Saturday, February 25, 2012

Introducing the Vagrant

Today I'd like to share one of the Jobs with you, so you have an idea what Job design in Radiant Fantasia is like.

I have tried to include all the archetypical fantasy classes in my game. This includes the thief class, sometimes called a rogue. In Radiant Fantasia this archetype is represented by the Vagrant Job. I decided to choose the name Vagrant because my Job design philosophy is to allow a wide variety of different types of characters to be made based on the Talents selected; you can make a thief, or an assassin, or a bar room brawler all from the Vagrant.

The thread tying these archetypes together is that the activities they engage in prevents them staying in any one particular place and they need to keep a low profile. I would have called them a 'vagabond', but Vagrant sounds more menacing.

Anyway, let's take a closer look at this Job, shall we?

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Vagrant
“If it aen‟t nailed down, then I‟m taking it outta town!”
The Vagrant is the Job of rogues, thieves, smugglers, hobos and scoundrels. Or just someone who is bored.

Background
Many Vagrants are bandits or assassins, but some are simply independent thinkers who reject conventional values to follow their own personal codes. Some might consider them to be a revolutionary.

Game Rule Information
Vagrants have the following game statistics

Abilities
Strength, Reflexes, and Perception are the most important. Charisma also helps

Vitality
At each level, Vagrants gain a number of Vitality points equal to 30 plus their Strength
score.

Magic Points
At each level, Servants gain a number of Magic points equal to 30 plus their Perception
score.

Job Features
All of the following are Job features of the Vagrant

Burglary
Tough times can excuse anything. Vagrants are excellent pilferers and gain a +2 aptitude bonus to Acrobatics, Athletics, Thievery, Survival and Use Device checks. Additionally, they have a +2 aptitude bonus to their Initiative.

Vagrants are also considered to have the Armor Proficiency (light), Weapon
Proficiency (knives) and Weapon Proficiency (claws) feats.

Snatch!
A Vagrant can attempt to steal one object from another character whom they have made a successful melee attack on, but the Vagrant must have one hand free in order to attempt this.

The Vagrant must first make a Spot check and see what objects the character has. For what should be obvious reasons, the Vagrant cannot steal an object he doesn‘t know exists. Upon a successful melee attack, a Vagrant can perform an Acrobatics check against his opponent‘s Defense check added to his Strength score. If successful, the Vagrant can uses his free hand to snatch the object from his opponent, taking possession of it.

Snatch can be used to acquire any item that isn‘t totally impossible to get with one hand during melee combat.

Grabbing a Warrior‘s two-handed axe? Sure.
Stripping the clothes off his back to leave him in his underwear? Think again.

If the Vagrant fails the Snatch attempt, the opponent is allowed to immediately make one attack action against him.

Talents
Upon leveling up the character may choose a talent from any of the following talent trees. The character may choose from any tree they want but the character must meet all prerequisites (if any) for the talent. Unless otherwise indicated, no talent may be chosen more than once.

THIEF TALENT TREE
This tree specializes in burgling people.

The Cleverness of Me! The Vagrant gains a +4 competence bonus to all Hide checks, even those that would be otherwise entirely obvious (like trying to hide behind a small tree or another person) and Thievery checks to make disguises that would normally be too silly (like a fake nose and mustache) or obvious (like disguising yourself as the same person you are trying to fool).

Trick Blade: Through the use of thin, nearly invisible wires stealthily attached to them, all weapons the Vagrant throws gain the Return ability. These wires cost nothing and the Vagrant is considered to have an infinite supply of them. Additionally the Vagrant gains a +3 bonus to all Melee Accuracy rolls.

Five Finger Discount: The Vagrant receives a +2 competence bonus on all theft attempts, including Snatch! Pre-requisite: The Cleverness of Me!

Wire Wrap: Upon a successful hit with a thrown weapon, the Vagrant can attempt to entangle the attacked opponent. The enemy must make a successful Defense check against the Vagrant‘s ranged attack bonus plus their Thievery skill level or be entangled in wires for 1d6 rounds.

The entangled character can attempt to break free of the wires with a Grapple Defense check against a DC equal to the Vagrant‘s Grapple Attack plus their character level. Pre-requisite: Trick Blade

SUBTERFUGE TALENT TREE
This tree specializes in shady business.

Bad Reputation: The Vagrant receives a +2 competence bonus on all Charm checks.

Choke Out: Upon a successful Grapple check, as a free action the Vagrant can immediately make a Strength check against the target‘s Defense, with a bonus equal to their character level. If the Accuracy roll succeeds, the opponent is knocked unconscious for 1d6 rounds.

Fast Movement: The Vagrant learns to be able to run faster in order to evade the police. When not attacking and carrying no more than a light load, the character‘s running speed becomes Long Range. Additionally, the character can move through any sort of natural undergrowth or overgrowth (brush, briars, thick grasslands, etc) without suffering any speed penalty.

Sneaky, Sneaky!: If the Vagrant fails their first Hide check, they can immediately re-roll it and try to hide again. This talent essentially gives a second chance to Hide, but not a third chance. Pre-requisite: Fast Movement

He Did It!: A Vagrant‘s guile during combat is great. Once per encounter, as a reaction to being attacked the Vagrant can force the attacking enemy to instead attack a different character that is within Short Range of the Vagrant by making a Charm check to bluff with a bonus equal to their character level.

The Vagrant can also do this as a reaction to any adjutant ally being attacked.

Shadow Figure: The Vagrant can avoid even magical and unusual attacks with great agility. If he makes a successful Defense or Magic Defense check against an attack that deals half damage with a successful check, he instead takes no damage.

Shadow Figure can be used only if the Vagrant is wearing light armor or no armor. A helpless Vagrant does not gain the benefit of Shadow Figure. Pre-requisite: Sneaky, Sneaky!

Trap-Finding: The Vagrant can use the Investigate skill to locate a trap, even if it is magical.

Finding a non-magical trap has a DC of at least 16, or higher if it is well hidden.

Finding a magic trap has a DC of 16 + the skill level of the spell used to create it.

With Trap-finding the Vagrant can use the Use Device skill to disarm magic traps.

A Vagrant who beats a trap‘s DC by 5 or more with a Use Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Offer They Can’t Refuse: The Vagrant gains a +4 competence bonus to the Charm skill.
Pre-requisite: Bad Reputation, He Did It!

VAGABOND TALENT TREE
This tree specializes in being a nuisance to society.

Against All Odds: The Vagrant can react to danger instinctively. He retains his Reflexes bonus to Defense (if any) even if he is caught off-guard or struck by an invisible attacker. However, he still loses his Reflexes bonus to Defense if immobilized.

Merry Men: The Vagrant has the option to form their own band of bandits by recruiting followers (NPC minions). These followers must be recruited (they cannot be purchased slaves or hired minions) and join the Vagrant willingly. The followers can belong to any Job. Followers gained through this feat are always initially in it for the possibility of wealth and expect their fair share of the spoils, but over time they may become attached to their dubious leader if he is good to them, and willing to go along with any ridiculous plan he comes up.

The number of followers a Vagrant can have at any one time is equal to half their character level. Should one of their followers meet an early demise or simply leave the band, the Vagrant can recruit another.

Followers are loyal will never betray the Vagrant as long as they are treated fairly. If they become treated unfairly, they will abandon the Vagrant.

Eyes on my Back: The Vagrant can no longer be flanked. This protection denies another Vagrant the ability to sneak attack the character by flanking him, unless the attacker has at least four more character levels than the target does. Pre-requisite: Against all Odds

Fake It!: The Vagrant can trick people into believing they can use skills or have knowledge that they actually do not have. They gain a +5 aptitude bonus to all Charm checks made to bluff an ability or knowledge. This does not mean they can actually perform the skill or have the knowledge; for example, a Vagrant could listen to a scholar talk about ancient lore and pretend to know what the scholar is talking about, but the Vagrant actually doesn‘t. The Vagrant can also use this skill to make others believe they know how to repair a wagon wheel or smith a sword when the Vagrant actually does not. This feat is best used for scamming.
Pre-requisite: Merry Men

To Hell and Back: The Vagrant‘s followers become more loyal and will follow him to the ends of the earth. So long as they are in the same formation as the Vagrant, the followers are immune to fear effects.

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