Ruler
Sept 19, 2018 17:30:09 GMT -6
Post by Lestat on Sept 19, 2018 17:30:09 GMT -6
Homebrew Class - Ruler
Characteristics: Wisdom, Charisma, Composure
Skills: Academic Lore, Common Lore, Forbidden Lore, Politics, Charm, Command, Deceive, Intimidation, Performer, Persuasion, Scrutiny
Bonus for Completion: +1 to Allies, Backing, Contacts, Fame, Followers, Holdings, Status, or Wealth to a maximum of 5.
Shepherd
Level: 1
Prerequisites: Politics 3, Command 2, (Persuasion or Intimidate) 2, Followers 1
Feats:
Common Sense OR Research
*Decadence OR Discipline
*Heterodoxy
Oligarch's Privilege
Peer (Any)
Professional Insult Fighter
Skill Focus (Politics)
*Township
Principal
Level: 2
Prerequisites: Politics 3, Command 3, (Persuasion or Intimidate) 3, Followers 2, Professional Insult Fighter, Peer (Any)
Feats:
Challenge
Courtier's Privilege
Credit Card
*Reformation
Skill Focus (Any Social)
Speak Language OR Peer (Any)
Boss
Level: 3
Prerequisites: Politics 4, Command 3, (Persuasion or Intimidate) 3, Followers 3, Challenge, Courtier's Privilege, Oligarch's Privilege
Feats:
Arrest
Flourish
*Good Reputation (Any) OR Discipline
Oligarch's Privilege
Well Connected
Chief
Level: 4
Prerequisites: Politics 5, Command 4, (Persuasion or Intimidate) 4, Followers 4, Credit Card, Well Connected
Feats:
Acidic Wit
Black Credit Card
Courtier's Privilege
Double Agent
*Hailing Frequencies
Make it Work
*Population Surge
Sovereign
Level: 5
Prerequisites: Politics 5, Command 5, (Persuasion or Intimidate) 5, Followers 5, Acidic Wit, Double Agent
Feats:
Air of Authority
Armor of Contempt
Courtier's Privilege OR Oligarch's Privilege
*Heterodoxy OR Good Reputation (Any)
*Redshirt Shield
*Expanded Knowledge OR Discipline
Time is Money
New Feats
Oligarch's Privilege
Those who are already in a position of great power only accrue more as time goes on. You gain an additional rank in Holdings, or Wealth each to a maximum of 5.
Township
You become the leader of a faction or settlement. Its size for the purposes of wealth tests and population correspond to how many dots in followers you have according to the acquisitions by population and time table, starting with village for one dot, and increasing for each additional dot you have. They have their own alignment, and their dispositions towards you initially range from unfriendly to fanatical. Decide with your SM the nature of your organization, which should generally be described as having one collective virtue, one detriment, and one social, military, and economic threat each.
Reformation
Any subordinates who share your alignment may break any commandment you have chosen through Heterodoxy without penalty. Whenever you succeed on a stunt to cause your subordinates to commit an action usually against your shared alignment gain a point of resolve.
Population Surge
Your township counts as being one step higher on the acquisitions by population and time table for population, land controlled, and services rendered.
Old New Feats
Heterodoxy
Choose one of your Alignment's commandments. You no longer make Alignment Checks for breaking it.
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.
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".
Credit Card
Automatically succeed acquisition tests with a TN of 10 or lower, do not roll for wealth strain on them.
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.
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.
Well Connected
Rulers have been to many places and spoken to many people. You may spend a Hero point to declare that you know someone, however improbable that is. This will not instantly make them an ally...however they might be willing to talk or give up some non-sensitive information.
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).
Black Credit Card
Increase the TN at which you automatically succeed Wealth tests by 5.
Double Agent
You've learned to trust no one. Gain an additional raise to all Tests against your Allies, Contacts, Mentors, Followers, or members of a group you have Backing in.
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.
Time is Money
You wisely remember that if you don't have the time to do the project right, hire professionals who will. Once per session, you can spend a Hero Point to replace a single Test with a Wealth Test.
Expanded Acquisitions by Population and Time | |||||||||
Size | Population | Rarity | TN | Time | |||||
Homestead | < 10 | Worthless | 0 | 1d10 Minutes | |||||
Hamlet | < 100 | Ubiquitous | 2 | 6d10 Minutes | |||||
Village | < 1000 | Very Common | 5 | One Hour | |||||
Small Town | 1000-10.000 | Common | 10 | 1d10 Hours | |||||
Large Town | 10.000-100.000 | Uncommon | 15 | One Day | |||||
Small City | 100.000-One Million | Rare | 20 | 1d10 Days | |||||
City | One to Ten Million | Very Rare | 25 | 1d5 Weeks | |||||
Metropolis | > Ten Million | Mythic Rare | 30 | 1d10 Weeks | |||||
Sphere | > Three Billion | Near Unique | 35 | 1d10 Months | |||||
Sector | > Fifty Billion | Fabulous Max | 40 | 1d10 Years | |||||
Quadrant | > 500 Billion | Irrationally Expensive | 45 | 1d10 Decades | |||||
The Wheel | > Trillions | Glittergold | 50 | 1d10 Centuries |