This is a list of classes and rules tweaks to make MAGLOG work for Andrew Kolb's Oz setting
Oz is a fairy land, created and blessed by powerful fae creatures long gone from the land (or at least long aloof). This energy permeates throughout he land of Oz and its denizens are able to tap in to the fairy magic inherent to the land. Everyone gains a d4 magic die (MD), allowing even the untrained to cast improvized magic. This die is expended if it rolls a 4. If you get MD through your class, the die otherwise works the same as your normal MD. If you do not, you will roll 2d4 when you cast the spell. If the dice come up with the same number, something goes wrong with the casting and a mishap is rolled on the following table:
| 1d6 | Mishaps |
|---|---|
| 1 | MD only return to your pool on a 1-2 for 24 hours. |
| 2 | Take 1d6 damage |
| 3 | Random magical effect for 1d6 rounds |
| 4 | Lose your magic for 1d4 days |
| 5 | Agony for 1d6 rounds |
| 6 | The fairies take something from you for 1d6 hours |
Punches deal 1d4 damage. Improvised weapons deal damage equal to an equivalent weapon, reduced by one die step. Unless otherwise stated, you are not proficient in unarmed combat or improvised weapons. You can achieve proficiency through the usual means.
Guns are powerful but rare. Reliable ammo is equally rare, though shit bullets that jam your gun can be found in the oddest of places. Guns work in a way that is appropriately pulp-y. Realism be damned. Rules were created by mixing some of Mothership's firearms rules as well as Goblin Punch's "Guns for the Children" article.
Guns can be fired as many times in a round as they have shots. Instead of multiple attacks for multiple shot, each shot past the first gives a bonus to attack/damage. When a gun is out of shots, it must be reloaded (assuming you have ammo to reload it) by taking your full action to reload it.
Every 10' the bullet travels gives a penalty to attack/damage. Pistols and rifles can be aimed, reducing the penalty by half (rounded down). Note that shotguns and submachine guns cannot be aimed
If a target is sitting still or otherwise unaware, the attack is made with a +4 to hit.
Ammo comes in three categories: Common(shit), Pristine, and Magic. Common ammo is low-quality and jams your gun when it deals max damage. It takes an entire action to unjam your gun. Pristine ammo is high quality and will not jam your gun. Magic ammo is rare and often found in small qualities. It offers a wide range of effects and you won't quite know what it does until it's fired or studied by someone trained in both magic and firearms. Ammo can be carried 40 bullets to a slot.
Guns are listed in ordered from most to least common in Oz
The following classes were created to fit the style of the setting/characters that has been created at our table. They may be tweaked and reused for other GLOG games. The Made Man and the Street Tough were heavily inspired by the Scrapper class from A Sense of Immersion
Starting Equipment: Leather (or Denim) armor
Special: Gain +2 HP per Street Tough template
When you take this template you gain a d6 Toughness Die. You can add this die to any combat-related stat/roll (i.e. attack, damage, armor, even movement). You can add this die as many times as you want until you roll the max value on the die. Once the max value is rolled, the die is spent and you must rest to recover it. This die increases by one step with each Street Tough template you take.
Your punches deal a base 1d6+Strength damage
Every time you take a Street Tough template gain one of the following Talents
Tough sunabitch - Once per day reduce incoming damage by 1d12
Strong sunabitch - Once per day perform a feat of strength impossible for the average person (Bending bars, wrestling crocodiles, stop a car etc.)
ACAB - You're used to being suspect number 1. You gain a +2 bonus to convincing government agents (Watchers, Wardens, Mayors, Cleaners, Etc.) that they can't pin a crime to you. Party gains this bonus when being chased by government agents with you.
Vagrant - Can sleep on the streets without penalty and know where to find food.
Sucker Punch - Deal double damage when attacking an unaware enemy
Quarter-Circle Foward Punch - Once per encounter launch a ball of energy at your opponent
Immovable object - Gain a +4 bonus to resist being forcibly moved
Unstoppable force - Gain a +4 bonus to forcibly move someone/thing
Loveable Rogue - Gain a +4 bonus when dealing with common folk but a -2 when non-flirtatiously dealing with the cops or upper-crust
Everyman - You've got a generic face. People have a hard time recognizing you unless they spend 10 minutes talking with you.
Shank - Gain a switchblade and proficiency in light blades. Once per day can make an extra attack with a light blade in a quick-draw slot
Heater - Gain proficiency in pistols, a snub-nosed revolver, and 24 .38 bullets
B: Improviser, +1 to Attack
You are proficient in all improvised weapons. Damage is not reduced.
B: Mean Mug
Once per encounter, force all enemies that can see you to make a morale check. Creatures with HD less than your level make the check at a +2 penalty. Undead immune.
C: Never Alone, Never Unprotected, +1 to Attack
Stories of your toughness and good-deeds have spread. In areas of TOTO 3+, common people treat you like a folk-hero instead of a criminal and you can whistle for nearby street-toughs to come to your aid.
C: Haymaker
Once per day, you can choose for your attack to instantly knock out your opponent. Creatures of your HD or higher gain a save.
D: Legend of the Streets, +1 Attacks per round
You have become an absolute beast of a brawler. Your punches now do base 1d8 damage. You can use Mean Mug freely. You can use Haymaker once per encounter instead of per day.
Starting Equipment: Wicked scar from someone/thing
You start with 1d6 Edge die. This die can be added to damage, stealth, attacks, and negotiations. This die decreases whenever a 1 or 2 is rolled. It increases whenever you do something against or for a member of a criminal organization, up to a maximum size of 1d12. If the die decreases from a d4 it is lost and can only be recovered after two actions for/against a criminal organization.
Scratch a notch into your weapon each time you get ten kills with it. With every notch, gain a special ability with that weapon type, chosen from the list below. It is your responsibility to keep track of your kills and special abilities.
You know how to stay out of trouble and keep alive in a world where it's kill or be killed. Once per encounter, you can make a Dexterity check to avoid all incoming damage from an attack. Additionally, you gain +2 to Stealth, +2 to escape attempts and fleeing, and -2 to being tracked without noticing it.
You know how to do your job and you do it very well. Gain the following abilities.
Whenever you have a situational bonus to Attack, deal an extra +1d6 damage.
Upon taking this template, your old scar is opened up. The exact effect will be dependant on the location of the scar. Whatever gave you the scar reappears in your life, and must be defeated for the wound to go away. If it’s dead or destroyed by this point in your life, then it’s risen as a ghost, undead, shadowy figure, obscure monster of your nightmares, etc. Once this bloody icon of your past is put down, you own it, and may call it to serve you at any time.
You are notorious and infamous. Respected and feared. Whether you wanted to be or not. Anyone with any knowledge of the criminal underworld knows exactly who you are and will react accordingly. In any neighborhood with a TOTO rating of 3 or higher, you gain the following benefits: