Tuesday, October 6, 2020

GLOG Class: The Rebel

 There are always those who wish to make a difference in the world, to carve out a place for themselves and others that is better for all. This is not that person. This is a contrarian, simply causing rebellion for rebellion's sake. Who knows though? Maybe someday their opinions will settle down into something more rigid. Until that time, here you go:

The Rebel

Starting Equipment: A mostly unknown weapon ill-suited to real combat but still surprisingly effective, four paint spray cans, socially unacceptable musical tastes, a history of trouble with law enforcement


A: Against The Grain

B: Contrarian

C: Stick It To The Man

D: Take a Stand!

A: Against The Grain

In all things, you seek to stand out and rail against that which is widely accepted. Choose three things about the world you see as unacceptable. If you see anything that you believe conforms to those things or accepts them, you may roll twice on any rolls to influence its opinions or deal with them forcefully (including attack rolls), taking the better result. However, if at any point you are aware of more than 10 people that agree with your views, they are now widely accepted and you must choose a new ideal to replace it.

B: Contrarian

A number of times per day equal to your total number of Rebel Templates, you may refuse to accept a fact about the world, ignoring any effects related to that fact for one round (this cannot include damage as a whole, though can include specific damage types).

C: Stick It To The Man

You are immune to fear and effects that force you to tell the truth. At any point, you may challenge a person of clear authority on their worldview. They must save vs. compulsion or be forced into a debate with you. Each round, you must present an argument to the target. In return, the target must spend their entire turn responding to you and presenting their own ideas. If at any point you run out of things to say, use a logical fallacy or say something obviously untrue, the debate ends and the target cannot be debated again for 24 hours. If the same thing happens to the target, they immediately take 1d6 psychic damage and must attempt to return to their home for the next 6 hours.

D: Take a Stand!

At any point, you may make an impassioned speech in front of a crowd. All people who can hear you must save vs. fanaticism or be driven into a frenzy at the injustice of what you discussed, helping you in whatever endeavour you undertake if it is related to your speech for a number of days equal to your number of Rebel templates. If you show weakness or a lack or resolve at any point during this time, the frenzy ends. Anyone who succeeds the saving throw is immune to your speech making abilities for one week.


4 comments:

  1. I'm in this photo and I don't like it.

    ReplyDelete
  2. This is the most outrageous power fantasy I have seen in a long while.
    Being able to debate a fascist into getting really embarassed and going home? I love it.

    ReplyDelete