Sunday, August 10, 2025

GLOG Class: Lackey

 Hopping on the bandwagon: this is a single-level class that might be compatible with Cloak-and-Sword.  (See here.)

From what I can tell, it is a single-level class that uses the concept of espirit, which I think is when you meet a new NPC and they feel the opposite of neutrality.

GLOG Class: Lackey

You are a henchman.  You found yourself in this status because you bear a strong and unrequited loyalty to someone who is possibly quite undeserving of it.  

You are not ethical, and you have no higher loyalties than your master.  

You are also not especially motivated, nor talented

Squad

There are three of you.  You can do simple physical labor as fast as two normal people.  (The third person slacks off, complains, or tries to do things in a "better way".

Due to your incompetence, laziness, and surliness, you can't actually do a skilled task any faster than one average adventurer.

Whenever you take damage, one of you "dies".  The dead person revives after combat (they're very durable).  If all 3 of you die, you're dead for good.  Whenever a lackey dies, the remaining lackeys are stunned for the next round (knocked to the floor by the same attack, or something similar).

If the player attempts to gamify this ability (e.g. "I can run across lava because I can only lose 1/3 of my HP per turn" the whole group dies painfully.)  

Discussion: This does make the Lackey Squad very tanky for a level 1 character against very strong opponents.  Which is really as intended, since they are intended to be the meat shields.  However, the stun effect can be frustrating, since they'll often spend 1-2 rounds stunned in every combat.

Red Shirt

Monsters will preferentially attack you.  (This is a narrative effect, not mind-control or anything.)  If you are killed, the monster will (1) kill you in a way that reveals their motivations and/or special powers and especially if they waste the ability (e.g. using their fire breath to kill the lackey instead of targeting the rest of the group), (2) stop to gloat/intimate/feed.  This effectively stuns them for a round.

If all 3 of you are killed in combat, the enemy is "stunned" for 1 round as they stop to dismember/eat/monologue.  

You still need to explain why the monster was so eager to kill you.  Maybe you are very annoying, or maybe you stepped on its tail, or maybe you were very threatening, or maybe you jumped in front of an attack that was meant to be for your master.

You can turn this ability on and off whenever you wish.

Group Identity

Although you are a group of people, you must develop an identity for them.  They have a shared identity and you must still roleplay it like you would any other character.  Although they are a group, they have a reason for adventuring like any other.  

You may serve the group (probably because they hired you), or you may serve one particular PC as their henchman.  If you choose the latter, you are technically supposed to obey their every command, but in practice you can act freely due to your incompetence/forgetfulness/surliness/

Some ideas for why you serve your particular master:

  1. They raised you.
  2. They alone showed you kindness.  (You have severe emotional damage.)
  3. They promised to make you strong.
  4. They saved your life.  (Blood Debt)
  5. Literal enchantment.  (Something Magical)
  6. You believe them to be the world's savior.  (Religious Reasons)

Faceless Goons

You all wear masks, or at least have something that make you semi-anonymous.

None of you have names.  However, you must have a clearly defined identity (e.g. "ninja clan", "alchemical homunculi", "crime family", "goblins".  You get a specific ability based on this background.  Here are three suggestions--feel free to come up with more.

  1. Ninja - Get a free attack at the start of any combat, but one of one of your ninjas instantly dies.  Ninjas that die in this way do not stun the group.
  2. Homunculi - Can squeeze under doors, etc.  Any space up to 1" wide.
  3. Crime Family - Whenever you arrive at a new town, you always know someone who owes you a favor.  Roll a d6 when you arrive.  1 = surly drunkard, 6 = the king.
  4. Goblins - Ignore the first time each day when a goblin dies to a trap.
Underclass

You have espirit for all other lackeys, henchmen, goons, lieutenants and they for you.  ("Lackeys" are defined as all servants held in low esteem, and used for illicit and unskilled tasks.)

When possible, the DM should engineer scenes where you meet other lackeys in 1-on-1 encounters, where the espirit roll can be made.  

Most of the time when lackeys hang out with other lackeys, the way to traditionally break the ice is to complain about your bosses.  

Named Character

You can level up normally, by taking templates in other classes.

Alternatively, one of you could suddenly become a named individual by gaining some distinguishing mark, such as (1) your mask is knocked off, (2) you get a critical scar, (3) you do something central to the plot instead just being a background character.  When this happens, a new character "buds off" from the group of lackeys as a level 1 character of the appropriate class.  The player can choose to either (a) play as the named character and relegate the lackeys to hirelings, or (b) vice versa.