Skip to main content

The Marked - A Whitehack Class

The Marked

Level
XP
HD
AV*
ST
Slots
Groups
Raises
1
0
1+1
10
6
1
2
-
2
2,000
2
10
7
1
2
1
3
4,000
2+1
11
8
2
2
1
4
8,000
3
11
9
2
3
2
5
16,000
4
11
10
2
3
2
6
32,000
4+1
12
11
3
3
3
7
64,000
5
12
12
3
4
3
8
128,000
6
13
13
3
4
4
9
256,000
6+1
13
14
4
4
4
10
  512,000
7
13
15
4
5
5


Marked characters share a special relationship or bond with either a Patron: a higher power, deity, or mysterious supernatural force far beyond their grasp. Sometimes they undertake these bonds willingly, while others fall into these connections through less than blessed means. They have received some type of gift or curse from a being many magnitudes more powerful than themselves.

In addition to choosing a vocation, the Marked chooses what higher power they have a relationship with, and each day writes the name of that being, creature, god or thing next to an attribute that doesn't already have a vocation or group assigned to it. You can change this at the beginning of each day.

The player should describe what their Mark looks like in a few descriptive words, like "Glowing tattoos covering the body," "Jagged and cracked scars," "A sulfurous odor," "Floating halo," or "Hands that look permanently singed." Work with the Referee to decide the theme of the relationship between the character and the being they are Marked by, as well as the terms of that agreement.

Marked characters can Beseech their patron for insight, a vision, or guidance through a per situation agreement between the player and the Referee once per session. It does not occupy a slot.  On a successful task roll for the attribute that the Patron is marked, the character asks a question about the current situation or game world, and the Referee answers honestly and truthfully (though that doesn't always mean it is particularly helpful). On a failed task roll, you take -1 to that attribute.

Marked characters have slots for receiving gifts from their Patron in the form of passive bonuses. Here are eight options that can be learned as the character advances: 
  1. A special kind of sight such as darkvision, or farsight, or being able to see and interact with ethereal creatures.
  2. A magical weapon that you are bound to. Attacks with this weapon are made with a +2 AV bonus (negating any penalties incurred by size of weapon). While you are awake, you cannot be forced to give up or drop this weapon.  
  3. When you Beseech your Patron, you can request supernatural aid in the form of a Miracle suited to your patron at the Referee's discretion. May incur an HP cost (per normal Miracle rules) per the Referee. 
  4. Once per session, when you are dropped unconscious, you may roll a 1d6. On a 1, you die instantly and your soul is taken by your Patron. Otherwise, you wake up, stand, and regain 1d6 HP. 
  5. You give off a Good, Evil, or Lawful aura within 10 feet that either increases allies' ST by +1, lowers enemy AV by -1, or you can activate once per combat to force a Morale Check from monsters.
  6. Forego the need for a single bodily function such as sleeping, eating, or breathing. 
  7. Speak any and all languages, as well as read any writing. 
  8. You can transfer HP from yourself to a willing target, or vice versa. 

Marked characters gain an additional use of their Beseech feature if they have a charisma attribute of 13 or higher, and another additional use if they have 16 or higher.

They also receive a Wisdom bonus to ST: +1 at 13, and +2 at 16


While wearing a shield or armor heavier than studded leather, incurs a -2 attribute penalty on all task rolls. They have -2 AV when using  missile weapons.


Example: 



Yoshiro Nagi, level 1 Marked Demon Slayer
Stre 13, Dex 13 (Demon Slayer), Con 16 (Moloch), Int 8, Wis 7, Cha 9 (Demon Slayer)
ST 6, HP 5, AC 3, MV 30, AV 10; Marked Gift 2 (Katana); Common; Studded Leather, 32 gp

Notes: Moloch and Yoshiro have a strained relationship. He's a lesser fire demon who has left his mark on Yoshiro in the form of burn scars on the left half of his face, as well as a blue flame coming from his left eye whenever he gets emotional or stressed. In return for saving his life, Yoshiro has vowed to help hunt down the archdemon who framed Moloch and got him banished from the Hel. 

------------------

This is a rough draft of my first homebrew class for Whitehack RPG (available here). The goal was to create a class that opened up options for players to be able to play classic archetypes like the demonic-dealing warlock, or even an alternative path to playing something akin to a cleric or paladin  in service to their god or gods (because, let's face it, they're more or less the same thing, at least as far as trading the comforts of their normal life for divine or profane favors go).

Would love to hear some feedback and any suggestions. Run it and let me know what you think!

EDIT: Moved some stuff around for clarity.
EDIT II: A failed Beseech roll now incurs a -1 to that attribute. 







Comments

  1. Looks great! I love how this hones in on some more specific archetypes and advances that aren't expressly covered by the others without a little side-ways thinking. I particularly like the flavor of having them determine the nature of their Mark itself. Some of these marks could almost engender some double-negative rolls when interacting with certain individuals.

    ReplyDelete
    Replies
    1. Thanks, glad you like it! My goal was to not just make "a warlock", but a class that covers the spectrum of "negotiating with a higher being for power" which I feel cleric and paladin also fall into, as well as a wide variety of other types of adventurer archetypes / relationships.

      Delete

Post a Comment

Popular posts from this blog

More Than a Bucket of Bolts

Next up on my journey through solo rpg space is a little zine called Bucket of Bolts ( buy it here ), where you take on the POV of medium sized spacecraft, and explore its journey through time and space, cataloging adventures, upgrades, and a timeline of several Captains that have the privilege of being at the helm. It's based on another rpg called Artefact (in which you write from the POV of a sentient magic item or weapon). I had enjoyed  Artefact before, so I was excited to try this one out.  Source:  abduzeedo The game starts with you describing your ship; writing about some basic details like the type of ship, the model and make, the crew who designed and built it, as well as some defining traits like if it's sleek , or powerful , or intimidating .  My particular ship for this game was nicknamed Ladybug, and was the mid-range value model of Hyperion Industries called the Prospect-QX . Sporting the same engine and basic design as their flagship luxury spaceship line, the Pr

Lichdom - A Reflective Ascent to Power

 I recently sat down and resolved to start tackling the mountain of rulebooks and rpgs that seemed to be growing by the week before me. That, paired with a sort of terse relationship with video games at the moment, lead me to tackle some of the solo roleplaying games that I had begun to subconsciously collect. I had played one or two before, most notably the famous and award-winning Thousand Year Old Vampire , which was a surreal experience at the least (and a profoundly introspective jaunt at its best).  Source: Dungeon Crawl Classics (seriously great game, check it out too) This week I decided to try one of the newer ones I had picked up: Lichdom (buy it here) . Thanking the past version of me that had the foresight (or the money burning a hole in my digital wallet) for backing the Kickstarter that came with the hardcover and a custom deck of themed playing cards, I cracked open the cards, uncapped a new pen, and creased the spine of a brand new journal to start playing.  Lichdom is

Knave-Knacks

Knave is a great chassis of an rpg for modding and hacking, and it seems that the first thing that most game designers see is a need for class customization in an otherwise classless system. I'm no different. Here's a stab in the dark at trying to add a little more character customization. Knacks As characters level, they reveal themselves to either have obtained or show a natural knack for different aspects of dungeoneering. At levels 3, 6, and 9, instead of increasing three abilities by one point, they increase a single ability by one point and roll on one of the following tables. (I guess your players can pick one if they want, but rolling is usually more fun, and that's what matters).  Fighting       +1 boon on attack rolls        +1 boon on stunts        Deal damage equal to your Strength on a successful stunt       Ignore losing 1 point of quality on armor or extra damage when an attacker rolls a 20 (or you roll a 1 to defend).       When wielding tw