Unusual Days - Crazy Cat Lady + Space Alien - GLOG Classes
My design philosophy for this project has been that MOST of the classes player characters will have access to are meant to be caricatures of average people. I was less interested in creating characters like children with psychic powers, superheroes, and cyborgs. As I have said elsewhere, other people are more than welcome to fill in those niches, of course. I am breaking (or bending) my rule about fantastical people by creating and posting this Space Alien class. This is mainly due to the "alien hiding among us" trope is so ubiquitous in many of the films and shows I am drawing inspiration from. It will likely be the only fantastical type class I submit for UNUSUAL DAYS, aside from maybe a Mad Scientist.
Crazy Cat Lady
You do your best to be a good neighbor, but find it difficult to find people who accept your eccentricities. However, you LOVE cats. Cats don't judge you so long as you feed them. Your home is swarming with cats, both inside and out. Of course, your cats love you back (or at the very least, appreciate the free food and shelter). Your cats are your entire world. You're not sure what you'd do without them.
Gain +2 Cats for every Cat Lady template you possess.
Starting equipment: Slippers, Comfortable Robe, Cat treats, Laser Pointer, Mr. Whiskers, 2 Loyal Cats
Skills (Roll 1d6): Animals, Gardening, Computers, Bird-watching, Painting, Knitting
A: Cat Lover, Mr. Whiskers
B: Cat Tricks
C: Curious Cats
D: Furious Felines
Cat Lover: You love cats and they naturally like you. Any average cat you meet will be positively disposed towards you. Neighborhood cats adore you. Aside from Mr. Whiskers, you have 2 loyal cats that follow you for every Cat Lady template you possess. Give them names. You can speak to your loyal cats and give them commands. Cats are great at climbing trees, catching birds and small animals, and slipping through tight spaces. Loyal cats are 1 HD creatures, have a 2/4 chance to hit, and deal 1d4 damage to foes in battle. If you ever would suffer an attack, one of your loyal cats will always jump in the way to take the blow. I'm sure you'll hold a tear-filled kitty funeral for their sacrifice in your backyard. Another loyal cat will take their place in 1d6 days. To other animals, you smell more like a cat than a human. Dogs and canine creatures at the very least mistrust you and at the very worst despise you.
Mr. Whiskers: You have one cat you love the most, and the other kitties know this. They both envy and respect Mr. Whiskers for being your favorite. Mr. Whiskers is a 2 HD creature, has a 2/6 chance to hit and deals 1d6 damage to foes in battle. If Mr. Whiskers would ever suffer an attack, a loyal cat will jump in the way to take the blow. If there are no active loyal cats available, Mr. Whiskers will protect you in the same way the other loyal cats would. If Mr. Whiskers ever dies, another named loyal cat (I told you it's important to give them names) is promoted to your favorite. Rename this template to that cat's name.
Cat Tricks: You can command your cats to do tricks. They're much more capable than you'd think. With three or more cats you can form a cat bridge to cross gaps, make a cat chain to serve as rope, or a cat pyramid as a ramp to hard-to-reach places. Your cats are clever and are happy to serve you. Feel free to come up with new cat tricks.
Curious Cats: You can send out your loyal cats to gather information throughout the city. Cats are able to talk to other animals as well, although some animals don't care for or are vehemently against helping a cat (like rats, mice, birds, and dogs). Fish don't really talk much, honestly. Ask a question cats would know or could find out by spying around. In 1d8 days they'll be sure to find an answer. If you send your cats into the city and farther, there's a 2/6 chance the curiosity of your cats might end up with one of them killed.
Furious Felines: Mr. Whiskers and your loyal cats gain +4 HP and advance their damage die up by one step (d4 to d6 and d6 to d8).
Space Alien
You have come from a far-away planet orbiting a distant star. Whatever your reasons may be for coming to Earth, you've learned to appreciate your new home. Now, you desperately try to fit in.
Starting equipment: Raygun (1d10 dam), Human Disguise, Fake ID, Alien Gizmo
Starting Skills (Roll 1d6): Science, Disguise, Computers, Medicine, Tinkering, Piloting
A: Alien Biology, Gizmo
B: More Than Meets The Eye
C: Memory Surge
D: Alien Sanctum
Alien Biology: You are not from this world. Your body and its processes are different to a human's. However, by suppressing your physical form and the use of clever disguise, you can avoid detection. Since landing on Earth, you have found that you have a particular weakness. If you ever face your weakness, you are at disadvantage and take 2x damage from that source.
Roll 1d6: loud sounds, fire, electricity, water, freezing cold, salt.
Despite this weakness, you are sturdy and hard to kill by conventional means. You have resistance against one kind of damage.
Roll 1d6: stabbing, shooting, falling, bludgeoning, suffocating, poison.
If you are ever brought to 0 HP by a source you are resistant against, you are knocked out and will get back up with 1d4+LVL HP after the encounter. The government and mysterious organizations are becoming aware of your presence. You are being hunted by Secret Agents. They have not found you yet.
Gizmo: You have an advanced piece of alien technology that fits in your hand. Your Gizmo can intercept phone calls, TV and radio signals, hack computers, and access the internet. You may also make an Intelligence roll to activate a local EMP field that will deactivate active technology you touch with your Gizmo for an encounter. If you come across a new piece of technology, you can scan it and have your Gizmo reconfigure itself to replicate its effect. Your Gizmo can only operate with one function at a time, and can only hold a number of novel functions equal to the number of Alien templates you possess.
(Some example functions: Radar, Tracking Beacon, X-ray, Chainsaw, Loudspeaker, DNA Sequencer)
More Than Meets The Eye: You become more adept at releasing and suppressing your alien biology. If you must, you can reveal your true horrifying alien form to a foe, causing those who see you to make a reaction roll. Weaker foes will simply flee. Afterwards, you can comfortably return to your human disguise. If your HP is brought to zero, your alien form is revealed, you regain 1d6+LVL HP and gain advantage to all physical rolls (STR, DEX, CON) but cannot return to your human disguise until you take a long rest (bedtime). Once this happens, the Secret Agents that are hunting you will take notice.
Memory Surge: At touch, you can telepathically speak with a target. If you wish, you can flood your this target with every memory you have ever experienced. This happens in a moment, and is very disorienting and exhausting for the target, causing them to fall asleep for 1d6 turns. However, once they awake, they feel refreshed and know everything that you know. Unwilling targets get a save. Targets that are unwilling and struggle against your memory surge suffer 1d8+LVL psychic damage, but do not gain any of your memories and do not fall asleep.
Alien Sanctum: After debating leaving Earth, you decide that this planet is your home now. With the remnants of your ship and other alien tech, you construct a secret alien sanctum. If your Gizmo or Raygun is ever lost or destroyed, you can create a new one within your sanctum. However, this process takes you 3d8 days. If you or an ally ever suffer severe wounds, you can treat them in your sanctum and have them sleep in a stasis pod for 1d6+2 days, after which they will be healed. Your sanctum cannot ever be discovered by anyone you do not wish to know of it.