Thursday, February 29, 2024

Embodied Classes

I was planning on making individual posts for each of these, but after writing up The Icon, I realized they work better as one multi-class post instead.

All Embodied classes start with a Second Self, an alternate form they can inhabit. Each class implements it differently (appearance, activation criteria, duration, etc.), but share the following rules:
  • You only have the Second Self of the first Embodied class you take.
  • Abilities from all Embodied classes only apply while you inhabit your Second Self.

The Barbarian


by Dominik Mayer

Your Second Self is a suite of augmentations and implants that emerge from your body while in use. You can activate and deactivate it almost instantly, but you can only resist physical Harm while it's active.

A: Cleave
B: Perfect Parry
C: Heavy Grip
D: Last Stand

Starting Equipment: 1 Melee Weapon and the Skill to use it, Signature Helmet (Armor 1)

Cleave
Your next attack after killing an enemy has +1 Threat.

Perfect Parry
1/Session, prevent all consequences of a physical attack.

Heavy Grip
You can carry 2-handed weapons/items in 1 hand.

Last Stand
If you would take a Tier 3 Harm, instead gain +1 Threat to all attacks until the end of the fight. After the fight, instantly take all prevented Harm.


The Pilot

from Legends of Runeterra

Your Second Self is a 10-15 ft tall mech, which you can safely mount and dismount in several minutes. 1/expedition, you can call a drop pod containing 4 alternate gear options.
 
A: Modular Chassis, Utility Rig
B: Exploration Rig
C: Combat Rig
D: Exotic Rig

Starting Equipment: ID Tags

Modular Chassis
Your Second Self can be equipped with a variety of hardware and software, with the exact loadout locking in before you start each expedition. You have 3 extra gear-only Physical Inventory spaces, and any further gear taking up your standard Physical Inventory. You can only access equipped gear while in your Second Self.
 
Utility Rig
Gain access to the following gear:
  • Articulated Plating (Large, Armor 2)
  • Cargo Bay (Large): Keeps items in these 3 spaces safe while Second Self is intact
  • Foam Nozzle: 1 use, suppresses fire, suffocates, dissolves after an hour
  • Foglight: Illuminates in a 100ft-long cone
  • Intercession Routines: Allies can spend your Armor
 
Exploration Rig
Gain access to the following gear:
  • Blowtorch: Melts through thin metal
  • Circular Saw (Large): Loud, cuts organic matter
  • Clamber Routines: Climb most surfaces
  • Jackhammer (Large): Loud, breaks stone, dents metal
  • Winch: 100ft of cable, holds up to 1000lbs
 
Combat Rig
Gain access to the following gear:
  • Back Thrusters: Accelerate straight ahead loudly and rapidly
  • Electrode Silo: 1 use, electrocutes for several seconds
  • Maiming Routines: 1 use, +1 Threat when attacking, cannot deal lethal damage
  • Railgun (Large): 1 use, deafening, charges for 5 seconds before putting a hole through anything
  • Scrap Cannon (Large): Loads/fires sub-1x1x1ft items

Exotic Rig 
Gain access to the following gear:
  • Chameleon Varnish: Change color/texture
  • Near-Field Transmitter (Large): Control your Second Self remotely, 50ft max range
  • Pareidolic Routines: Your words are always audible to everyone who can see you
  • Realspace Projector: Generate a 20x20x20ft holographic projection within 50ft
  • Warding Systems (Large): 2 uses, as Warding Pylon

The Icon


Your Second Self is an idealized mirror of you, which you become after a flashy sequence using your Transformation Device. You automatically revert after several minutes, but concentration can delay this somewhat.

A: Exemplar
B: Rival
C: Newtype
D: Partizan

Starting Equipment: A Sword and the Skill to use it or the Unarmed Fighting Skill, Transformation Device

Exemplar
When first encountering you in a Session, strangers are honest with you, and enemies will pause to listen.

Rival
+1 Threat when talking to anyone you’ve fought before.

Newtype
1/Session, when you clash with another person, you may internally consider a question. If you answer it honestly, you immediately know their answer as well. They are not aware of this process, but also implicitly understand your answer.

Partisan
1/Session, you may declare a personal belief to any number of people. Everyone who listens must take your side or the opposite, though what they do with that is up to them.

The Delver

from 2001: A Space Odyssey

Your Second Self is a variety of protective gear that, when worn, covers your entire body and limits vision/dexterity/mobility (choose one when you get it). In return, you can’t lose more than 1 Guts when resisting environmental consequences. You can hold it in your inventory, where it’s a Large item.

A: Detector Array
B: Lead by Example
C: Tall Tales
D: Backpropagation Suite

Starting Equipment: Binoculars

Detector Array
You always know the most dangerous local environmental hazard. This doesn’t mean you know how to deal with it, or that there aren’t other things that are almost as dangerous.

Lead by Example
Whenever another PC sees you resist a consequence from a physical, non-combat source, they can’t take more than tier 2 Harm from the same source.

Tall Tales
When you spend a Shift resting, you can talk about how you overcame a dangerous obstacle in the past. For the rest of the expedition, anyone who heard your story has an expanded critical range (5 & 6 instead of just 6s) when facing something similar.

Backpropagation Suite
1/Session, when you resist a consequence from any source other than an enemy combatant, you can ask the GM how to permanently end the threat. You know where to go/what to do/what it will cost (choose 2).

No comments:

Post a Comment

GLÅUGUST26: The Questgiver

For GLÅUGUST , "A short class which is absolutely not a fighter, not a wizard, not a cleric and not a thief." Closing the month ou...