VDonnut Valley

(A) My OSE Homebrew – donut mode classes

This is archival material from previous blog

So last time https://vdonnutvalley.bearblog.dev/archival-my-ose-classes-homebrew/ I showed you my take on OSE classes – less powerful and distinct, more down to earth “realistic”. The bland or even bleak character “class” requires very strong themes of every character as an individual. The notion of group with strong personalities and even established character arcs has to be conscious choice, all players on board. It requires deeper, more aware game and in recent times I prefer more ‘action movie’ games, simpler, full of action and clear roles. Sometimes I like when my character is just “Warrior” than individually suited persona.

And so I saw Mage class in Carcass Crawler. And it is awesome. I mean, this is how I perceive wizardish types – they have their sword or other weapon because it would be dumb to go to dungeon without solid weapon. But they also have some magic powers, useful tricks to use regularly. Other, more powerful spells require preparation. This is my perception of magic. To rarely improvise fireballs or other somethings, as these spells need some magic circle, grain of sulfur or salt and magic wand or whatever.

And so, in line with my more recent preference as well as the genius of Mage design I wanted to show you my basic classes in line with these principles. Let me show you what I’m rambling about.

“Sorcerer” or rather “any not yet used <> name”

– use any weapon. Heavy armor or shields mess up with your magic mumbo jumbo so if you use them your magic won’t work. But as long as you carry shield on your back it’s ok. -> “sorcerers” become more durable and flexible, you can go full sword+shield against enemies or take up the role of caster depending on situation or even change it mid-fight. It’s also nice you can hold sword AND use your powers or cast some spells. Gandalf vibes.

– you have arcane knowledge. If you encounter languages, symbols or any item related to magic ask GM one fact you can know about it. If it is specifically magical creature like any construct, arcane-made zombie, observer or gelatinous cube get +1 to reaction rolls and ask about one fact about it too! -> this is what makes this class stand out from others. You have written in the “rules” GM has to give you some facts about magical things.

– use magical devices. You can use scrolls, wands, staves, rods, books or any other magical items which hold spells. You may also perform ritualistic spells as long as you have the knowledge and materials necessary. -> this is the “use magic items” ability, scrolls, books and rituals you may encounter. Basically gateway to adventure-specific abilities.

On first level you get five simple powers. During adventures you may learn more of them from other spellcasters or books/scrolls. New powers learned start at 0-in-6 and have to be developed over time with level ups. Each level you can add 2 points to any of your known powers. Starting powers (general rule is that you can attempt using power once it’s previous use faded away):

2-in-6 Shinebulb – once every 10 minutes you can summon small point of light levitating within your reach and moving as you please – it’s light is comparable with torch and shines for 10 minutes.

2-in-6 Zip Bolt – create and throw magical missile as if it was a 1d4 regular dagger (attack roll required). Once it hits something it disappears.

2-in-6 Wizard Stare – enchant creature which looked you in the eyes by making them confused – they don’t attack, can’t recall your last words and can’t remember what they were doing. It works for a few minutes.

1-in-6 – Stick-bound – you can stick two objects together for few minutes. Sufficient force can unbound these objects.

3-in-6 – Magic Sense – each magic item you’re touching directly gives you tingling sensation.

Developing powers to 6-in-6 changes a little how these powers can be utilised and perceived. Shinebulb gives you unlimited light source spirit. Zip bolt means unlimited throwing weapons. Magic sense allows for constant awareness of magic touching your body. It’s a quality change which can even mutate the body.

“Veteran” – “any character with sufficient martial experience”

– use any weapon and armor and shield without restrictions. -> this one is simple. No restrictions on combat gear. Even weird, exotic or first-seen weapons can be used by this class without worry. It could be extended as to use any improvised item as a weapon with stats equal to the most similar kind from general list. This makes you a “pick up sharp stick and use it as rapier” kind of warrior which plays nicely in my vision of well rounded fighters.

– you have martial knowledge. In case you encounter famous warriors, fortifications, tactical slang or any other combat and warfare related things you can ask GM one fact you can know about them. It may or may not be helpful. You can know things about famous or magic weapons. This also mean you can identify special moves, techniques, fighting styles or tactics used by creatures around you. -> just be specialist in your area. From the get go you can start acting as an officer, chieftain or even baron (hence you prepare to build your stronghold at any time you have enough money).

– use magical weaponry. You can use any magical weapons, shields and armors. You intuitively know at least one of their qualities but cannot teach it others. You may also use magical martial arts as long as you are trained in them and can physically perform them. -> this is something working to counter magical class getting all the magical fun. Maybe you won’t cast spells from scrolls but just by grabbing Sword of Frost you can use it’s signature move, the other guys need to figure it out before they try. Also magical martial styles cannot be performed by any other class.

In each combat you can do amount of maneuvers equal to your level. They are done alongside your attacks in one attack roll. Starting maneuvers:

Disarm – throw away an item held by enemy 15 feet away.

Trip – make enemy fall on the ground after this attack.

Goad – after this attack if enemy tries to target any other creature besides you they get -4 to that attack roll.

Shout of Iron Will – you and each of your allies in combat can repeat saving throw of any continuous effect you’re subjected to.

“Chapelain” or “some vague general name for religious mid-level management”

– use equipment according to your order, cult or sect. Paladin orders will allow you to use full plate armor and two-handed sword and will probably lend it to you, though secluded monasteries will prevent from wearing any armor or any weapon and regular temple will probably limit your option to blunt weapons but it’s not a rule. What your ruling priest says is the rule basically. -> if you start getting favours from more than one order these restrictions will stack, so in the end most “clerical” of clerics will go around barehanded.

– you have religious knowledge. If you encounter languages, symbols or items related to your religion/alignment (or it’s direct opposition) ask GM for one fact you know about it. It works also for divine creatures like angels, djinni or demigods of your religion as well as devils, demons and other creatures of opposing spiritual forces – if undead are related to “evil faith” then it works for undead. Creatures made with arcane magic are excluded. Also get +1 to reaction rolls of such creatures. -> this ability is what constitutes “priestish” classes from others. True paladin knows and understands their faith in a way secular knight doesn’t. The religious monk knows their way around supernatural creatures better than secular scholar.

– use holy items. Any magical item which is hallowed or sanctified or related to your religion is the one you can wield as if you were trained in it and it is outside of regular religious weapon/armor restrictions. -> because of this ability I think this whole class works best if it’s used in setting with one “good” religion or at least one overarching “alignment” of the religion – like “good pantheon” or something so there won’t be too much different “holinesses” of items. You may refer to https://vdonnutvalley.bearblog.dev/archival-alternative-alignment-system/

Your cult grants you reliquary which then allows you to utilise certain blessings:

Healing Touch – heal +1 HP touched creature. You can use this blessing as many times per day as your level.

Aura of Protection – each ally in 10 feet radius get AC better by 1 point. Each level above first enlarges radius by 5 feet

Turn Creatures – roll 2d6 for power and another 2d6 for reach of this ability. You can turn, destroy or banish one type of creatures specific to your faith or cult. It works basically like Turn Undead but with other types of creatures depending on faith, give me a break.

Divine Sense – as many times per day as your level sense every creature of given type in 20′ radius – it may serve not only to find creatures you’re able to turn but maybe holy beings like angels or marids, depending on cult goal probably.

What is fun here is that Veteran and Sorcerer have clear line of development of their tricks. Sorcerer gets new supernatural powers but since they don’t have ‘per something’ restrictions they’re uncertain. Veteran can get lots and lots of new maneuvers but in the end can use them only in a fight and only few times. But Chapelain has very miscellanous blessings. I imagine the new ones could be granted by grand quests like taking long lost reliqiuaries from heretics hands, striking significant enemies of faith, purging enemies from temples they desecrated and such. Most new blessings will probably be another type of aura, another type of -touch or another type of creature to-turn or to-sense but well played religion in RPG could probably lead to very specific, very thematic blessings. Also in order to use more blessings you will eventually end up as monk without armor or weapons. Unless you take blessings from paladin orders only.

And last but not least class – “Burglar” or “some thievey and crimey explorer/acrobat probably”

– use any weapon. Heavy armor and shield may probably prevent you from certain activities and in turn won’t allow for your tricks but it’s totally up to you. -> this is more rational way of dealing with combat equipment than outright banning it. I imagine being focused on mobility from may prevent you from getting heaviest thing on you? Like nobody wants a thief who dons and doffs their armor after every climb or swim. Also there is no magical mumbo jumbo excuse for preventing it.

– you have criminal awareness. You instinctively know whom to talk to get some local insight in criminal underbelly, you can easily get contacts. Every time you are in a settlement you can ask GM for one fact about it’s criminal activity. You can also recognize secret codes, symbols and languages of thieves used in such area. Also security and any anti-theft measures, probably even local laws in regards to stealing. -> so like the others but crime related. If you want class with more directly thievish approach they could recognize easily good places to climb/hide and so on.

– hack magical devices. You can use scrolls, wands, staves, rods, books or any other magical items which hold spells. If you are somehow forbidden from using them – being improper species, not matching alignment, them being encrypted or something like that – you may try to use them. You have 3-in-6 chance of randomly using such magic after which the item is inactive – minor items break, major just won’t work for you and allies. If you fail the power of item backfires at you and then it breaks.

“Burlgars” usually train themselves in various activities and so they develop proficiencies and can stop themselves before making a mistake or mitigate its consequences. During adventures you may learn more of them from other criminals or specialists. New proficiencies learned start at 0-in-6 and have to be developed over time with level ups. At each level you have 2 points to add to chosen proficiencies.

3-in-6 Fall Stop – just before failing while climbing you save yourself and cling to the wall. You cannot use it during this climb.

2-in-6 Distract Sound – just before failing in sneaking you provoke a sound which covers your mistake. You cannot do it against the same creatures twice.

2-in-6 Confuse Sight – the moment before you’re spotted you make a move which confuses vision of an observer. You cannot do it against the same creature twice.

1-in-6 Unjam Mechanism – just before the mechanism you’re tinkering with – like a trap or lock – gets jammed you throw your progress away to prevent it. You can do it only once on given mechanism.

2-in-6 Sense Traps – the moment before you fall into or activate a trap you stop yourself. You don’t necessarily know which your move would activate it, where the trap is or how it works. You can do it only once on a given trap.

Burglar becomes then way more resilient and survivable. It’s like additional saving throw against regular activities. Contrary to “Sorcerers” power which can be used only once per some time these restrictions come in the way of saving only once against certain circumstances. If you “save vs fall” in the middle of a climb you can go back or risk pushing through without next chance to save. Even if you develop proficiency up to 6-in-6 you still can do it only once per given circumstances. Also in case you use some alternative lockpicking minigames (https://www.prismaticwasteland.com/blog/hacking-lockpicking-to-unlock-hacking) it is still valid.

So these are my ideas for warped down OSE classes – distinct edition. Or OSE Donut Classes. However you like it.

#OSE #OSR-NSR #archival #mechanics