Showing posts with label KIWF Classes. Show all posts
Showing posts with label KIWF Classes. Show all posts

Sunday, February 12, 2012

Character Class Draft: Jack of All Trades

Todays class uses player skill in narration to a high degree, the goal of which is to simulate the heroics of a pulp character. You'll notice their are few keywords with this class, and approach I may retroactively edit into older classes (gotta think about it).

A Jack of All Trades is an adventurer that specializes in certain areas that come useful in dungeoneering and other lucrative fields.

Motivations: Most Jacks are motivated by monetary gains, retiring after getting enough booty to live comfortably. Others work at the behest of patrons, such as thief guilds or excentric collectors, that may make it hard Jacks that want to get out of the business of delving ("every time I think I'm out, they pull me back in"). Of course many Jacks dream of one day being the boss themself.

Jacks start with the following abilities:
  • Studied Strike: If you can find a way to sneak up upon a distracted opponent with a weapon that could reasonably be judged to cause anatomical trauma to it, the attack automatically removes one hit die (as if through damage) from the target, and then damage is rolled normally. 
  • Skill Set: Choose a field of expertise. Whenever rolling a check in that field, you get two extra check dice. When they roll in a related field, the referee may give them an extra die too. Expertise sets may include thieving  (pickpocketing, fencing stolen goods, breaking and entering), spying (infiltrating, disguise, reading lips, cryptography), forgery, traps (detecting, setting, and disarming traps), mythology (knowledge of monsters and religion), history, survival, robotics, arcana, etc.
  • People skills: To elicit favorable reactions from NPCs, you get an extra die when making applicable Brains checks. 
Abilities available after first level:
  • Uncanny Survival Rate: Once per session, when you would die, narrate your way out of your predicament. This narration may kill minor bad guys or major henchmen (such as a second in command), but can't stop a major villain. You now have one hit die if you had none left.
  • Esoteric Knowledge (prerequisite: level 4): You are well studied. If you would have to make a knowledge check related to your field of expertise (via your Skill Set), you automatically succeed (one success in contested rolls).
  • Use The Environment: Once per battle, you notice something that can be used as a weapon in your surroundings if only given a little push (ex: barrels down stairs), a cut (ex: a chandelier), etc. You choose appropriate targets and get an automatic hit. The effects may be damage or some other appropriate hindrance for your foes.
  • Last Word (prerequisites: 10th level, Use the Environment): Once per session, when there would be a total party kill or otherwise hopeless situation, you narrate something that ends the villain (ex: you slipped a fatal rune into the villains spell circle when he thought you were already dead). Each member of your party may roll a Body check to see if they survived after all, pending verisimilitude of the story.
  • Bypass: Once per session, you and your party can bypass a threat (such as a trap or monster) that is within your Skill Set, leaving it active for the next entities to come along (which could be you again), provided you can narrate your bypassing.
  • Fake It: You can use items and interfaces that are not intended for your skills or class, such as magic items, artifacts, or advanced technology, provided you make a successful Brains roll with each activation. Failure may have dire effects though.
  • Cooperation: If your companion(s) announce their cooperation and make a successful Brains check that takes up their attack action) you deliver an attack that causes an automatic loss of one hit die on a hit (roll Brains bonus instead of prowess versus the appropriate defense).
  • Uncanny Dodge: When a blast, explosion, or ray type of attack would hit you, you may roll two dice on a Coordination check to avoid all ill effects of it.
  • Rule of Cool: (prerequisite: 10th level): Once per point of Prowess each battle, you may re-narrate something bad that happened this round in a way that benefits you, provided you can impress the referee with your version of events.
  • Reinforcements: The first time you have lost your last hit die each adventure, reinforcements drop in to drive the enemy(s) away for a scene, or alternatively to distract the enemy while your party escapes (as appropriate). After the dust settles, you have 1 hp minions at your disposal in numbers equal to your Brains+Prowess.

Sunday, January 8, 2012

Class Rough Draft: Battle Mage


Latest edit: some keywords are gone.
 

Here's our first supernatural class. It is a "mage" but supernatural classes will usually be open to interpretation at character generation as to where their power comes from (magic, psionics, nature). At first I thought it would be an "exploding die" class, but I'll save that for a later class! Also, here we get so see a few ability attacks with critical effects.

Battle Mage

Battle Mages can be useful to have around... just don't get in their line of fire. Battle Mages draw upon supernatural energies and direct them at foes, often with explosive results that result in friendly fire. But the bigger the hoard, the more crispy the spoils of war as they say.

Goals: Battle Mages often adventure to please their own twisted psyches and enjoy power trips. But as long as they are on the side of good (our side, that is), other adventurers tolerate them. Sometimes battle mages adventure to find the secrets to epic rituals or awesome artifacts.

Bonus Skill die to checks involving: arcana, intimidation, judging distances, throwing, pyrotechnics

Starting abilities:
  • Arcane Potency: When you roll an attack with supernatural and ranged properties, chose a primary target and a number of secondary targets within arm's length of the primary target equal to you current hit dice. You choose the targets, but your allies will be chosen if they are close enough to the primary target and you have nothing else left to choose. Roll your attacks as normal for the primary target, but drop the lowest die of your dice pool when you compare the attack to secondary target(s)'s defenses.
  • Whoops:  Your attacks with supernatural and ranged properties can't be used to subdue; they kill anything, including allies, that they drop to 0 hit points.
  • Flashy Cantrips: You can perform simple magical, psionic, etc. (you choose the flavor at generation) tricks that involve elements of non-damaging pyrotechnics, fire (can start unattended flammable objects aflame), or loud sounds
  • Conveniently Self-proof: Your supernatural attacks do not damage yourself, unless noted otherwise in their description. The same immunity extends to your gear and creatures you hold really close. Other affects of your powers will still affect you too.
  • Energy ball: Attack:Brains versus Dodge. Hit: Choose an energy type from the following list: fire, electric, sonic, radiant. Your attack does your Brains +2 of that energy type of damage to the primary target and your Brains to secondary targets.

2nd level and up abilities:

  • Energy wall: You erect a non-solid energy barrier that is five feet long for every current hit die you have and endures as long as you spend a minor action each round and are in eyesight of it. It is the shape of your choosing (even enclosed), but each side is at least five feet and a straight plane. Things that touch the wall take your Brains in damage. A creature with current hit dice less than your brains finds the pain too intense and will stop trying to progress through the barrier until they spend a minor action to make a Brains check and will their way through the pain.
  • Flaming Missile: Charge a weapon and throw it at a target with 10 feet. Attack: Coordination vs Dodge. Hit: 1d,  Hit or miss: the weapon comes back to you. Crit: The primary target drops a weapon it is wielding.
  • Grenade: You charge a small object, such as a pebble with conspicuous arcane energies and hurl it into battle next to a target you name within 20 feet. The next round on your initiative, it explodes and anyone still near it will take an attack to their Dodge equal to 3d+ your Brains in dice. Creatures it hits take 2d fire/sonic damage and everyone in the area is deafened for one round.
  • Don't. Touch. Me. : Attack: No check. A creature must have you grabbed. You do your Body in damage to offending grabber and anyone else standing next to you. The grabber lets go of you if the damage causes them to loose a hit die.
  • Giant Fist: Attack: Prowess vs Dodge. Hit: 1d kinetic damage and push the target 5 feet for each point of Body you have. Secondary targets are pushed to the side. Critical: The target is knocked prone as well, anatomy willing.
  • Focused blast (encounter): Attack: Coordination vs Dodge (no secondary targets). Hit: 2d.
  • Reckless Strength: Prerequisite: 10th level. Creatures with less hit dice than you are automatically hit by your supernatural ranged. Creatures with less hit dice than you currently have drop to 0 hit points.
  • Satisfying Sizzle: You  may get back an extra hit die each time you reduce a secondary target to 0 hit points with a supernatural attack.
  • Redirect Energy: The first time you would take fire, electricity, or radiant damage in an encounter, instead reduce the damage to 0 and gain a hit die. You may go over your usual limit until the day ends.
  • Chained Energy: Prerequisite: 8th level. Your supernatural attacks with secondary targets may target creatures that are not next to the primary target, but within the same area (room, hall, field).  They still are directed at targets adjacent to the primary target first though.
  • Dimension Tear (encounter): Prerequisite: 6th level.  You choose a target within 20 feet. and place a dimensional tear next to it if you make a successful Brains check. On your turns, you can keep the tear open with a minor action. Unsecured targets that start their turn within 20 feet of the tear must make a Prowess check or lose vitality (that is, take 1d temporary damage). Creatures reduced to 0 HP this way are not dying, but are sucked into the tear, to be lost to time and space. However, they may make a Coordination check to grab another target to stop their movement, and contested Prowess checks to hold on. Grabbed targets not secured down will take the tear's damage and effects as above.
  • I need more cowbell: Focus necessary: a percussion instrument. You do sonic damage equal to your Brains to all creatures within arm's reach. Everyone in the fight is deaf until it ends unless they were burrowing or something.

Wednesday, January 4, 2012

Class Rough Draft: Sword for Hire


Latest edit: Dropped all keywords save for "(encounter)".

Here's the first class for Kill It With Fire. I think I will only worry about 10 levels in the basic rules (I've also changing the rules so you only get one ability every other level after 2nd to try to avoid some of the problems that I see in fourth edition).  If you are familiar with RPGs, this will be pretty easy to understand. The "encounter" keyword means the ability generally only happens once per fight, and there will be a box to check off on the character sheet for such powers. Otherwise abilities can be used once per round, on your turn, unless indicated otherwise.

Anyways, I'd like to avoid powers that seem like they could be performed by anyone at anytime under GM fiat, so constructive criticism is welcome. Just keep in mind that battle is Theater of the Mind in KIWF.

Sword For Hire
A SFH is always willing to consider a job if the gold is right. Many of them have proven themselves in battle, and are looking for a lifestyle that can satisfy their adiction to adrenaline and riches.

Goals: For most SFHs, there is no other way of life to live; fighting is all they can do anymore. For others, putting together enough money to secure a safe place to retire and start a new life is an ideal to live for.

Bonus Skill die to checks involving: arms, strength, intimidation, street smarts, battle tactics, first aid, mounts, endurance, survival.

Starting abilities:
  • Fierce in combat: As long as you have at least two hit dice left, you get an extra die to your attack rolls and add your prowess to your damage rolls.
  • Not to be ignored: If you get an opportunity to attack outside of your turn, you get an extra attack die.
  • Thrill of Battle: Once per fight you may attack with Prowess vs Dodge. Hit: 1 die. If you manage to take away an enemy hit die with this attack, you may reroll a hit die you have lost today.

Lvl 2 and up abilities (choose one from the list below when leveling, or consult with the referee to make your own):
  • Inner reserves: The first time you would lose a hit die each encounter, roll it again instead. 
  • Sacrificing Strike: You roll attack dice equaling your current hit points and add your prowess bonus vs Dodge. Hit: 2 dice damage and the creatures next you may make an attack on you with one die more than normal. 
  • Unbalancing Strike: Prowess vs Dodge and Toughness. Hit on Dodge: one die damage. Hit on Toughness too: Target is unbalanced, meaning an ally next to it that hasn't acted yet can give up their next action to make a +1d opportunity attack against it now.
  • Demoralizing Strike (encounter) : Prowess vs Dodge. Hit: One die of damage, and if the creature is rendered to 0 hit points, all you sentient opponents must roll under their own Brains score or be shaken and try at the first opportunity to flee the scene. Cornered opponents that cannot flee roll one less die to attack you.
  • Adrenal Potency: If you have all your hit dice, your encounter powers come back each round instead of getting checked off when used. 
  • Defensive Shield: As long as you are wielding one and your armor pips don't exceed 3, your enemies have one less die to roll when making melee attacks against you.
  • Combat Nightmare: Prerequisite- Level 10.  You lose the Fierce in combat ability. Instead, when attacking, you roll an amount of dice equal to your current number of hit dice.
  • Deflective Shield (encounter):  When a ranged attack misses you, you may make a coordination check to redirect that attack towards another target, and the attack is checked for a hit against their defenses.
  • Tempered by Battle: You gain an extra hit die. You may gain this ability one more time in the future when you level up if you so choose.
  • Superior Defensive Stance: If you wield two medium weapons or a medium weapon and a light shield, enemies that surround you don't get an extra die to attack you as usual unless there are more than three of them.
  • Flow of battle:  Prowess vs Dodge: Hit: One die damage. If your target is taken out, you may follow up with an attack using the same roll to an adjacent target (that target doesn't get the option to attack you as usual). 
  • Heartening Defense: When an ally next to you would be struck down by an attack that targets dodge, you may have that attack target you instead. Said ally gets to re-roll a hit die they lost today. 
  • Fierce Barrage: As long as you have more than one hit die you can use this ability. Prowess vs Dodge. Hit: one die damage. Hit or Miss: Followup attack of Prowess vs Toughness. Hit: one die damage.