Provocateur: The Social Sohei
Aug 15, 2018 19:37:16 GMT -6
Post by username on Aug 15, 2018 19:37:16 GMT -6
Homebrew Class: Agitator
Characteristics: Charisma, Composure, Willpower
Skills: Athletics, Acrobatics, Brawl, Charm, Command, Common Lore, Forbidden Lore, Intimidation, Perception, Performer, Persuasion, Politics, Scrutiny
Sword School: Infernal Monster
Gun Kata: Killer Solo
Bonus for Completion: +1 to Social Attack rolls
Strawman
Level: 1
Prerequisites: Command 2, Intimidation 2
Feats:
Skill Focus (Intimidate)
Discipline
Tirade
Professional Insult Fighter
*Paranoia
*Weapon Proficiency (Basic)
Heckler
Level: 2
Prerequisites: Command 3, Intimidation 3, Tirade
Feats:
*Make it Work
Discipline
Headstrong
Challenge
Eidetic Memory
*Flourish
Agitator
Level: 3
Prerequisites: Command 3, Intimidation 4, Flourish
Feats:
*Discipline
Nerves of Steel
*Snark Attack
Arrest
Taunt
Powerful Voice
*Well Connected
Provocateur
Level: 4
Prerequisites: Intimidation 5, Command 4, Powerful Voice
Feats:
*Discipline
Divine Grace
*Man Eating Snark
Battle Rage
Acidic Wit
Short Fuse
Finish the Fight
Demagogue
Level: 5
Prerequisites: Intimidation 5, Command 5, Acidic Wit
Feats:
Armor of Contempt
Air of Authority
Trigger Warning
*The S Word
*Battle Meditation
Interruption
*Discipline
New Feats
Tirade
Once you get started on a rant, you're a terrible sight rarely seen outside of Kindergarten. By spending one full action as you block out all dissent, you gain +1 Charisma, +1 Composure, -2 Intelligence and Wisdom until the end of combat, and you must make a Social Attack or move closer to an enemy on each of your turns. While using Tirade you may not make Refute actions unless you have Battle Rage. This feat counts as Frenzy for interaction with appropriate feats and abilities.
Interruption
You'll never shut up, not even if someone attacks you. Especially if someone attacks you. You may use the Refute social combat action in the place of a Parry or Dodge, increasing your Static Defense instead of your Mental Defense against the attack.
Acidic Wit
Your devastating statements can tear through peoples' defenses like a lascutter through butter. Your social attacks drain an additional point of Resolve, and the maximum number of resolve you can drain before needing to 'change tactics' is increased by 2 (generally making it 4 total).
Challenge
In the place of the normal effects for your social attacks, you can choose to compel an opponent's next action in the form of a single word command. You can only compel one action this way, and you are unable to determine what they do with your chosen word (such as where your target goes with Move or whom they target for Attack) and they will automatically resist obviously impossible or self-destructive commands such as "Suicide".
OLD NEW FEATS
Professional Insult Fighter
You can use the Monologue/Study, Social Attack, and Wordplay social combat actions in standard combat. Characters you target with social attacks in standard combat can spend reactions to Refute you as if they were in social combat. Social combat actions provoke opportunity attacks when performed in the middle of standard combat.
Flourish
It's almost too easy to just insult people; you like to get creative. When you make a Social Attack, 1-die and 2-die Stunts grant an additional +1k0, and 3-die Stunts grant +0k1.
Make it Work
You can spend a Hero Point to make and automatically succeed on a Social Attack against something which ordinarily can't be socially attacked, such as an object or a creature with the Mindless Trait. If the target of the attack is inanimate, gain two free raises on your next check against it instead of the normal effect.
Snark Attack
Your puns are so bad that they literally hurt. You can use a stunt to make a Social Attack against a single target who can understand you as a half action. If you succeed, you deal 2k2 I damage to the body, ignoring armor and cover. If you are within one meter of the target, you can add your Stunt Dice to the damage roll.
Arrest
With your vocal cords of steel, you command your opponents to HOLD IT! No one who is engaged in Social Combat (but not regular combat) with you can move without your permission.
Taunt
Force enemy to make an attack againstthe Duelist you on their next turn if they fail in opposed Social Combat. You test Charisma+Intimidation as a half action against your target's Willpower+Scrutiny.
Powerful Voice
You are used to shouting above the din of combat, allowing your voice to travel up to 100m with ease. You may make skill tests that would be affected by this at a distance.
Well Connected
You may spend a Hero point to declare that you know someone, however improbably that is. This will not instantly make them an ally...however they might be willing to talk or give up some non-sensitive information.
Man-Eating Snark
People often feel as if your puns have taken a chunk out of them. Snark Attack deals 1 level of fatigue to enemies who have no fatigue.
Short Fuse
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.
Finish the Fight
It ain't over 'til you say it's over. While using Frenzy, any critical damage that does not cost you a body part or kill you outright does not affect you until the end of the battle or the scene, whichever comes first.
Trigger Warning
Your mind never leaves the fight, the slightest thing can set you off and you're There. When you take at least 1 Wound from an attack, you may Frenzy as a Reaction Action.
The S Word
You can wield your vocabulary more elegantly than any blade. Your Snark Attack gains the Accurate property, and you can use the special action it grants to build Special Attacks and Trick Shots. While using it with a Special Attack, the default range of Snark Attack is reduced to melee.
Battle Meditation
Others find their zen in peace and quiet. You find yours in the din and chaos of battle. You no longer take a penalty to Wisdom while using Frenzy.
Characteristics: Charisma, Composure, Willpower
Skills: Athletics, Acrobatics, Brawl, Charm, Command, Common Lore, Forbidden Lore, Intimidation, Perception, Performer, Persuasion, Politics, Scrutiny
Sword School: Infernal Monster
Gun Kata: Killer Solo
Bonus for Completion: +1 to Social Attack rolls
Strawman
Level: 1
Prerequisites: Command 2, Intimidation 2
Feats:
Skill Focus (Intimidate)
Discipline
Tirade
Professional Insult Fighter
*Paranoia
*Weapon Proficiency (Basic)
Heckler
Level: 2
Prerequisites: Command 3, Intimidation 3, Tirade
Feats:
*Make it Work
Discipline
Headstrong
Challenge
Eidetic Memory
*Flourish
Agitator
Level: 3
Prerequisites: Command 3, Intimidation 4, Flourish
Feats:
*Discipline
Nerves of Steel
*Snark Attack
Arrest
Taunt
Powerful Voice
*Well Connected
Provocateur
Level: 4
Prerequisites: Intimidation 5, Command 4, Powerful Voice
Feats:
*Discipline
Divine Grace
*Man Eating Snark
Battle Rage
Acidic Wit
Short Fuse
Finish the Fight
Demagogue
Level: 5
Prerequisites: Intimidation 5, Command 5, Acidic Wit
Feats:
Armor of Contempt
Air of Authority
Trigger Warning
*The S Word
*Battle Meditation
Interruption
*Discipline
New Feats
Tirade
Once you get started on a rant, you're a terrible sight rarely seen outside of Kindergarten. By spending one full action as you block out all dissent, you gain +1 Charisma, +1 Composure, -2 Intelligence and Wisdom until the end of combat, and you must make a Social Attack or move closer to an enemy on each of your turns. While using Tirade you may not make Refute actions unless you have Battle Rage. This feat counts as Frenzy for interaction with appropriate feats and abilities.
Interruption
You'll never shut up, not even if someone attacks you. Especially if someone attacks you. You may use the Refute social combat action in the place of a Parry or Dodge, increasing your Static Defense instead of your Mental Defense against the attack.
Acidic Wit
Your devastating statements can tear through peoples' defenses like a lascutter through butter. Your social attacks drain an additional point of Resolve, and the maximum number of resolve you can drain before needing to 'change tactics' is increased by 2 (generally making it 4 total).
Challenge
In the place of the normal effects for your social attacks, you can choose to compel an opponent's next action in the form of a single word command. You can only compel one action this way, and you are unable to determine what they do with your chosen word (such as where your target goes with Move or whom they target for Attack) and they will automatically resist obviously impossible or self-destructive commands such as "Suicide".
OLD NEW FEATS
Professional Insult Fighter
You can use the Monologue/Study, Social Attack, and Wordplay social combat actions in standard combat. Characters you target with social attacks in standard combat can spend reactions to Refute you as if they were in social combat. Social combat actions provoke opportunity attacks when performed in the middle of standard combat.
Flourish
It's almost too easy to just insult people; you like to get creative. When you make a Social Attack, 1-die and 2-die Stunts grant an additional +1k0, and 3-die Stunts grant +0k1.
Make it Work
You can spend a Hero Point to make and automatically succeed on a Social Attack against something which ordinarily can't be socially attacked, such as an object or a creature with the Mindless Trait. If the target of the attack is inanimate, gain two free raises on your next check against it instead of the normal effect.
Snark Attack
Your puns are so bad that they literally hurt. You can use a stunt to make a Social Attack against a single target who can understand you as a half action. If you succeed, you deal 2k2 I damage to the body, ignoring armor and cover. If you are within one meter of the target, you can add your Stunt Dice to the damage roll.
Arrest
With your vocal cords of steel, you command your opponents to HOLD IT! No one who is engaged in Social Combat (but not regular combat) with you can move without your permission.
Taunt
Force enemy to make an attack against
Powerful Voice
You are used to shouting above the din of combat, allowing your voice to travel up to 100m with ease. You may make skill tests that would be affected by this at a distance.
Well Connected
You may spend a Hero point to declare that you know someone, however improbably that is. This will not instantly make them an ally...however they might be willing to talk or give up some non-sensitive information.
Man-Eating Snark
People often feel as if your puns have taken a chunk out of them. Snark Attack deals 1 level of fatigue to enemies who have no fatigue.
Short Fuse
You're just a shade bit above your seething temper. You can Frenzy as a Half Action.
Finish the Fight
It ain't over 'til you say it's over. While using Frenzy, any critical damage that does not cost you a body part or kill you outright does not affect you until the end of the battle or the scene, whichever comes first.
Trigger Warning
Your mind never leaves the fight, the slightest thing can set you off and you're There. When you take at least 1 Wound from an attack, you may Frenzy as a Reaction Action.
The S Word
You can wield your vocabulary more elegantly than any blade. Your Snark Attack gains the Accurate property, and you can use the special action it grants to build Special Attacks and Trick Shots. While using it with a Special Attack, the default range of Snark Attack is reduced to melee.
Battle Meditation
Others find their zen in peace and quiet. You find yours in the din and chaos of battle. You no longer take a penalty to Wisdom while using Frenzy.