Sunday, April 28, 2013

I Sing the Dungeon Electric: Fighter

I've decided to write my own RPG, because RPG rules are all I think about in my free time. I'll be making a series of posts here for each section of said RPG. I'm calling it I Sing the Dungeon Electric. It should have a dungeons and dragon-y feel, but it won't necessarily overlay very well onto the D&D ruleset.

The combat system will be based on my post Killing the Armor Class. See that if you get confused.

First up, the Fighter Class. Each class has three d100 tables: the Metal table, the Weird table, and the Gritty table. At first level and every time you gain a level, choose two tables (or the same table twice) and roll on them. This is how advancement works (thank you Zak Smith).

Also, I'm utilizing the simple combat maneuvers system: when attempting a combat maneuver, declare it and roll damage as normal; the opponent can choose to take either the damage or suffer the effects of the maneuver.

Fighter

hit die: 1d8
Saves: Fortitude 13, Reflex 15, Will 17
Social Skill: Intimidate

Metal

1-35: increase the damage die by one step for one weapon

36-40: switch-hitter - when you deal a wound to an opponent, you may drop your weapon and grab theirs. If you do, you can immediately gain an extra attack using their weapon. If you roll this again, you don't drop your weapon, and are just holding both (you still have to attack with the taken one, though). If you roll this a third time, re-roll.

41-50: RAGE! - you can rage once per day for a number of rounds equal to your level. Increase your strength by 2, your constitution by 2, and all your damage dice by 1 step. If the increase in constitution would grant you more HP, gain them as a temporary bonus. You cannot dodge while raging. Afterwards, you are tuckered right out! You are at -1 movement and -2 strength. 1 more time per day for each time you roll this.

51-55: increase your constitution by 1 up to racial max. Extra points go to strength or dexterity.

56-60: increase your strength by 1 up to racial max. Extra points go to constitution or dexterity.

61-70: Weapons Shall be Broken - any time you don't want to take damage, you may instead have your weapon be broken in twain, as Shields Shall Be Splintered. You take no damage. If you re-roll this, your weapon only breaks 1 in 2 chance. Each re-roll increases this, to 1 in 3, then 1 in 4, etc.

71-75: Glorious Battle - you could kill this beast with one hand tied behind your back! If you handicap yourself in some meaningful way, you get double XP at the end of the fight. Only works against monsters with more hit dice than you. Examples of handicaps include no weapons, half HP, blindfolded, one hand tied behind back, etc. Re-rolling this result means you can take two handicaps for triple XP, and so on.

76-80: Beastrider - finally! You get to ride around on the back of a bitchin' beast. It has to be local to where you leveled up, it can't have more than 5 hit dice, and it has to have roughly animal intelligence. It is not particularly intelligent, but will let you ride it into battle (because what's the point otherwise!).

81-82: Hands of Steel - if you wound an opponent using bare hands, then succeed an opposed strength check, you literally tear off one of their limbs. Scary. Re-roll means you get +1 on the strength check, then +2, etc.

83-97: +1 to fortitude save.

98-00: Thick-Skinned - You get Damage Reduction 1 from your thick-ass hide. Second time you roll this, 2 DR. Re-roll if you get this a third time.


Weird

1-25: increase the damage die by one step for one weapon

26-30: Crowspeech - you can speak with birds, in a limited fashion. You sound like a crow though, and they don't all like that. Roll this again, and you're fluent, all birds like you. Re-roll after that.

31-35: Beastspeaker - you can grunt and bark like a beast. You can speak with non-bird animals, in a limited fashion. Roll this again, and you're fluent. After that, re-roll.

36: Old Crone's Quest - that thing you always wanted? The Storm Axe of Fronsold Giantbane? The Headband of Bloodlust? The Breastplate of Catrigga the Gnome? It's there. 4 sessions of play away or less. You must have a reasonable (but not guaranteed) chance of getting it. If you haven't gotten it within 4 sessions, you may switch it out with another macguffin, but the first one becomes unattainable (DM make up a reason).

37-40: Luck of the Gods - you can re-roll 1 die roll once per day. If you get this result again, twice per day, and so on.

41: Nice eyes - increase wisdom by 1 up to racial max.

42: Nice voice - increase charisma by 1 up to racial max

43-45: You gazed into something you shouldn't have. Take a random mutation.

46-47: Cowl of Ghosts - those you have murdered hover around your subconscious. If you sacrifice 1/10 of your current XP, you can ask a question of anyone you have killed, and you will receive a truthful answer. The answer will come to you in a dream, so you have to sleep. If you lose a level from the use of this ability, lose one level's worth of hit points, and two random class abilities you have acquired. You will level up again as normal. If you roll this a second time, you only lose 1/12 of your XP, then 1/14, and so on down.

48: Blood for the Blood God - You've made a deal with something dark and hungry, maybe by accident. At least once per week, you must mutilate yourself, dealing a quarter of your hit points to your own flesh, and consequently taking a wound. You must then spread your own blood out on a flat surface in a profane ritualistic circle. Every time you do this, roll a d%. On a 1-99, nothing happens. On a 00, however, a you are possessed by a demon for exactly one week. In return for this ritual being performed, you may shriek "Blood for the blood god!" once per week. After this, you and all allies within 30 feet all increase your damage dice by 1 step for a number of rounds equal to your level, and blood runs from all your eyes. If you miss any of your blood rituals, they are saved. The next time you take a wound, roll for all the missed ones at once, and you are possessed on a 99-00 for any of them.

49: Arcane Acquisition - holy shit, someone fit a spell into your brain. Any spell of your choice is sitting up there, waiting to be used. One time only. Acts as if cast by a 15th level mage.

50-64: +1 to all your saves

65-74: I Know These Lands - in terrain similar to the land you hail from, you may ask one yes/no question about the land per week. Increase by 1/week each time you re-roll.

75-81: You get around. You've picked up another language.

82-90: Know Level - You can spend 1 movement point to estimate a foe's level or hit dice. Roll 1d6 and add half your level (rounded down). If you rolled under their actual level, you believe them to be the rolled number. If your rolled over the actual number, you know their actual level (though not their class, if any). Roll this again, and you can add another d6, then another, etc.

91-94: Seen Too Much - immune to fear. On a re-roll, your allies get +2 to resist fear, then +4, etc.

95-96: Blub-blub: you can hold your breath twice as long as normal. On a re-roll, 3 times, then 4, etc.

97-98: Weatherbeaten - you gain a +2 bonus to resisting weather effects.

99: Things Fall Apart - you just don't get along with technology. Whenever you interact with a complicated mechanical device, it immediately ceases to work 1 in 6. Increase this chance with every re-roll (cannot be higher than 5 in 6).

00: The Wind Speaks a Warning - Lower your surprise by 1 (from 4 in 6, to 3 in 6, for example). Cannot be lower than 1 in 6.


Gritty

1-30: increase damage die of one weapon

31-40: increase reflex save by one

41-45: increase fortitude save by one

46-50: Persuasive Shove - when attempting a shove, increase damage dealt by 1

51-55: Persuasive Trip - when attempting a trip, increase damage dealt by 1

56-60: Persuasive Disarm - when attempting a disarm, increase damage dealt by 1

61-70: Battlefield Command - once per fight, you can give one of your allies an extra movement point. Each re-roll allows you to do this an additional time per fight.

71-75: Quick draw - pulling out an item or weapon takes 1 less movement point. You can fire ranged weapons 1 round more frequently than normal (bows every round, light crossbows every other round, heavy crossbows every 3 rounds). If you roll this again, just re-roll.

76-80: Cast Iron Stomach - +4 to saving against poison

81-82: +1 to dexterity, up to racial max. extra points go to strength or constitution

83-85: Battlefield Medic - You can heal 2 hit point per level per day, spread amongst characters as you please. Roll again, and it becomes 3 hit points per level, then 4, etc.

86-90: brutal life - you recover an additional number of hit points every night equal to half your level (rounded down). Each time you re-roll this, add 1 more hit point per night.

91-95: quick as a viper - increase your movement by 1

96-00: dual-wielding - you can use a weapon in each hand. Decrease the damage dice of both of them by 1. If you re-roll, the weapon in your main hand is at regular damage. If you roll this again, your off-hand gets normal damage. After that, re-roll.

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