous injuries, like gunshots, car accidents, dropping heavy objects off of shelves. These attacks will immediately kill, subdue, or otherwise incapacitate those who are affected.

If a character gets hit by an attack, roll a d6 on relevant the Death and Dismemberment table below. 
If a result specifies more than one attribute, the player picks which one takes the damage.
If you die. the party can spend an hour searching through various trashcans and sewer drains to recruit a new gretchling.

Gun
  1. Miraculously Missed.
  2. Limb Destroyed. Lose 1d8 of max Move/Force permanently
  3. Bleeding Horribly. Die in 1d4 minutes. automatically pass all reasonable rolls and gain the ability to attempt mildly unreasonable ones.
  4. Splattered. Immediately die as you splatter the area in your gore.
  5. Splattered. Immediately die as you splatter the area in your gore.
  6. Splattered. Immediately die as you splatter the area in your gore.
Blunt Force Trauma
  1. Miraculously Missed
  2. Stunned. Lose 1d4 of max Think/Move for 1d4 minutes
  3. Stunned Hard. Lose 1d8 of max Think/Move for 1d4 hours
  4. Brain Scrambled. Lose 1d8 of max Think/Move permanently
  5. Thrown Across Room, Roll Move or Splatter
  6. Splattered. Immediately die as you splatter the area in your gore.
Poison
  1. Miraculously Immune
  2. Nauseous. Spend 1d4 minutes puking, lose 1d4 snacks, you can regain them if you re-eat.
  3. Weakened. Lose 1d4 of Move/Force for 1d4 minutes
  4. Crippled. Lose 1d4 of Move/Force permanently
  5. Dead. The next human to see you is violently disgusted.
  6. Dead. The next human to see you is violently disgusted.

Classes

Really Scary Badger
+1 Force and Move
1: Charge, Thick Hide
2: Destroy Furnishing
3: Reign of Terror
4: Complete and Utter Lack of Caring Achieved.

    Charge: You are a master at charging headlong into danger. If you charge before attacking, you automatically succeed in the attack roll.

    Thick Hide: Once per hour you can ignore rolls on the Death Table

    Destroy Furnishing: You really hate human furniture. You can spend ten minutes to destroy a piece of human furniture like a chair, table, or part of a door. This is extremely loud and demoralizing for humans.

    Reign of Terror: Every time you land a Grievous Injury on someone, you can immediately make another attack.

    Complete and Utter Lack of Caring Achieved: If you would be Splattered, you instead lose 1d6 of a random stat.

Really Sneaky Rat
+1 Move and Think
1: Play Dead, Rat Hole
2: Sewer Rat
3: Strange Voice
4: Rat With a Gun

    Play Dead: You can pretend to be dead anytime a human sees you, they will probably scream and go to get someone, maybe. It'll definitely give you a minute or two to get away. This only works on someone once.

    Rat Hole: You are very good at finding passages through rooms. Once per hour you can declare that you found a mousehole to the next room over, assuming it isn't especially protected (walk-in freezers, bank vaults, etc)

    Sewer Rat: You no longer need to breathe.

    Strange Voice: You can kind of speak English. it sounds awful and disturbing, like someone trying to speak while being strangled. You can also throw your voice up to 10 feet.

    Rat With a Gun: You've cobbled together some kind of strange gadget that can throw small bits of junk using rubber bands and twigs. Once per hour you can make a Grievous attack. It automatically hits if your target is unaware of you. This is completely silent.

Really Bad Dog
+1 Think and Force
1: Double Agent, Super Smeller
2: Tail Wag
3: Loud Bark
4: Cutest Dog in the Entire Universe

    Double Agent: Humans who see you are automatically friendly to you until given any reason not to be. They might leave their house to pet you for a little bit, but probably won't let you in without a Think Roll.

    Super Smeller: You have a strong nose and can automatically detect delicious snacks within 30 feet of you. You can use this through walls but it will only ever tell you which rooms are hiding them and how many.

    Tail Wag: Once per hour, anytime a human catches you doing something really bad (like stealing their car keys or eating all their prescriptions), you can wag your tail. They'll think you're cute or something and just take you outside, and let you go scotfree.

    Loud Bark: Your barks are now supernaturally loud. They shatter glass and similar.

    Cutest Dog in the Universe: Tail Wag no longer has a cooldown, Humans are irresistibly attracted to pet you and you can indefinitely distract them with this. 
 
Really Angry Goose
+2 Force
1: Peck, Flight
2: Hiss
3: Long Neck
4: Spawn of the Devil

    Peck: Your peck is a weapon in and of itself. No longer will you have to hide from those pesky humans. You can automatically succeed a bite once per hour.

    Flight: You can clumsily fly for up to 5'. Remotely quick or dexterous movements probably require a Move roll.

    Hiss: Once per hour, you can make a hiss like some kind of disgusting demonspawn and immediately frighten someone.

    Long Neck: You had a long neck, but now you have a really long neck. You can extend and retract it up to a maximum of ten feet at will.

    Spawn of the Devil: Your Peck now causes Grievous Injuries

Really Sly Cat
+2 Move
1: Liquid, Curious Claws
2: Jump
3: Nine Cursed Lives
4: Slink Away

    Liquid: As all Gretchlings know, cats are liquid. If you can fit your small cat head through it, the rest of your body is sure to follow. Roll Move to fit under extremely tight spots such as underneath bedroom doors or between barred windows

    Curious Claws: You are extremely dexterous with your claws. You can use them to manipulate basic human instruments such as; guns, buttons, and unlocked door handles.

    Jump: You have a truly big jump. travel up to 10 feet without a move roll and up to 15 feet with a move roll.

    Nine Cursed Lives: You automatically ignore the results of the next nine death rolls, but the tenth one will kill you.

    Slink Away: At any point, you can slink off-screen. You can't affect anything from this state but nothing can affect you. At any point, later on, you can slink back on screen to anywhere that the party can see, even if there is no plausible way for you to reach there normally. You can do this once per hour.

Really Smart Mole
+2 Think
1: Burrowing, Security Analysis
2: Engineering
3: Security Bypass
4: Steel Claws

    Burrowing: You can use your claws to dig tunnels in the dirt. This takes a minute per foot and only works in looser substances like gravel, soil, and sand; it does not work on concrete, wood, or drywall 

    Security Analysis: By investigating a room for 15 minutes, you can figure out where all the major security systems (i.e. cameras, traps, guards, squeaky floorboards) are. You can also use this to make your own traps (within reason).

    Engineering: You automatically know what human thingamajigs are and how to use them. Note that this doesn't give you any actual way to use them (figure that out yourself).

    Security Bypass: As long as you have access to the electronic wiring of something, you can broadly control it. Turn it on, turn it off, etc.

    Steel Claws: Your claws are now strong enough to burrow through loose substances at a rate of one foot per second and can now penetrate any materials softer than steel at a rate of one foot per minute.

DM Stuff

Sample Enemies:

Evil Little Boy
Think: 5
Move: 10
Force: 15
Special: Attacks with a bb gun. Terrorizes the Neighborhood. Easily Scared.

Innocent Little Girl
Think: 10
Move: 15
Force: 5
Special: Does not attack. Will scream as loud as possible if she sights an animal. Runs really fast

Dad With a Gun
Think: 10
Move: 10
Force: 15
Special: If unsurprised, he attacks with a shotgun that can hit up to two animals if they are close. Resistant to frightening (animals have to be really terrifying to scare him)


Random Encounters (d10):
  1. You spot a snack in a precarious position. 
  2. Ancestral enemy, such as a dogcatcher, prissy mouse, or vole. Counts as 2 snacks if you humiliate them. 
  3. Friendly neighborhood gretchling with advice and an inaccurate worldview 
  4. Human burglars 
  5. Exterminator-planted booby trap. 1d4. 1. Cage 2. Gas Trap 3. Sharp Hole of Pain 4. Mousetrap
  6. Find a treasure map (Advertisement for convenience store)
  7. Find a strange needle. Pricking yourself on it grants +5 to all stats for 30 minutes before you promptly die
  8. Mysterious Hole
  9. A human is walking an enslaved Gretchling, Count as 2 snacks if you free them
  10. A human leaves their iron monster (car) on and unattended.
What Kind of Night is This (Difficulty)?
  1. Polar Winter, 12-24 Hours (Should be Easy)
  2. Normal Neighborhood, 8 Hours (Normal)
  3. Polar Summer, 6-1 Hour (Very Hard)

Random Low-Security Targets (d6):
  1. Suburban Home
  2. Grocery Store Dumpster
  3. Rival Gretchling's Hideaway
  4. Campsite
  5. Food Truck
  6. Local Dungeons and Dragons Club
Random Low-Level Security Measures (d6):
  1. Guard Dog (Small, only Barks)
  2. Creaky Floorboards
  3. Lots of Locks
  4. Resident Serial Killer
  5. Lasers (That set off alarms)
  6. Simple Rodent Traps

Random High-Security Targets (d6):
  1. Food Bank
  2. Grocery Store/MiniMart
  3. Doomsday Prepper's Bunker
  4. Fast Food Place
  5. Landfill
  6. Rich Manion
Random High-Level Security Measures (d6):
  1. Guard Tiger/Big Dog (Bites Hard)
  2. Pressure Plate Traps
  3. Every. Single. Thing. Is. Locked.
  4. Resident Supernatural Serial Killer
  5. Lasers (That Kill)
  6. Elaborate Rodent Traps

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