Friday, August 21, 2026

Nothin' but a Hound Dog (Class: Greaser)

 For UNUSUAL DAYS.

Kit Mills

Greaser 

You're the cool cat, the jukebox king, the rebel without a cause. You got an impeccable hairdo, a chip on your shoulder, and a tendency to talk big game. The neighborhood thinks you a troublemaker, and for good reasons, but you always watch out for your own. After all, you've got a reputation to maintain.

Starting equipment: Switchblade (1d6 dam), switchcomb (identical to your switchblade when closed), cool shades, jar of hair gel, leather jacket (as leather armor)

Skills (roll 1d6): Driving, tinkering, dancing, singing, smooth-talking, lockpicking

Gain +1 CHARISMA and +1 to-hit for each Greaser template you possess.

A: Play It Cool, Bottomless Pockets
B: Sucker Punch
C: Grease Monkey
D: The Boys are Back in Town

Play It Cool: When things go bad, you know how to save face with the help of your winning smile and a little bit of elbow grease. Whenever you fail a d20 roll (a save, an attack, a skill check etc.), you may reroll it using your CHA instead. If you succeed, you do so in an absolutely spectacular fashion, and your exploit is sure to be the talk of the town for the day. If you fail, however, you fall flat on your face in the most embarrassing way possible, and can’t use this ability again in the same company, at least until the day passes and people forget about it.

Bottomless Pockets: You’ve always got a little something extra in your pockets. You have extra [templates] inventory slots, which are considered to be your “pockets”. Items stored in these slots are perfectly concealed on your person, no matter how thorough the search is. 

In addition, while in a store, you may spend $20 per slot to “refill” your pockets. At any point afterwards, you may “reveal” the contents of a filled slot, producing a mundane item worth no more than $20.

Alternatively, nothing is stopping you from trying to “refill” your pockets with the ol’ five finger discount, with all the regular risk that would entail.

Sucker Punch: When it comes to serving a mean knuckle sandwich, you’re a Michelin star chef. When you attack someone who is distracted or doesn’t expect to be attacked (sand in their eyes, too busy talking, you’re ambushing them from behind etc.), your attack deals double damage.

Grease Monkey: With a toolbox and 8 hours of work, you may soup up a vehicle in your possession. When you do, give it a name and pick two mods from the list of descriptors: SPEEDY, MANEUVERABLE, ARMORED, STEALTHY, ROOMY, COMFY, SPIKY, SNAZZY. 
Whenever a vehicle-related roll would benefit from an installed mod, it gains advantage.

However, you also must pick a single quirk: LOUD, FLASHY, SLUGGISH, BRAKELESS, TEMPERAMENTAL, CRAMPED, GAS-GUZZLING, RICKETY. 
Quirks works like mods, but grant disadvantage instead.

You cannot soup up another vehicle until your current one is rendered unusable, but you may spend another 8 hours working on your current ride to replace its mods and quirk with different ones.

The Boys are Back in Town: Guess who just got back today? Your day ones, your ride or dies, your Boys have been away for some time, but now they’re back, and they are ready to lend a hand whenever you need it.

Once a day, you may call in the Boys with a special whistle. If they can get to you before the end of day, 1d4 Boys will arrive in a vehicle big enough to fit them all. 

Each Boy (although they don’t have to be male) is a 1 HD greaser wielding a lead pipe/switchblade/brass knuckles (1d6 dam), and they are willing to help you with most things, but are especially useful when it comes to street brawls, tinkering with cars, synchronized dancing, singing doo-wop, and generally hyping you and each other up.

However, if any of the Boys get grievously injured (if not worse), they will become unavailable for a week in order to recover. During that period, you will be expected to visit them at least once, or you’ll risk losing your Boys forever.