Esoteric Enterprises Class Conversion for GLOG
You may just treat them as a set of classes for modern games. I'm using these rules for firearms
Bodyguard:
You protect items or people for pay. Maybe you wait in a little booth, looking at cameras and shouting at kids who come near the building with spray-cans. Maybe you walk through a place full of things you could never afford with what they pay you to protect it from people who could neither, but decide to get them anyway. Maybe you're a fucking pig. What matters is that you're good at your job; you're observant, and you know what you're doing when shit hits the fan. After all, someone has to.
- Starting equipment: Light Armored Vest (10 HP), Can of Pepper Spray (save or be stunned each round when your face is covered in it, 10 uses), Standard Pistol (Glock 19, 9x19mm (1d8, R2, 30'), 15 round magazine, iron sights, 1/3 slots) replaced with a baton (1d6 damage, may be used as non-lethal) if in a country where guns are rare, an ID card for your workplace that lets you enter most places within, a sense of paranoia that makes you do dumb things sometimes.
- Starting Skill: (roll 1d6 or choose) 1. Ex-Policeman, 2. Janitor, 3. Ex-Soldier, 4. Mall Cop, 5. Criminal, 6. Survivalist
- A: Perceptive, Protector, +1 To-Hit
- B: Clinging On to Life, +2 HP
- C: Sixth Sense, +2 HP
- D: When Shit Hits The Fan, +2 HP
Perceptive:
You do not filter out all the possible dangers, like most other people do. You are fully aware that each person around you could pull out a gun. Therefore, it is not a surprise when they finally do. You are never surprised. Furthermore, you have a [templates]-in-6 chance of noticing a sign of something hidden when entering a place for the first time if there actually is something hidden in there - in that case, the GM will inform you that there is something hidden here, but not exactly where.
Protector:
It's just your job, but it's also much more. It's a duty, and it's a duty you are willing to fulfill. You may jump in to take another person's place when they are attacked (or otherwise threathened by something) at any moment, as long as you are aware of them, and could reach them in one round. You are always hit when doing that, although can normally save if the effects warrant one.
Clinging On to Life:
There's something in you that refuses death. Somehow, you've stayed alive despite all you've been through. As long as you are above 1 HP, all sources that would bring you below 1 HP instead bring you to it. This includes stuff that should cause instant death, as long as you can make a decently plausible explaination of how you have survived.
Sixth Sense:
You've seen them all. You know how they look. You do not need to consciously think about it, you just know. The GM will inform you when something in your vicinity is a source of danger; this includes both life-threathening kinds, as well as those that could bring social consequences to you. They will not inform you of the nature of the danger, or how to prevent it, just that it is there.
When Shit Hits The Fan:
GET DOWN MISTER PRESIDENT! When Shit Hits The Fan (there is immediate danger of death, like in the start of combat, or when a trap is triggered, you gain a combat round before anything else happens. Use it well. You also always win initiative against anyone.
Criminal:
You live outside the law, for better or worse. Maybe you're a drug dealer, pushing shit to feed his own habits. Maybe you're a scammer, pulling money out of desperate people. Maybe you're an engineer, digging underground tunnels for smugglers. What matters is that you're skilled, and those skills are useful in the Occult Underground. What matters is that you know exactly where to get guns and other useful equipment, and where to sell the weird things you and your friends pull out from the underground.
- Starting equipment: A firearm of your choice (one that a low-level criminal could get their hands on, so probably no rifles depending on your country), 3 doses of stimulants (heal 2d6 HP if not at 0 HP, no need to sleep for 48 hours, if used more often than once per fortnight save against addiction), A Tracksuit, Hoodie and Good Running Shoes. 20 000 Dollars (or the equivalent) in dirty money. An awful habit (drug or otherwise) that you use to stave off the fear.
- Starting Skills: Criminal, (roll 1d6) 1. Thug, 2. Smuggler, 3. Drug Dealer, 4. Scammer, 5. Burglar, 6. Getaway Driver
- A: Skilled, Criminal Connections
- B: Run! It's The Cops!, +2 Skill Points
- C: Forgettable, +2 Skill Points
- D: Master Of Improvisation, +2 Skill Points
Skilled:
Anyone can become a criminal, but to stay a criminal and not become a convict, you've got to be quite smart. Thus, you've picked up a few tricks of the trade. If doing an activity covered by a skill where success is possible, first roll 1d6, if you roll its value or lower, you succeed. If not, proceed to normal rules for the resolution of such a situation. Skills each start at 1-in-6 You start with 6 Skill Points, which may be spent on any of the following (each skill may be brought up to 5-in-6):
- Lockpicking
- Hacking
- Stealth
- Driving
- Fast-talk
- Sabotage
- Jury-rigging
- Law (note that you do not have a license)
Criminal Connections:
You're dealing with some dangerous people, kid. You know people who can do anything for a price. Prostitutes? Sure. Thugs? No problem. Gun-Runners? One owes you a favour. If money can pay for it, you can get it. The GM will give you no troubles in buying or selling illegal things, as well as provide you with potential buyers for any curiosities you manage to get on your adventures.
Run! It's The Cops!:
That's what the good shoes and tracksuits are for, after all. You're used to dealing with forces you can not defeat. When chased, you are the last person to be attacked, and have a 3-in-6 chance of getting away ignoring normal rules your game uses for chases. Note that it may lead to you leaving your team; you probably shouldn't be a dick about it and help them escape too.
Forgettable:
Ummm, he was vaguely ethnic, I think? Like, kinda brown. No, I'm sorry officer, I don't remember anything more. Forgettability is one of the most important traits for a criminal. As long as you dress in a way that is expected and do not act out of the ordinary, people will ignore you. If you act in ways that bring attention to you, the details of your appearance and behaviour will be hard to come by, with conflicting versions arising.
Master of Improvisation:
You can't be prepared for anything, but you sure as hell may make it seem like it's the case. Each dusk, you get a pool of 4 Bonus Skill Points that you may, at any moment, spend on any skill you deem useful. Their bonuses disappear at dusk, when you recieve the bonuses once more.
"Doctor":
You help people with their health. Maybe you're a doctor, with an actual license to practice medicine. More likely you're a paramedic, a nurse, or even a veterinarian. What matters is that you understand how living creatures work, and can use it to help them stay alive. In the Occult Underground anyone who can provide medical help is seen as a doctor, their skills worthy of the steep price that secrecy requires. Some doctors enter it just because there are no other places that can satiate their curiosity, far away from the eyes of ethical commitees.
- Starting equipment: Basic equipment required for basic medical examination,a lab coat(protects well from chemicals and small fires), Doctor's Bag, 5 doses of drugs of your choice (they may be psychoactive or anything else).
- Starting Skills: Medicine, (roll 1d6): 1. Nursing, 2. Veterinary, 3. Paramedic, 4. Dentistry, 5. Pharmacy, 6. Medical Specialty
- A: Adequate Medical Assistance, Experimental Surgery
- B: Untouchable
- C: Malpractice
- D: Make Use of What You Have
Adequate Medical Assistance:
When you're on the verge of death, even a little help goes a long way. You can keep a person alive, if you have the proper tools (which depend on their injuries; a tourniquet is enough for a person who is bleeding out, while you may need a defiblirator to help a person suffering from cardiac arrest). As long as the brain and organs are still alive (which is the case with most lethal wounds), you can keep them that way. Furthermore, you gain a pool of [templates]*4 points of HP that you can restore to people through medical attention. You can also diagnose 5-in-6 diseases (in case of supernatural ones, you will get a general description of what you may expect).
Experimental Surgery:
When a doctor enters the underground they begin to realize just how much is really possible. In the underground you learn quickly on just how much is possible through medical science, when it is combined with your various findings. You may attempt to transplant body parts taken from monsters into humans to give them some of their abilities, cure supernatural maladies, or do even stranger things, if given proper materials and your GM's approval. Such operations have a 4-in-6 chance of success, with failure meaning anything from an organ rejection, all the way to making your subject undead.
Untouchable:
No one will hurt a doctor, if they think that the doctor may in future save their life. Intelligent creatures are reluctant to hurt you, if you do not pose an active threat. Most people, even vampires or other ghouls, will try to keep you alive even if you are on the other side, with the expectation that you will work for them if captured.
Malpractice:
You've done so many things that would cost you licence that at this point it really doesn't matter. Just like you can heal people, you can hurt them. When you land a critical hit on an enemy you know the anatomy of (a single dissection of a similiar creature is enough) you deal an extra 2d6 damage. You land critical hits on 19-20 on enemies whose anatomy you know.
Make Use of What You Have:
There's a lot of people in the underground who would want to work under a good doctor. Maybe you can make use of them. You gain access to a team of 4 people who will gladly serve as your assistents, in return for your medical knowledge or help. They will not willingly risk their lives for you, but will want to protect you and your equipment. If you have access to these assistents, your experimental surgeries have a 9-in-10 chance of success. If you lose one of them, another one will arive in 1d4-1 weeks. To see who exactly are your assistents, roll 1d12 for each:
- An ex-medical student, expelled due to accidentally angering a supervisor (1 HD, knows Medicine, bitter and angry).
- A veteran, suffering from chronic pain that only you can treat (2 HD, owns a firearm and knows how to use it, tired).
- A drug dealer, whose liver damage you can keep at bay (1 HD, knows Drug Dealing, criminally connected and paranoid).
- A prostitute, wanting to escape from this line of work after testing positive for HIV (1 HD, knows multiple people from all walks of life, helpful but traumatized).
- An ex-doctor, who lost his medical license due to an improper relationship with a client, now desperate for work (1 HD, knows Medicine and a Medical Specialty, lacks self-control).
- A teenager, who suffers strange changes outside of puberty, which you help them control (1 HD, can change the shape of their flesh with a few hours, but loses coherence when stressed. Learns quickly).
- A nurse, who suffers from a cancer that refuses normal treatment (1 HD, Nursing, determined but frail)
- A Detective, suffering from "psychosis" as he sees crimes from the eyes of their perpetrators (1 HD, Forensics, has a firearm, depressed from seeing all the horibleness)
- A Veterinarian who has a genetic condition, who wants both themselves and their children to be made free from it (1 HD, Veterinarian, Shuddering but resourceful)
- A Paramedic in whose brain an alien parasite hides, managed by your procedures (2 HD, Paramedic, erratic but creative)
- A Scientist who is slowly losing their memory. You can stop even that now. (1 HD, Knows Science and a highly specific field, accomplished and now forgetful)
- A Magician with a terminal heart condition. Not terminal for you. (1 HD, Occultism, 1 MD, knows a single spell, slightly resents you for your power)
(If they'd double, then just switch around the backstory a little bit so that they aren't clones)
Explorer:
You have a good job, a job that doesn't bring you into the Underworld. And yet you need more from life. You need thrills. You need something true. This is what the Underworld gives you. Forgotten places where reality seems to leave for tea. You've explored before: spelunked in caves, climbed through abandoned buildings and trekked through forests and mountains. You know how to survive the elements; it is the residents of the places that may yet become your doom.
- Starting equipment: A good flashlight, a powerbank, MRE Rations for 5 days, a water-filter that will last years, a good backpack, an isolated tent, clothes perfect for the conditions of the exploration in which your character is introduced, 5 000 dollars. A wonderlust, and a way of publishing your exploits. Records of travels around the world.
- Starting Skills: (roll 1d6) 1. Lawyer, 2. Corpotrash, 3. Computer Programming, 4. Management, 5. Influencer, 6. Architect
- A: Staying Alive, How The Hell Did He Get There?
- B: Unnoticed
- C: Staying Alive^2
- D: Well-Equiped
Staying Alive:
You have a lot to live for. Best thing for staying alive would be avoiding these circumstances, but these are the second best thing. Your AC is 2 points higher than it normally would be. Furthermore, your dexterity modifier is also increased by 1(or your dexterity is increased by 3 in systems that do not have a modifier). In return, however, damage die of all your weapons are downgraded by 1 step (1d10 to 1d8 i.e.).
How The Hell Did He Get There?:
I have no words that can describe the madness of some real life explorers, so I'll instead just put in a link. You can get almost anywhere, if given enough time, and the doors to this place are not closed. You can do climbs that a competent climber could do, with no need to roll, even if you have no harness. You can also do climbs that are barely possible for a normal climber, with 5-in-6 chance of success. You better have a harness then.
Unnoticed:
As you come into contact with the various hidden things of the Underworld, you begin to take over more and more of their traits. It's only (super-)natural. As long as you are completely still and your colours are similiar to your surroundings, you can remain hidden from normal senses. If you are moving, but not interacting with your watcher, or are still but colourful, you instead have a 4-in-6 chance of remaining unnoticed.
Staying Alive^2:
For some strange reason, the awful stuff happening never touches the camera-man. You gain a +5 bonus on all saving throws.
Well-equipped:
That's humanity's biggest advantage, after all. Having the right tools for the occasion. Each morning, you may prepare a Package, taking up any number of inventory slots. It may be opened in 1 round, revealing an item that you could have acquired (for money or otherwise, remove its price when you take it out, or owe someone a favour) of a size equal to it, or smaller. If the item is smaller, there is another package with the difference of sizes inside together with it.
Mercenary:
You kill people for money. Maybe you're an ex-soldier, whose veteran benefits are not enough to cover the costs of medicine. Maybe you're a "private military contractor", now discarded by his company. Maybe you're a criminal, and not the kind that can pretend that what he's doing is a normal job. What matters is that you're god-damned good at it, and you have a high bodycount. In the Underground, your job is sadly in high demand.
- Starting equipment: A firearm of your choice (that a soldier who is not actively deployed could have), A Weathered Vest (15 HP), a good knife, a dog tag, a good knife, 2500 dollars and nightmares.
- Starting Skill: Soldier
- A: Notches, Maneuvers, +2 to hit
- B: Payday, +1 Extra Attack
- C: Eyeing An Enemy, +2 to hit
- D: Rampage, +2 to hit
Notches:
Each one was someone's child. Each one was someone's friend. For each kill you make with a weapon, make a notch on it. Per every 10 notches, you can upgrade it in one of the following ways (up to 5 times per weapon, these work only for you):
- +1 to hit
- +1 to damage
- +1 to AC while you wield it
Maneuvers:
You've picked up a fair number of dirty tricks. You count as a fighter for the gun rules linked-to at the top of this post. Furthermore, when you execute a sequence of actions in combat that you have planned for (at least 1 minute, with proper intel; you lose the bonus once the plan falls apart), gain a +3 bonus to all rolls you make and your AC; you've come prepared, after all.
Payday:
After all, it's the money you're fighting for. Paid killers can always find a job, and you have a reputation as one. Corporations, organized criminals, and monsters that wear human faces. They all have needs for "deniable assets". Each week, you get an Offer. It is usually not open contract killing; instead it is "Protection", or "Retrieval". In return for it, you get three months worth of wages, "tax-free". Most who hire will never use the true words for what is happening.
Eyeing An Enemy:
You've seen many people, but most fighters tend to be quite predictable once you come to know them. After observing a group for a minute, you may ask the GM 2 questions about their fighting capacity, and they are obliged to reply truthfully. Furthermore, you are considered as having appropriate intel about them for the Maneouvers.
Rampage:
They are just more meat. Whenever you kill an enemy, gain an extra attack.
Post Scriptum
Special Thanks to Alex for help with the "Doctor" class. And to Varya for the gun rules. And to aconspiracyofravens for beta-reading this post!