Up front: No real play experience, on either Player or GM side; this is all the result of years of Turbo Hyper Autism-ADHD Hyperfixation Special Interest caused by happening upon the game while googlediving for an otherwise completely unrelated hyperfixated special interest (ambient music soundscape mixing I'll come back to you someday... wait for me...). I am under NO illusion that this untested thing by a "Read The Books (and did Nothing Else)" amateur is balanced, or even as-is playable. But I've had these custom-built Classes just sitting in my docs for at least 2 years now, and Potentially Maybe doing Some Single Thing for even just a Single Someone would be more than doing Absolutely Nothing. If this ends up as a springboard for a better version of itself from someone else, or even if somebody just lifts one concept or Skill for something else, I'll be satisfied.
Suggestions for rebalancing, mechanical changes, or even just language clean-up are welcome and wanted (can't guarantee that I'd respond soon, or even at all—firefox & reddit hate each other SO MUCH on my computer, I was only able to make an account & log in it by using Edge. I Do Not Want To Be Using Edge Any More Than I Absolutely Have To). If you happen to ever play any version of this, I would be IMMENSELY appreciative if you shared your experience for others to learn from.
(Plaintext only, I don't have the specs or patience to mockup a pair of pages, sorry.)
SABOTEUR
ALSO: Explosives Expert, Trapper, Trickster
[IN LEIU OF A NARRATIVE SYNOPSIS, AN OVERVIEW OF PLAYSTYLE: SABOTEUR is a Class designed around SUBTERFUGE and REACTIVITY. Mechanically and aesthetically, think of it as close to a midpoint between ROGUE and TINKERER—impeding opponents and creating single-use offense-focused items. Optimal use of its combative Skills relies on at least a cursory knowledge of an enemy's capabilities and behavior; it is better suited for the kind of Player to enjoy a "wait and see first" approach (or is a habitual Study-er) than those who just want to hit hard ASAP.]
FREE BENEFITS
- Permanently increase your maximum Inventory Points by 2.
- You may initiate Projects to create traps and restraining devices.
ANTI-ELEMENT MINES (⭐️4)
During your turn, you may use an action and spend up to [SL] Inventory Points to choose one damage type that is not physical and one creature you are able to see, planting element-triggered explosives around them. The next time that creature performs an attack, Spell, or Skill that deals damage of the chosen type, the mines are set off, dealing [Inventory Points spent this way × 5] physical damage to them (after their action ends).
Creatures that are currently flying do not trigger your mines. The damage dealt increases to [Inventory Points spent this way × 10] if you are level 20 or higher, or to [Inventory Points spent this way × 15] if you are level 40 or higher.
RESTRICT (⭐️3)
When you successfully Hinder a creature, you may spend 20 Mind Points to make that creature unable to perform one type of action, depending on the status effect you inflicted: non-offensive Spells if dazed, offensive (🗲) Spells if shaken, ranged basic attacks if slow, or melee basic attacks if weak. This restriction lasts for the next [SL] Rounds, until the start of your turn that Round. If you successfully use this skill on a creature who is already affected by this skill, they lose the prior restriction placed upon them.
STICKY BOMB
After an enemy hits or misses you with a melee attack, if the Result of their Accuracy Check was an odd number, you may spend 1 Inventory Point to have the attacker suffer 10 physical damage at the end of this turn, ignoring Resistance.
SALVAGING (⭐️3)
At the end of a conflict scene, if your current amount of Inventory Points is less than half (rounded down) of your maximum IP, you may spend up to [10 × amount of enemy creatures of the construct or humanoid Species that were brought to 0 HP or left the conflict scene] Mind Points. You recover I IP for every 10 Mind Points spent this way, plus an additional [SL] IP if any of those creatures were humanoid.
TRAP TRICKERY (⭐️2)
When you fill or erase sections of a Clock related to activating or deactivating traps, you may spend up to [SL×20] Mind Points to fill or erase an additional section for every 20 Mind Points spent this way.
Additionally, if you use the Inventory action while you are in Crisis, you may spend 1 fewer Inventory Points (to a minimum of 1 Inventory Point) if the created item targets one or more enemy creatures only.