Monday, August 20, 2012

Bringing it Together, the First Class

I know bringing what together as I have detailed very little of the system. But thats ok because by making the first class it will show me what else I need to figure out. So without further ado!

Unstable Mutant
A human who has been mutated, typically from exposure to radiation. Most humans die from this condition, but the unstable mutant has gained a limited amount of control over their condition and can use it to become a living weapon.

Vigor: d10
Body: +3
Agility: +1
Mind: +0
Base HP: 28

Mutations: These are separated by family and type. You may only have mutations from a single family active at any one time and you must activated them in order of Minor > Unstable > Expanded. Activating a mutation is a swift action. You may also deactivate all current mutations as a secondary action. If any mutation other than a Minor is deactivated your character is unable to use mutations and takes 2 condition damage until he has time to rest for a minute or so.
Minor Mutations: These provide a minor enhancement to your character of some type. They may remain active for as long as your character desires.
Unstable Mutations: These provide a more significant bonus to your character and possibly even additional options in combat. Each one has an Unstable rating. At the beginning of your turn you must roll a d20. If the roll does not meet or exceed the rating you are forced to deactivate your mutations as a secondary action and suffer the penalties.
Expanded Mutation: These provide an additional benefit when you are already in an unstable mutation. They also have an Unstable rating that is added to the base for the difficulty of remaining mutated. You may have more than one of these active at a time, although their ratings are all added to the Unstable rating.

Mutation Families

Armageddon Fist: An aggressive form where your bones harden and grow into weapons.
Minor: Bones grow and protrude from your hand as weapons.
System: Fists become weapons. D6 damage: +2 to hit : exploit 1. Can be used as a secondary weapon/attack.
Unstable(3): Bones around your fists harden further and spike out from your forearms.
System: Bone Fists become D10 damage : +3 to hit : exploit 1. Can be used as a secondary weapon/attack.
Expanded(+2): Bone blades extend out from your elbows.
System: If you hit with either bone fist make an additional follow up attack with the bone blade. D6 damage: exploit 2.
Expanded(+2): Two extra arms expand out of your body.
System: Increase damage of bone fist to D12 and bone blades to D8.




Stone Skin: A defensive form where your skin hardens.
Minor: Your skin becomes as hard as a rock
System: Your armor rating is increased by 2.
Unstable(2): Your skin further hardens.
System: Armor rating is increased by an additional 3.
Expanded(+2): Your head becomes a weapon.
System: Gain a secondary Head Bash attack. D8 damage : exploit 2.
Expanded(+2): Your body becomes a battering ram
System: You may gain an improved charge attack. Add an additional +2 to the attack roll when charging and you do not take a penalty to defense. In addition an enemy must only be 10ft away to charge and if you hit they are knocked prone. You may also use your Head Bash with the charge as well as your normal attack.

Snake: A hybrid form where you gain ranged abilities.
Minor: You gain the ability to spit acid at your enemies.
System: D6 damage : Expose 20 : Can be used as a secondary weapon/attack
TBD

And that is the first character class I came up with. I can see from this several things I need to write rules for yet, action types, hit points, level advancement, and to finish off the last family.

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