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The Mighty - A Whitehack Class

The Mighty

Level
XP
HD
AV*
ST
Slots
Groups
Raises
1
0
1+2
11
5
1
2
-
2
2,000
2
11
6
1
2
1
3
4,000
3
12
7
1
2
1
4
8,000
4
13
8
2
3
2
5
16,000
5
13
9
2
3
2
6
32,000
6
14
10
2
3
3
7
64,000
7
15
11
3
4
3
8
128,000
8
15
12
3
4
4
9
256,000
9
16
13
3
4
4
10
  512,000
10
17
14
4
5
5

 Might characters rely on their melee combat skills and heroic strength. They can for example be warriors, guards, brigands, knights, bounty hunters, or barbarians. Whenever their attack puts an enemy at zero or negative hit points, they may use the momentum of that action to attack another, adjacent enemy. This requires a separate roll.

    Mighty characters may use the same combat options as everyone else, but they also have slots for unique and powerful combat techniques or fighting styles called Deeds which give them powerful options during a single round of combat. Each deed is written as a few descriptive words or named moves like, "Robilar's Gambit", "Blinding Strike", "Stonedragon Stance", "Breath of Thunder Style", or "Zealous Surge". The effect of the Deed is negotiated between the Referee and the player. Refer to the options granted to Strong characters for examples of similar abilities. 

        The Mighty has a special "deed die" - a d6 for every level. These are used to perform deeds during combat. When a Mighty performs a Deed, they roll a deed die. If the result is 1-3 and the attack is successful, the deed happens. Every time a mighty character reduces an enemy to 0 they gain a deed die. 

    Mighty characters get +1 AV if they have a strength attribute of 13 or higher and a +1 damage as well if they have a 16 or higher. An equivalent bonus to hit points is given for constitution scores: +1 at 13 constitution and +2 at 16. They can make a number of free attacks equal to their level. 

    Mighty characters may use any armor and any weapon. They have ST bonuses against poison and death (+1) and special melee attacks (+4). 

Mighty characters get +1 AV if they have a strength attribute of 13 or higher and a +1 damage as well if they have a 16 or higher. An equivalent bonus to hit points is given for constitution scores: +1 at 13 constitution and +2 at 16. They can make a number of free attacks equal to their level. 

Example: 


Nohric the Lion, level 1 Mighty Swordsman
Str 16 , Dex 13, Con 14 (Lionsguard), Int 8, Wis 7, Cha 11 (Swordsman)
ST 5, HP 6, AC 4, MV 30, AV 11; Common; Chainmail, 32 gp

Nohric earned his nickname, "The Lion", during his time served in The Great Khandari Legion. He perfected a technique called the, "Pouncing Wind Strike" and began carving his name into history. 

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

Here's my take on an alternate Strong class for Whitehack. Although I love the flavor and abilities of the original, the Highlander-Blue-Mage-esque "power-stealing" ability never really sat well with me as being as universally applicable in the way the other classes worked. This draft basically takes heavy inspiration from Dungeon Crawl Classics' Warriors and Dwarves in the form of Mighty Deeds. 

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






Comments

  1. Would you allow deeds to serve defensive or tactical measures (shield wall, bark commands...)? If yes, how would you go about it?

    ReplyDelete
  2. This could use some refining, especially in the areas of offensive vs defensive vs, well, maneuvering maneuvers. Also, do Deed Dice carry across different combats? If not, then the Strong could be seriously screwed in "Boss" type encounters where there's really one major enemy of note. If so, then the Strong will be encouraged to hoard them. Can these effect stacks? If your strong rolls 2 deed dice on a single deed and succeeds on both, do they get a more powerful deed, like in DCC? Because if so, then you could easily hoard deeds to do some *Stupid* shit, even at low levels. But if you don't do that, the power of the deeds don't really scale at all.

    ReplyDelete

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