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- Class Name Pending (Suggestions): Delver, Explorer, Cartographer, Worker, Pragmatist, Artisan, Proletariat, Drudge, Laborer
- Explorers, Delvers, and Cartographers in Veska all have two things in common. Short life expectancy and very, very stressful jobs. While the stress is hard to avoid, many of these previous non-combatants turn the tides of their dangerous lifestyle by picking up the nearest tool and using what their life experience has taught them, persevere, explore, and most importantly, survive.
- It's needless to say these types are overwhelmingly common in the pit, handy people that have come as far as they have from using whatever tools are at their disposal to stay alive. Some are strong, some are swift and steady, others are just plain courageous, smart, or lucky. Either way, don't underestimate them, even a blue collar worker can take a life if backed into a corner!
- Select THREE professions: Survival, Climbing, Swimming, Crafting, Appraisal, Cartography, Use Tools/Rope, Engineering/Mechanics, Perception, Medical, Herbalism, Puzzle/Riddle solving.
- TYPES: The blue collar folk that work in the pits typically are naturally inclined or talented in one way or another, the type of person they are will typically dictated how their skills develop.
- (Select one of three: Pragmatic, Stoic, Headstrong)
- - Pragmatics rely on quick wit and quicker reflexes. They're efficient at weaponizing the tools they have, using improvised weapons, and implementing simple and effective tactics. Give this man some resources and time and he'll craft your undoing out of it. They tend to value their intellect and dexterity the most.
- - Stoics are tough and rugged, if you attack them they'll probably pick up the heaviest tool they can find and hit you with it. They get by from enduring their hardships and have become excellent at minimizing the harm done to them during accidents or attacks, and use their great stamina and vitality to get through backbreaking (or face crushing) labor. They tend to value their Fortitude and Strength.
- - Headstrongs have seen it all, they don't scare easy and they won't back off. Often people who are tired of the mundane or have little to lose anyway, trying to make them flinch will get you punched in the face, their built up expertise from their life experiences will keep them ready for everything. They value their wisdom or Charisma above all else.
- Level 1:
- - Tool Mastery: A worker is nothing without their tools, anything from pickaxes to shovels to the almighty iron skillet can be turned into a deadly weapon with enough heft and skill. In the right hands these tools function practically like martial weapons! (No weapon penalty, bonus to using said tools for their intended purpose)
- -Prag: Other improvised and thrown weapons have no penalty either!
- -Sto: Tool weapons hit harder if sufficiently large (two-handable, heavier than 4 - 5 lbs), and can be swung without tiring the user.
- -Head: Can use their wisdom bonus to effect their chance of landing a hit in place of another ability mod (IE Trading Wis for dex/str).
- Level 2:
- - Physical Endurance: The worker's body toughens up to handle the workload!
- -Prag: Instead becomes more efficient, resisting Dex-lowering debuffs and mitigating penalties to their actions.
- -Sto: Heals from rest much quicker, slight max hp increase.
- -Head: Resists sleep deprivation for much longer, resist drunkeness and poisonings, higher chance of a successful death-save
- Level 3:
- - Stress Relief: The individual now can store stress as resources, whenever struck, missing a strike, or other-wise subjected to an infuriating action, the user gains 1 Stress Point, Stacking up to the user's level, exceeding the level incurs negative penalties. 1 stress point is lost automatically upon landing a normal hit or being healed or otherwise relaxed.
- How it is used depends on type
- -Prag: SP can be spent to improve their accuracy OR Critical check. 1:1
- -Sto: SP can be spent to RESIST a hit, improving defense checks and resisting physical ailments. 1:1
- -Head: SP can be spent to improve checks to intimidate, taunt, or otherwise emotionally manipulate foes, or resist said checks. 1:1
- Level 4:
- - Mental Endurance: The body is ready, now the mind will be too!
- -Prag: Increased bonus to puzzle solving, craftsmanship, and other tasks that require intellect.
- -Sto : Add an additional profession, SP treshhold raised slightly (above level)
- -Head: Much greater resistance to fear, manipulation, and other mind altering effects.
- Level 5:
- Ability Score Enhancement: +1 to one ability score.
- Level 6:
- - Weaponize: The worker concentrates their efforts into making their tools more effective as weapons, ensuring they're well defended. (Any type now has a method of making their weapon as effective as a martial weapon)
- - Prag: Can devise simple mechanical weapons or fashion weaponized consumable items, like pepper dust, caltrops, Molotov, and more.
- - Sto: Can reinforce their melee tools to make them more effective weapons. Can also improvise armor. (Str or Dex/ Melee)
- - Head: Can fashion an exotic weapon that they're proficient with from their tools and resources, the weapon's bonus is based on their Wisdom.
- Level 7:
- -Worker's Ire: The worker puts their mettle to the test, bolstering their attacks with their ingrained expertise.
- -Prag: Use a consumable weapon/item and launch an attack at the same time.
- -Sto: Heal 1 HP for every stress point expended, including SP lost from landing a normal unboosted attack.
- -Head: Taunt, Intimidate, or perform another emotionally manipulating action and and attack simultaneously.
- Level 8:
- - Diligence: The worker gains the ability to stop and protect their self from specific kinds of attack. If the attack fails by a significant enough amount, the worker immediately counter attacks, dealing additional damage compared to a normal attack.
- -Prag: Can guard against Ranged and Thrown Weapons and counter attack with a thrown or ranged weapon.
- -Sto: Can guard against Melee attacks and counter with Melee attacks,
- -Head: Can guard against Magical/Supernatural/Emotional attacks and rush the opponent with a melee attack or thrown attack.
- Level 9:
- - Build Stress: The worker lets their stress build up to a dangerous point, but at risk to themselves. They can do another action once they start building stress, but must stay in this state for at least 3 turns before they are no longer stressing.
- -Prag: Doubles SP from missing, but also reduces chance of landing a hits.
- -Sto: Lowers Guard and take extra damage, but Doubles SP from taking hits.
- -Head: Doubles SP from magical/emotional afflictions, but lowers their resistance to them.
- Level 10:
- - Ability Score: +1
- -Unhealthy Release: Boiling over with stress, the worker unleashes their full might until they no longer feel that pent up frustration eating away at them. They must have 10+ SP to perform this action, and cannot go into Build Stress mode on the next action.
- -Prag: Take-down: If landed, the hit is automatically a critical strike, and debuffs a random 1 out of the 6 ability scores of the enemy for the fight's duration. This can stack.
- -Sto: SMASH: Slam into the enemy with their full might. Adding the SP as raw damage and staggering their foe for at least one turn. Healing through SP use is reduced to half during this skill.
- -Head: Beat-down: Violently flurry the foe with an barrage of attacks, attacking once per 3 SP spent and taking a small stacking penalty for each subsequent attack until the flurry is over.
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