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Wednesday 9 October 2019

Dungeons & Dummies: The Professionals (4 Specialist Subclasses + 1 Occult Profession)

Specialists are guys you call when you need to get the job done. Ocean's 11 kind of jobs. They are the masters of the mundane, their abilities make them better at exploiting mundane items and make the best out of difficult situations. While they might no be able to kick like a mule or take hits like a heavyweight champion, they are absolutely vital to any expedition.

The right guys for the wrong job.
Frame from Ocean's 11.


Packrat:
Packrats get maluses every 4 items carried instead of every 3.
Capstone: Packrat get maluses every 5 items carried instead of every 3.

Digression: I expect packrats to be an integral part of every party, since I expect people to try and avoid being over encumbered as much as possible. They are as useful as a pack animal but better since they can do much more and don't run away as easily.

Tinkerer:
Tinkerers can make small devices and traps with a mundane item, in 10 minutes. They can set up to 5 activation conditions. The devices trigger the item used in their construction (such as a sword for attacking). They break after 1 use. Any check is made as if the Tinkerer made it.
Capstone: devices get Durability 0. They get Wear instead of breaking.

Digression: MacGyver + an IRA bomber + me playing with LEGOs. A dream come true. Given enough time and items, I'm pretty sure this guy could make a big mess on its own. Or he could mess up activation condition and get bonked in the head by his own clockwork device. Either way, this is bound to be funny.

Expert:
Experts get an extra Skill Point per level.
Capstone: Experts instantly get 3 extra Skill Points.

Digression: boring but very practical. Classic skill monkey. Neeeext.

Taskmaster:
Taskmasters can help and coordinate people to complete their duties. They can get another person to participate in any Action (using an equal amount of time and actions), getting themselves +1 Skill as long as the assistant has a relevant skill.
Capstone: Taskmaster can manage small teams easily. They can get others to bring their expertise in anyone's task, as long as all three of them (Taskmaster included) commits the same amount of time and actions.

Digression: I think I never wrote explicit Aid Another rules. If I ever do, I should remove the Taskmaster or heavily rework them to focus on that mechanic. However that sounds complex and I want to avoid classes being good at "standard" actions, so I feel that having somebody explicitly able to do this is a better idea overall. 

Occult Profession time!

They're a bit like that, but alive and very dumb.
Poppet image from Wikipedia.


Woodlord:
Woodlords have learned to hear the whispers of the wood, hidden in its veins and bark patterns,  spoken through its inner rings. They have observed and listened to the conversations of the wood long enough to whisper back, convincingly enough to make a little wood mimicry animals.
They can take 10 minutes to whisper to a small piece of wood, like a plank or a stick, infusing energy and life into it. The awakened wood is known as a Poppet. Poppets live for 1 hour, after which they crumble apart in sawdust. They also die if hit with a single Affliction. Poppets have 2 actions, and each can carry 3 items worth of weight. Many Poppets can coordinate to accomplish complex tasks or carry more weight; if the weight ever exceeds 3 item per Poppet they all break down under the item they're trying to carry.

Digression: disposable, single use companion to be used as cheap retinues whenever they're needed. They can run into traps, trigger mechanisms and so on. Remember however that they weight much less than a normal character, and as such can't be 100% trustable when they walk over pressure plates  (which might be easily set to trigger for the weight of a normal human). Basically, Pikmin if you hated Pikmins.

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