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Touched class review (#182)
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* Combat features except capstone

Capstone is still WIP

* Formatting

* Capstone draft

* Fix life to essence ratio on Vital Struggle

Fixes #178.

* Add cool new anti-AoO feat

* Better naming for Symbiosis capstone

* Make Perfect Imbalance capstone cooler

* Better capstone for Camraderie

* Add exploration features

* Introspection improvements

---------

Co-authored-by: plof27 <[email protected]>
Co-authored-by: Alice Cecile <[email protected]>
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52 changes: 23 additions & 29 deletions rulebook/src/character-options/classes/touched/combat_feats.md
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**Prerequisites:** Coexistence: Tension

**Effects:** When you use Recover, you may spend 1 life. If you do, you have advantage on the skill check.
**Effects:** When you use Recover, you may spend 1 life. If you do regain 1 essence and gain advantage on the skill check.

## Soul Tap

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## Enveloping Form

**Effects:** Your companion can make Shove and Grapple attacks and has advantage on Shove attacks.
**Effects:** Your companion can make Shove and Grapple attacks. Your companion may grapple a creature even if you're already grappling a creature.

## Caring Form

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**Effects:** Choose an ailment when you gain this feature. Whenever your companion successfully uses the Block reaction, apply one stack of the chosen ailment to the creature whose attack it blocked.

## Vengeful

**Effects:** Whenever you are hit by an attack, you may make an attack of opportunity against the creature that hit you.

## Arsenal

**Effects:** You and your companion can each equip an additional weapon at once.
Expand All @@ -52,12 +48,6 @@ When you take this feat, sacrifice an exploration feat.

**Effects:** You have resistance to the damage types your companion's weapons deal.

## Unleash

**Prerequisites:** Coexistence: Tension

**Effects:** 3 AP from each: companion and host each make a basic attack against all creatures within your weapons ranges. This attack is automatically a critical if it hits.

## Hibernation

**Prerequisites:** Coexistence: Symbiosis
Expand All @@ -78,38 +68,42 @@ When you take this feat, sacrifice an exploration feat.

**Effects:** After you hit an enemy creature with an attack, your counterpart's critical hit threshold is reduced by 3 until the end of the turn.

## Poised

**Effects:** Grant your companion 3 AP at the start of combat.

## Dance Partner

**Prerequisites:** Coexistence: Camarederie

**Prerequisites:** Coexistence: Camaraderie

**Effects:** 3 AP from each: Move into an adjacent tile, one makes an attack, move into an adjacent tile, other makes an attack, move into an adjacent tile. This movement does not provoke attacks of opportunity.

## Hit and Run

**Prerequisites:** Shifting Forms
**Effects:** If your last movement action this turn moved you closer to your target, your melee attacks have advantage against them. If your last movement action this turn moved you away from your target, your ranged attacks have advantage against them.

**Prerequisites:** Shifting Forms class feature
## Cunning

**Effects:** Replaces Shifting Forms. If your last movement action this turn moved you closer to your target, your melee attacks have advantage against them. If your last movement action this turn moved you away from your target, your ranged attacks have advantage against them.
**Effects:** When you use the Swap action, you may instead choose to change the special defense that your companion's current weapon is targeting.

## Analytical
## Stolen Time

**Prerequisites:** Shifting Forms
**Effects:** Your companion does not lose AP at the start of each turn.

**Prerequisites:** Shifting Forms class feature
## Forced March

**Effects:** Replaces Shifting Forms. The first time each turn that you use the Scan action, refund any AP spent.
**Effects:** At the start of each of your turns, if you are below one third life or one third essence, gain the benefit of the Eseence Tap action (this is not optional). Your companion does not suffer any penalties due to exhaustion.

## Cunning
## Shifting Forms

**Effects:** When you use the Swap action, you may instead choose to change the special defense that your companion's current weapon is targeting.
**Effects:** At the start of each of your turns, you or your companion may gain the benefits of the Swap action.

## Stolen Time
## Deadly Dance

**Effects:** Your companion does not lose AP at the start of each turn.
**Effects:** You and your companion are no longer treated as the same character for the purposes of attacks of opportunity: you can now make attacks of oppportunity after the other causes enemies within your zone of control to lose life.

## Anger Management

**Prerequisites:** Unleash class feature

**Effects:** When you use the Unleash action, you may choose to either halve or double the radius affected.

## Eyes in the Back of Your Head

**Effects:** You no longer provoke an attack of opportunity when you lose life.
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## Identity Management

**Effects:** You have advantage on skill checks made to conceal or deceive others about your identity.

## Morphing

**Effects:** When you gain this feat, choose a second appearance. You physical form changes between these two appearances based on whether you or your companion are in control. Unless someone knows better, there is no obvious indication that these two forms are actually the same entity. These changes are cosmetic: your attributes and statistics do not change.

## Ghastly Visage

**Effects:** You companion is visible at all times, and your appearance is notably different from other members of your species. You have advantage on all skill checks made to intimidate other creatures.
135 changes: 92 additions & 43 deletions rulebook/src/character-options/classes/touched/features.md
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## Class Summary

| Level | Proficiency Bonus | Features |
| :---: | :---------------: | :-------------------------------------------: |
| 1 | +1 | Feats, Companion, Nudge, Coexistence: Dynamic |
| 2 | +2 | Deviance |
| 3 | +2 | Attribute Improvement, Feats |
| 4 | +3 | Shifting Focus |
| 5 | +3 | Deviance |
| 6 | +4 | Attribute Improvement, Feats |
| 7 | +4 | A Burden Shared |
| 8 | +5 | Deviance |
| 9 | +5 | Attribute Improvement, Feats |
| 10 | +6 | Coexistence: Synergy |
| Level | Proficiency Bonus | Features |
| :---: | :---------------: | :----------------------------------------------: |
| 1 | +1 | Feats, Companion, Coexistence: Dynamic, Deviance |
| 2 | +2 | Intrapersonal Diversity |
| 3 | +2 | Attribute Improvement, Feats |
| 4 | +3 | Shifting Focus |
| 5 | +3 | EXPLORATION |
| 6 | +4 | Attribute Improvement, Feats |
| 7 | +4 | Coexistence: Symbiosis |
| 8 | +5 | Personal Growth |
| 9 | +5 | Attribute Improvement, Feats |
| 10 | +6 | Coexistence: Unity |

## Features

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**Level:** 1

**Effects:** In addition to your character, you also control a **companion** that shares your body. They share your skill proficiencies and attribute bonuses. In combat, the companion can only use Strike, Spot, Scan, Swap and Block actions.
**Effects:** In addition to your character, you also control a **companion** that shares your body. They share your skill proficiencies and attribute bonuses. In combat, the companion can only use the Strike, Spot, Scan, Swap and Block actions.

You and your companion are treated as the same character: you cannot make attacks of oppportunity after the other causes enemies within your zone of control to lose life.

When your companion makes a basic attack, it uses your special attack bonus instead of your basic attack bonus.
Add your Presence rather than your Prowess to its basic attacks.

Your companion does not regain AP as usual. At the start of your turn, you may spend up to 3 essence. Your companion gains one AP for each essence spent. These AP are lost at the start of your turn as usual.
Your companion does not regain AP as usual. At the start of your turn, you may spend up to 3 essence. Your companion gains one AP for each essence spent. These AP are lost at the start of your next turn as usual.

When you gain this feature, create two sets of arms for your companions. These can be enchanted as usual, and must obey your gear point total.
When you gain this feature, create two sets of arms for your companion. These can be enchanted as usual.

### Nudge
### Coexistence: Dynamic

**Level:** 1

**Effects:** Once during your turn, your companion can spend 1 AP to cause you to gain the benefit of the Shift action.
**Effects:** Gain a combat feature that describes the tactical interplay between the host and companion.

### Coexistence: Dynamic
### Deviance

**Level:** 1

**Effects:** Gain a combat feature that describes how the tactical interplay between the host and companion.
**Effects:** Choose an exploration feat. You may now select from the monstrous feat lists for both combat and exploration feats.

### Deviance
### Intrapersonal Diversity

**Level:** 2

**Effects:** Choose an exploration feat. You may now select from the monstrous feat lists for both combat and exploration feats.
**Effects:** Your experiences living with another alien perspective have deepened your empathy and broadened your horizons. You have advantage on all Guidance, Humanities and Insight skill checks that involve empathizing with others.

### Attribute Improvement

Expand All @@ -66,17 +68,28 @@ When you gain this feature, create two sets of arms for your companions. These c

**Effects:** Gain a new combat feat and a new exploration feat.

### Shifting Forms
### Coexistence: Synergy

**Level:** 4

**Effects:** At the start of each of your turns, you may gain the benefits of the Swap action.
**Effects:** Gain a passive bonus based on your coexistance strategy.

### Deviance
### Introspection

**Level:** 5

**Effects:** Choose an exploration feat.
**Effects:** You gain access to the Introspect downtime activity.

When you use this downtime activity, make a Focus(Insight) skill check.
For every 5 points of your skill check result, you may ask the worldspeaker one of the following questions (they must do their best to answer truthfully, based on information that the player could have noticed):

- Is my current course of action likely to succeed?
- Is there another way to accomplish my goals?
- Are there any dangers I haven't noticed?
- Are there any opportunities I've overlooked?
- Am I acting in line with my ideals?
- Choose an NPC that you've interacted with recently. Can I really trust them?
- Is there anyone who needs my help?

### Attribute Improvement

Expand All @@ -90,17 +103,21 @@ When you gain this feature, create two sets of arms for your companions. These c

**Effects:** Gain a new combat feat and a new exploration feat.

### A Burden Shared
### Unleash

**Level:** 7

**Effects:** Remove an additional stack of each ailment from yourself at the end of each turn.
**Effects:** You learn to work in tandem with your companion to unleash your joint fury, leaving yourself completely open in order to obliterate those nearby.
Gain access to the *Unleash* action:
3 AP from both the companion and host: the companion and host each make a basic attack against all creatures (other than yourself, but including allies) within your weapons' ranges.
This attack is automatically a critical if it hits.
Until the start of your next turn, neither you nor your companion may spend AP.

### Deviance
### Personal Growth

**Level:** 8

**Effects:** Choose an exploration feat.
**Effects:** Gain proficiency in two skills of your choice.

### Attribute Improvement

Expand All @@ -114,48 +131,80 @@ When you gain this feature, create two sets of arms for your companions. These c

**Effects:** Gain a new combat feat and a new exploration feat.

### Coexistence: Synergy
### Coexistence: Unity

**Level:** 10

**Effects:** Gain a powerful passive bonus based on the relationship with your companion.
**Effects:** Gain a powerful effect based on your coexistence strategy.

## Coexistence Strategies

### Camraderie

#### Dynamic: Counterpoint

If you and your companion attack same target in a turn, second attack has advantage if from opposite range category.
If you and your companion attack the same target in a turn, the second attack has advantage if it is from opposite range category (melee vs ranged).

Once during your turn, your companion may spend 1 AP to cause you to shift once.

#### Synergy: Spirited

The first time during your turn that you or your companion hits with an attack, the other gains 1 AP.

#### Unity: Interplay

When you gain this feature, choose a damage type.

Whenever the host hits with an attack, regain 1 essence.

Whenever the companion hits with an attack, you may spend 1 essence to deal 1d12 + Presence damage of the chosen damage type.
This bonus damage is halved for multi-target attacks.

These effects can only trigger once per action taken: they cannot be triggered multiple times due to a single area of effect attack, and cannot be triggered multiple times due to tile effects that you create.
However, both of these effects can be triggered due to a single joint action, such as your Outburst class feature.

### Symbiosis

#### Dynamic: Unison
#### Dynamic: Stronger Together

Whenever you or your companion spend AP to use an offensive action, the other may spend the same amount of AP. If you do, double the efficacy of that action.

### Synergy: Resilience
Your companion gains access to the Dodge action.
Your companion has advantage on all Block and Dodge skill checks.

At the start of each of your turns, gain the benefit of one of the following actions of your choice:
#### Synergy: Second Skin

- Defend
- Ward
- Recover
- Break Grapple, targeting yourself
- Treat, targeting yourself
Whenever you lose absorption due to an attack, you may make an attack of opportunity against your attacker.

#### Unity: Backstop

During combat, after you see the results of an attack roll or skill check, you may that roll as if you had rolled a 10.
You may only do this once during your turn for a roll made by your companion, and once during your turn for a roll made by the host.

### Tension

#### Dynamic: Balance of Power

At the start of each of your turns, choose companion or host. Chosen half has advantage on all attacks and skill checks, other has disadvantage.
At the start of each of your turns, choose companion or host. Until the start of your next turn, the chosen half has advantage on all attack rolls, the other has disadvantage on all attack rolls.

Whenever you or your companion fails a skill check in combat, the other gains advantage on the next skill check they make this combat.

#### Synergy: Vital Struggle

Whenever you would lose life, you may choose to lose that much essence instead. When you would spend essence, you may choose to lose that much life instead.
You and your companion are learning to bolster each other as you fight.

Whenever you would lose life, you may choose to lose half that much essence instead. When you would spend essence, you may choose to lose twice that much life instead.

This feature can not be used if you do not have enough life or essence to pay the cost.

#### Unity: Perfect Imbalance

You have mastered the interplay yourself and your companion, allowing you to change mental and physical state at will.

At the start of each of your turns, you may switch which of you is in complete control (host or companion), or enter a blended state.

While in your host form, you and your companion have advantage on all skill checks made in combat.

While in your companion form, damage dealt by you or your companion cannot be prevented.

This feature can not be used if you do not have enough life or essence to pay the cost.
While in a blended form, you may spend 1 essence (or equivalently, 2 life) to reroll any attack roll that you make. You must use this new result unless you repeat this effect, doubling its cost each time it's used on the same attack.
2 changes: 1 addition & 1 deletion rulebook/src/character-options/feats/exploration-feats.md
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## Skilled

**Effects:** Gain proficiency in the specified skill.
**Effects:** Gain proficiency in two skills of your choice.

## Resourceful

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