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Koumei
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Post by Koumei »

I've used similar mechanics before, and it generally works pretty well. It doesn't provide long-term limits (per day), and honestly I see that as a good thing. Instead, it limits what actually matters: blasting away through a combat.

That said, you'll need to consider the impact of out-of-battle spells with longer durations. Some things will basically become totally free casting, and you'll need to decide whether that's okay or not. Of course, if there is a problematic spell, you could attach a Strain value of 10, so casting it is automatic burn-out.
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Meikle641
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Post by Meikle641 »

I wouldn't know, but I have heard about drain/strain stuff on the Den. I'd planned for like, a 1-2 point cooldown instead, but I was told it was too much bookkeeping.

As long as it works and isn't too clunky or slow, I think I'll go for it.
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Post by codeGlaze »

Koumei wrote:That said, you'll need to consider the impact of out-of-battle spells with longer durations. Some things will basically become totally free casting, and you'll need to decide whether that's okay or not. Of course, if there is a problematic spell, you could attach a Strain value of 10, so casting it is automatic burn-out.
You could take a page from Dragon Age 2 in that regard. (I'm sure other games have done it, but this one comes to mind.)

Persistent spells would just create persistent strain. So to cast a persistent spell (Fly) would be something like 2 ST. Each round AFTER where fly is maintained would be 1 ST.

So to be perfectly clear:
Assume 2 ST regen/cool down/w.e. per round of 'no casting'

round 1 - Cast Fly : 2 ST (Maybe maintenance cost + level or something)
ST is now 2/10

round 2 - No extra casting. Maintain Fly.
ST is now 1/10

It will never dip below 1/10 as long as Fly is maintained.
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Meikle641
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Post by Meikle641 »

Yeah, I was thinking about exactly that at work today, since there were no customers. It really seems the way to handle this.

That said, I think that having a high Will stat may/should add to the base 10. +1 per 10 points of Will, as per most derived stats.
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Post by Meikle641 »

So, my plan currently is to make something stripped down, like the BRP Quickstart, almost. Base mechanics, 4 sample characters with an adventure (maybe 1-3 levels of class listed), and 1-3 setting variations. So, here's my first sample class, such as it is. The name sucks.
Class: Mindkiller
Power Type: Menhir or Celestial
Good Test Bonus: Agility and Intelligence
Bad Test Bonus: Brawn and Will
HP Bonus: NoneStrain Bonus: None
LevelAbilities
1Tools of the Trade, Cheap Shot +1d6
2Psychic Knife, Psychic Surgery
3Silent Night, Cheap Shot +2d6
4Moar Knife
5Eidetic Memory, Cheap Shot +3d6
6
7Mind's Eye, Cheap Shot +4d6
8Mental Fortress
9Cheap Shot +5d6
10Speed of Thought

Tools of the Trade: Once per day at dusk a mindkiller can conjure up a cache of equipment out of ectoplasm, and may have a total value of $300 per level. The contents last until the next dusk or until expended. Conjuring the cache takes 15 minutes and costs 5 strain.

Cheap Shot: Mindkillers hurt people hard when they're weakest. Any target that is flanked or attacked by a hidden Mindkiller, they take 1d6 damage. Ranged weapons may also be used, but only after spending at least 1 round aiming. Cheap shot damage only applies once per round.

Psychic Knife: A mindkiller forges a psychic knife out of ectoplasm and mental energy, a weapon that harms the body as well as mind. A successful hit with a psychic knife deals 1d6 piercing/slashing and 3 points of attribute damage to either Intelligence or Will. A psychic knife lasts until removed from the hand, or after a thrown attack. Forging the knife costs 2 strain and takes a free action.

Psychic Surgery: Using your psychic knife and some time you may heal damage done to a target that isn't you. Psychic surgery requires at least 15 minutes and heals 5 + ½ level health, or 1 + ½ level in attribute points.

Silent Night: Silent Night makes a 3 metre sphere of silence around the mindkiller, at the cost of 1 strain per round.

Moar Knife: A mindkiller can either turn their psychic knife into a sword, or make two knives for dual wielding at no additional strain.

Eidetic Memory: A mindkiller can attempt to remember something they experienced within 5 years per level, with a limit of their birth. Doing so takes 1 minute of concentration and 1 point of drain, but this can be decreased to 1 round with a Difficult Intelligence test.

Mind's Eye: [scrying effect]

Mental Fortress: [Mettle type effect]

Speed of Thought: [haste like effect?]
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Post by codeGlaze »

A quick start CAN be a great way to introduce core.mechanics in an easyto-digest manner. I support that goal.

Quick formatting nitpick : Don't mix your columns up. If the left column oa all headers don't make a "Surpise! There's data in this one!" cell. eg. The HP bonus and Strain bonus row.

Advanced formatting can be juggled later, but in a quick sheet like that... tje one row you saved yourself isn't really worth it. :p
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Post by Meikle641 »

The file I'm working on is formatted a bit differently, so I formatted this in a rush. Hateses doing bbcode from word processors.
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Post by codeGlaze »

Yea I don't like the BBCode tables. I keep meaning to put together a form that'll spit out the formatting I want... but never get around to it.
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Post by Meikle641 »

Some revised samples tonight. Hashed out some system structure during the break. For one thing, the game should be about 40 sessions long on the long end for a campaign, potentially half that if people increase the adventuring rewards.

Making classes 10 levels long, so that people have to pokevolve to a new "advanced" class. Magi become Technomancers, Sorcerers, or Mad Scientists/Engineers. Sneaky people become Mindkillers, Assassins, or Ninjas, etc.

Some WIP samples:
Class: Magus
Power Type: Any
Good Test Bonus: Intelligence and Willpower
Bad Test Bonus: Brawn and Agility
HP Bonus: None
Strain Bonus: +4
LevelAbilities
1Robe and Wizard Hat
2Eyes of the Magi
3Bind Familiar
4Signature Spell
5Tower of Power

Robe and Wizard Hat: Magi use magic as protection, forming a near-invisible barrier to attacks. This provides a bonus to their DR equal to 2 + 1/2 their class level (rounding up), but only stacks with Tough Clothing, Ballistic Clothing, or the Armoured Flesh power.

Eyes of the Magi: Magi gain Detect Magic for free, and is restricted to visually detecting auras. If they already know the spell the range is doubled.

Bind Familiar: Imbue objects or animals with special abilities and increased mental prowess by sequestering strain points into them. This takes 1 point and gives the target E rank Intelligence and Willpower, or its existing attributes; whichever is better. If the familiar dies or is released from service, the sequestered strain returns to the caster. Binding a familiar requires 15 minutes to complete.

- A familiar may use its master's Intelligence or Willpower test modifiers against magical attacks.
- Send verbal or telepathic commands to the familiar, even if the order is self-destructive. This costs 1 strain per command given.
- Share spell effects when within 10m of the master.
- A familiar may be treated as the caster in regards to delivering area of effect spells, if this is advantageous.

Signature Spell: Choose one spell that you know, and reduce its Strain cost by 2 points. This can be done multiple times to the same spell.

Tower of Power:
[Workshop type deal. Spells cast in the workshop cost less, or get bonuses.]


Class:Vanguard
Power Type:
Good Test Bonus: Brawn and Willpower
Bad Test Bonus: Agility and Intelligence
HP Bonus: +10
Strain Bonus: None
LevelAbilities
1 Combat Slide
2 Living Shield
3 Dynamic Entry, Trailblazer
4 Unstoppable Force
5 Pathfinder

Combat Slide: Vanguards can slide or roll at high speeds making themselves difficult to hit as they dart between cover, but at the cost of distance travelled. A Combat Slide will travel 5 metres for a Jog, 10 for Run, and 15 for Sprint and will make all attacks against the Vanguard [Difficult]. [Something about sliding under obstructions]. A Combat Slide costs 1 strain for Jog, 2 for Run, and 3 for Sprint.

Living Shield: As a simple action, you may make an unarmed melee attack on an adjacent target, and then use them as a living shield for 1 round. Treat the target as a tower shield, with all the penalties and benefits it confers. Any attacks by the target against you are considered Difficult.

When holding a Living Shield, you may also use them as a weapon against foes. Treat the shield as a Corpse, in regards to damage. Both the target and the Living Shield take the damage dealt.

Dynamic Entry: As a Complex action, a vanguard may attempt to create a body-sized opening in a wall or similar without much trouble. With a successful Brawn test a vanguard may break through up to 10cm of material per level, at the cost of 2 strain. Exceptionally hard or reinforced barriers (such as reinforced concrete or adamantine) may be Difficult or Improbable respectively.

Trailblazer: When performing a Combat Slide a vanguard may leave behind them a trail of sparks, dealing fire damage to any that move through the path. The trail does 1 + 1/2 class level in damage and lasts for 1 round.

Unstoppable Force: When performing a Combat Slide, a vanguard may attempt to knock over targets in their path. Targets must pass a Difficult Agility test or be knocked prone, and are dealt 1d6 damage + 1/2 class level regardless of the result Additionally, any obstruction in the path may be smashed through as the Dynamic Entry ability as a free action and normal cost.

Pathfinder: As a Complex action, a vanguard may cut into the air making a circular portal 2m wide. The portal costs 4 strain, lasts and can travel up to 1km per class level, assuming he as seen the destination before. The portal lasts 1 minute and any that pass through must also take the strain cost.
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Post by codeGlaze »

Your formatting is definitely a lot better now. :)

... I really need to get around to reading the info-dump of the system, though.
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Post by Meikle641 »

Working on making a quick start pdf in the coming weeks. My main issue is getting pages to cooperate with me. Got plenty of separate files, but formatting them properly into one file is hard.
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Post by codeGlaze »

Acrobat has a function where you can make a multipage PDF by just selecting a bunch of single pages.

...if that's what you mean?
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Post by Meikle641 »

... Huh. That'd be with the multi-hundred dollar software, though, right?
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Post by codeGlaze »

Meikle641 wrote:... Huh. That'd be with the multi-hundred dollar software, though, right?
>.> ... yea~

<.< There are some free tools that do it as well. I will try to remember to drop some links after sleep.
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Post by Meikle641 »

Chasseur: Chasseur is a post-apocalyptic Canada set in the late 70s or early 80s. Basically, alien spaceship(s) above northern Ontario explode, taking out parliament and turning vast swathes of the land into a radiative hellhole filled with mutants and strange creatures.

The UN cordons off the effected area, and it basically becomes Roadside Picnic or STALKER or Darker than Black: authorised parties can go in under restrictions, blah blah. USSR and various NATO countries openly follow it, but secretly send in mercenaries to acquire alien artifacts and other valuables. These folks are known as Chasseurs, and there is money to be had in the ruins of Ottawa, Gatineau, and other northern communities. It's dangerous in the Quarantine Zone; so beware the wendigo and poltergeists, but watch out for bandits and fellow Chasseurs even more. Undercover special forces prowl the land and Canadian partisans protest the foreign invasion while others flee the blighted provinces.

Magic would consist of psychic powers and/or spells in the form of items/artifacts. Sort of like a cross between FF 7's materia and the alien artifacts of Roadside Picnic meets Akira.


EDIT:
Also, people should download the current system pdf. Weird that people browse but don't download the file.
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Post by Meikle641 »

So, is the OGL a Hasbro only thing that applies to D&D, or can it be used for other systems? If not, what alternatives do I have for this sort of thing?
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Post by fectin »

OGL is a set of terms and conditions. You could very easily release your products under functionally identical terms.

I'd look at creative commons licenses instead. CC is even more standard than OGL, and there are different schemes under the same broad header, which makes it easy to get what you want. Wikipedia, for example, uses CC-by-SA, summarized here: http://creativecommons.org/licenses/by-sa/3.0/
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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Post by Meikle641 »

Excellent. Thanks, man.
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Post by Meikle641 »

So, do I just copy the legal text version of that into my work, ala the OGL stuff in 3.x?

Also, another updated document coming soon.
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Post by Meikle641 »

So, I've been revisiting some old class material, after reading the Den Design Notes.

The Berserker
Class: Berserker
Power Type: Menhir
Good Test Bonus: Brawn and Willpower
Bad Test Bonus: Agility and Intelligence
HP Bonus: +10Strain Bonus: None
LevelAbilities
1Berserk, Fury, Scorn Armour
2Fast movement, Furious Blow
3Ain't Got Time to Bleed
4Hungry Like the Wolf
5Demolition Man, Focused Rage
6Nauseating Blow
7Sacrifice of Idgaf
8Brutal Strike
9Impenetrable Skin
10Deathless Rage


Berserker Rage: Berserkers gain the Berserk spell for free.

Fury: A Berserker fights by drawing upon deep reserves of strength, which are channelled through pain, fear, and rage. As the Berserker takes damage or attacks foes, they gain fury. The Berserker can then spend their fury to activate their abilities. Fury is physically exhausting, and whenever a Berserker gains even one point of fury they will become Tired five minutes later, whether they still have that fury or not. A berserker gains 2 + 1/2 class level points of Fury when the Berserk spell is cast, they also gain 1 point each time they're damaged, and 2 points when they damage a target.
Scorn Armour: Berserkers may prepare special oils or bodypaint that infuse their skin with defensive magic, a process that takes 15 minutes, and only works for themselves or other berserkers. This item provides a bonus to their DR equal to 2 + 1/2 their class level (rounding up), but only stacks with Tough Clothing, Ballistic Clothing, or the Armoured Flesh power.

Fast Movement: Berserkers move 20% faster than normal at all speeds, except Crawling.
Furious Blow: Berserkers bring the pain when they're in a Berserker Rage, at the cost of 2 Fury per attack. Any target hit by a berserker with a melee weapon takes 2 + 1/2 character level in bonus damage. Rage Damage only applies once per round per target and is unaffected by damage multipliers.
Ain't Got Time to Bleed: You can use the Walk It Off spell for free once per hour, regardless of whether you actually have it. Berserkers may also spend 1 point of Fury to gain the effect of this spell.
Hungry like the Wolf: You gain a keen sense of smell, allowing you to detect and track scents like a canine. This gives you a +20% bonus on Tracking tests where scent would help, but also makes scent based Brawn tests [Difficult] while active. This ability costs 1 strain to sustain.
Demolition Man: You're a one-man wrecking crew, and can barge through walls like the Kool-Aid Man. When damaging inanimate objects, their hardness is halved for the duration of the effect. This costs 4 Fury and lasts for the duration of Berserk.

Focused Rage: A berserker has attained a state of clarity while in a berserker rage, allowing them to cast magic without penalty.

Nauseating Blow: As a complex action, make a melee attack that will make the target Sick in addition to normal damage. The effect lasts for 2 rounds, and costs 3 fury to use.

Sacrifice of Idgaf: When a beserker is afflicted by a condition they don't like, they can sacrifice 5 HP (ignoring DR, and cannot be soaked) or 2 fury to remove the effect.

Brutal Strike: Berserkers know how to bring the pain. You may make an attack that, if it hits will deal double damage, but at cost of 5 fury and provoking free melee attacks from nearby foes. If the berserker is struck he must pass a [Difficult] Brawn test or the strike fails, merely dealing damage as normal.

Impenetrable Skin: You can harden your skin at instant of being hit, turning it a dull lead grey. This increases your DR by 10 points for one round, but it costs 4 Fury, and your speed is reduced by half for 2 rounds.
Deathless Rage: While in a Berserk rage, you cannot die until the spell ends. You gain an additional +20% bonus against outside attempts to end your rage. This effect costs 10 fury to activate.

-----------
Not entirely sure where to go from here, ability wise. Ideas?
Class: Necromancer
Power Type: Menhir or Celestial
Good Test Bonus: Brawn and Willpower
Bad Test Bonus: Agility and Intelligence
HP Bonus: +5Strain Bonus: +1
LevelAbilities
1Protective Spirits, Bond of Ka
2Mystic Arts
3See the Unseen
4Mystic Arts
5Undead Familiar
6Mystic Arts
7???
8Mystic Arts
9???
10Mystic Arts

Protective Spirits: Necromancers use wisps of spirits as protection, forming a near-invisible barrier to attacks. This provides a magic bonus to their DR equal to 2 + 1/2 their class level (rounding up), but only stacks with Tough Clothing, Ballistic Clothing, or the Armoured Flesh power.

Bonds of Ka: By infusing your vital essences into undead you can control large amounts of undead. You can control up to (class level + Willpower modifier * 4) levels of undead, but each level of undead reduces the necromancer's HP count by 1 point. Health used to control undead does not return until the undead is destroyed or the necromancer releases control.

Mystic Arts: At every even level a necromancer must choose one of the following abilities, some of which can be taken more than once.
- Bad Touch: Your hand is cloaked in green and black wisps, and deals damage when you grab someone. As a simple Combat action you can deal 3 + Will modifier in magic damage, in addition to Brawn bonuses. This harms living creatures, but heals undead and necromancers.
- Knuckle Buster: You can shoot bones from your hands at as a simple action, at the cost of 1 HP. On a successful Marksmanship roll, it dealing 5 + Will modifier in damage, in addition to Agility bonuses. The bones regrow after each shot.
- Signature Spell: Choose one spell that you know, and reduce its Strain cost by 2 points. This can be done multiple times to the same spell.
- ???
- ???

See the Unseen: Necromancers can pierce the veils of the unseen world, and can perceive any spirits within line of sight. Additionally, at a cost of 1 strain per round, a necromancer can ignore invisibility within 10 metres.

Undead Familiar: You imbue a particular undead with special abilities and increased mental prowess by sequestering strain points into them. This takes 1 point and gives the target E rank Intelligence and Willpower, or its existing attributes; whichever is better.
Each additional point of strain invested increases the target's Intelligence and Willpower by 1 rank, to a limit of 1 rank lower than the necromancer's attributes.

If the familiar dies or is released from service, the sequestered strain returns to the caster. Binding a familiar requires 15 minutes to complete.
Familiar Abilities:
- A familiar may use its master's Intelligence or Willpower test modifiers against magical attacks.
- Send verbal or telepathic commands to the familiar, even if the order is self-destructive. This costs 1 strain per command given.
- Share spell effects when within 10m of the master.
- A familiar may be treated as the caster in regards to delivering area of effect spells, if this is advantageous.







-----------

The design goal of the Vanguard is to get in close and raise hell, leading the way for allies. Basically, the Marshal class meets commando/action hero.
Class: Vanguard
Power Type: Any
Good Test Bonus: Brawn and Willpower
Bad Test Bonus: Agility and Intelligence
HP Bonus: +10Strain Bonus: None
LevelAbilities
1Combat Exploit
2Living Shield
3Combat Exploit
4Tactical Slide
5Combat Exploit
6Dynamic Entry, Trailblazer
7Combat Exploit
8Unstoppable Force
9Combat Exploit
10Pathfinder

Combat Exploit: You're an adept at exploiting tactical opportunities in combat, leading the charge to ease the way for your allies. Vanguards gain one exploit per odd numbered level. Combat Exploits have a 2 round cool-down period.
- He's Open: If you've hit a target this round, any ally within range gets a bonus against them.
- Call the Shot: Act as a spotter for allies, give bonuses to ranged attacks.
- Tuck and Roll: When falling or thrown you can reduce the impact damage by 1/2.
- Man on Fire: As a free action you set yourself on fire, dealing 3 + 1/2 class level damage to anyone who touches you, for 2 rounds. Optionally, you may combine unarmed melee attacks with this trick, gaining the bonus fire damage on top of normal damage.
- Draw Fire: As a simple action you may provoke foes within sight of view. If they fail a Willpower test they must attack you, or take -20% penalties on their attacks against others.
- Opportunist: If any enemy within reach of you is hit by an attack, you may
- Shock and Awe: As a simple action you can create an unstable ball of energy and throw it. Upon impact, the ball explodes dealing 1 point of sonic damage and Dazzles anyone within 5 metres unless they succeed an Agility or Brawn test. This lasts for 1 round and has a 2 round cool-down.
- Death From Above: Attacks where you fall at least 5 metres are treated as Charge attacks, and on a successful attack only the target takes falling damage.
(WIP)


Living Shield: As a simple action, you may make an unarmed melee attack on an adjacent target, and then use them as a living shield for 1 round. Treat the target as a tower shield, with all the penalties and benefits it confers. Any attacks by the target against you are considered Difficult.

When holding a Living Shield, you may also use them as a weapon against foes. Treat the shield as a Corpse, in regards to damage. Both the target and the Living Shield take the damage dealt.

Tactical Slide: Vanguards can slide or roll at high speeds making themselves difficult to hit as they dart between cover, but at the cost of distance travelled. A Combat Slide will travel 5 metres for a Jog, 10 for Run, and 15 for Sprint and will make all attacks against the Vanguard [Difficult]. [Something about sliding under obstructions]. A Tactical Slide costs 1 strain for Jog, 2 for Run, and 3 for Sprint.

Dynamic Entry: As a Complex action, a vanguard may attempt to create a body-sized opening in a wall or similar without much trouble. With a successful Brawn test a vanguard may break through up to 10cm of material per level, at the cost of 2 strain. Exceptionally hard or reinforced barriers (such as reinforced concrete or adamantine) may be Difficult or Improbable respectively.

Trailblazer: When performing a Tactical Slide a vanguard may leave behind them a trail of sparks, dealing fire damage to any that move through the path. The trail does 1 + 1/2 class level in damage and lasts for 1 round.

Unstoppable Force: When performing a Tactical Slide, a vanguard may attempt to knock over targets in their path. Targets must pass a Difficult Agility test or be knocked prone, and are dealt 1d6 damage + 1/2 class level regardless of the result Additionally, any obstruction in the path may be smashed through as the Dynamic Entry ability as a free action and normal cost.

Pathfinder: As a Complex action, a vanguard may cut into the air making a circular portal 2m wide. The portal costs 4 strain, lasts and can travel up to 1km per class level, assuming he as seen the destination before. The portal lasts 1 minute and any that pass through must also take the strain cost.


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Meikle641
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Post by Meikle641 »

Did some more work this weekend and made berserker and necromancer classes. I think the berserker is pretty solid, but the necromancer needs more abilities.
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Post by Meikle641 »

So, I've started a blog for BIWA on tumblr. Hoping I can get some exposure there... somehow.

Anyway, I've made an update. I really would like some help with classes, folks. Some parts took shape fairly easily, but they all need major work.

http://heartbreakerdesign.tumblr.com/po ... a-ver-0-18

EDIT:
Oh, and there is a mention of the setting in another post. People said that was important.
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Post by codeGlaze »

What classes do you need help with?
Post what you have and see if people have comments on how to tweak it.

Did you ever get a "quick start" guide/post/pdf together? (Sorry for not checking, doing several things at once.)
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Post by Meikle641 »

Primarily monk, necromancer, and scout. Earlier versions of some of them are in this thread, but nobody said anything. Updated versions are in the pdf, naturally.

As for quick start, not really.
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Post by Meikle641 »

codeGlaze wrote: Did you ever get a "quick start" guide/post/pdf together? (Sorry for not checking, doing several things at once.)
Quick and Dirty for BIWA:

1) There are four character attributes: Brawn, Intelligence, Willpower, and Agility. These attributes range from 1 to 60, though an average person's attributes will typically range from 3 to 10. Additionally, attributes are normally classified by letter ranks in terms of overall power, with D being the lowest a PC starts at, to EX being the highest, typically held by gods and legends.

Level one starting characters start out with 1 B rank (30), 1 C rank (20), and two D rank (10) attributes arranged however they wish.

2) Characters take classes, which determine their spell power sources and what additional tricks they bring to their band. Example classes include berserkers, necromancer, ninjas, or mages.

3) Choose a race. The race of a character doesn't restrict a character to a role, generally, but some races may be suited to certain class features. Character races never affect attributes directly, but their abilities can be powerful when used effectively.

4) Choose your skills. There are 21 skills and they are tagged with one or more applicable attributes. Skill bonuses are the applicable attribute + skill bonus + miscellaneous bonuses.
Choose 10 skills and arrange the following skill trainings however you wish.
- Skill Training Choices: 5x Novice, 3x Expert, 2x Master along with two hobbies and three skill specializations.

Untrained: +0, Notice: +10, Expert: +20, Master, +30, etc.

5) Learn some magic. Characters start with 15 Essence, which is used to learn magical spells and abilities. Pick Common, Uncommon, or applicable Racial spells to start with, unless your MC allows you to start with a Unique or Rare spell.

6) Pick some starting gear from the equipment chapter, or just grab an equipment package that looks useful. If stuff is close in value, feel free to swap things around.

7) Figure out what your frankenstein's monster of a character can do, by figuring out the derived stats.

- Damage Bonus: You get +1 to damage per rank of Brawn or Agility. Brawn applies to melee, thrown weapons (and bows) and Agility to ranged.
- Damage Resistance: You get +1 DR per 5 points of Brawn, and this combines with armour and similar effects to soak damage.
- Health: Character Health, or HP is 15 + ½ Brawn + 3 per level. Some spells, class features, etc also increase total health points.
- Soak: Soak rolls are attribute tests used to help soak up or avoid damage. A successful soak reduces damage by 1 point and an additional +1 for every 10 points over the margin of success. Soak rolls are attribute plus class bonuses, plus any applicable modifiers.
Strain Limit: A character has a base strain limit of 10, before modifiers. Classes often give a bonus to the strain limit, as does the Willpower attribute. For every 10 points of Willpower the Strain limit is increased by +1. For more information on Strain, read chapter 9.
Attribute Test: An attribute test is used for tasks that aren't necessarily covered by a skill, so argue with your MC about what fits best.

How the system works.

How it works:
- Roll a d100.
- Add any relevant bonuses, penalties and difficulty modifiers.
- Compare the result to the target number (100).
If the result equals or exceeds the target number, your character succeeds. If the result is lower
than the target number, you fail.

BIWA is a percentile based system. You roll and add your modifier, comparing it to the target number of 100. For some/most rolls, for every 10 points you exceed 100 you do better (jump further, heal more, add additional spell levels, etc). Rolls are either [Easy], [Normal], [Hard], or [Improbable]. Easy doubles your modifier, Normal rolls use your modifier as-is, Hard halves it, and Improbable quarters it.
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