Wednesday, May 18, 2022

GLOG Class: Rambler

The freedom to roam. Everyman's Right. "Trespassing". Whatever they call it, you live by it. Some call you a hopeless romantic. As far as you're concerned, you've worn through enough pairs of shoes to earn that right. You've been to distant lands and seen wonderous things, but you're not some explorer with grand ambitions. Sure, you might fight to keep the world free and sacrosanct. But you also wander just for wandering's sake, content to exist.


Rambler

Starting Equipment: walking stick, weather-beaten coat or cloak and distinctive hat or scarf, pipe (for playing or for smoking), a brick.
Starting Skills: Foreign Parts, Wilderness. Also, roll on adjacent table.

A: Irrepressible Spirit
B: Friends in Far Places
C: Through Bramble, Over Hedge
D: Unfettered Vagabond

You gain +1 Movement and -1 Reaction Rolls against authorities and private land owners for each Rambler template you have.

A: Irrepressible Spirit
Years of traveling light over any terrain in any sort of weather have inured you to the mundane discomforts of life, leaving you implacable and serene even when you have nothing to your name but the experience of being alive. 

You can travel 3 hexes in a day while still benefitting from rest and having lunch. You also have +1 bonus to Save vs Fear and other negative emotions for every empty Inventory Slot you currently have.

B: Friends in Far Places
Wherever you go, you dispel the myths and negative stereotypes ascribed to vagrancy with friendliness and cleverness in equal measure. Most find you peculiar, some find you charming, but few can bear you ill will (or chase you down before you've moved on).

Once per day you can reroll the Reaction of peasants, villagers, or other ordinary folk to you (and your party, if you so choose) and take the better result. No matter where in the world you are, there's a 50% you know a friend-of-a-friend-of-a-friend in the nearest town or homestead who will let you stay the night.

C: Through Bramble, Over Hedge
Either thanks to years of rambling, or that one time you had a lovely spot of afternoon tea with a hedge witch, the land just doesn't try to inconvenience you very much. Rough terrain never slows you down, nonmagical thorns and briars don't hurt you, and once per day you can magically pass through any fence, hedge, or similar barrier.

D: Unfettered Vagabond
No man can keep you down- certainly not The Man. The land and its peoples should be free, no matter what arbitrary laws or lines on maps say. Once per day you can break any lock, chain, pen, cage, or other restraint that is keeping you or another creature wrongfully imprisoned.*
* Of course, all imprisonment is wrongful to you.


1d6

Rambler Skills

1

Everywhere you go, you take mementos of things you've seen and friends you've made. Gain a sentimental scrapbook and an aching nostalgia for a place you know you'll never return to.

2

You once did a brief stint in an anarcho-syndicalist union. Gain a random set of specialty tools and a pamphlet on wage slavery.

3

Surviving miles of trackless steppe or desert has left you well-preserved against dehydration. You need to drink half as much water.

4

You frequent colder, less pastoral climes than most ramblers. Gain a set of winter clothes and a bivouac sack.

5

That hedge witch really did take a shine to you. Gain a potion of antitoxin (lumpy and foul-tasting) and a dogeared copy of Dear Goody Mooncup.

6

Try as you might to avoid them, your many run-ins with guards and other authorities have left you well-versed in criminal procedure. Gain the "Law" skill and a wanted poster bearing your likeness (poorly drawn).


If you're basically playing Snufkin, you're doing it right.

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