My little box of homebrew IV

Hello everybody!
This is my first one of these posted on the community page instead of on Reddit. There’s not much else to say other than the usual (This is experimental, this isn’t playtested, this is very likely bad, here’s a link to the old ones, yada, yada) so let’s get started:

Alternatives and updates to old rules

Clearer improvised action (Replacement)

Brought to you by u/TrinitysEnd

You may take a Major action outside of your turn any time at the cost of a Major Action on your next turn. This action cannot be an attack.

Master Imitation (Replacement)

Brought to you by u/TrinitysEnd

Cost: 2

Prerequisites:

  • Tier 1: Concealment 4.

Description: Whether it is through heavy makeup and plastic surgery, some well placed holograms or magical manipulation you take on a pitch-perfect disguise.

Effect:

You may create the illusion of looking like another person using your Concealment boon. The disguise is near perfect for those examining you visually or audibly. If your behavior or other signs provide reasonable suspicion, an onlooker can attempt a Perception roll with a Challenge Rating equal to 10 + triple your Influence, Alteration or Deception score, whichever is higher. If they succeed, they will recognize your disguise.

Three Actions (Change)

Brought to you by u/evil_ruski

Replaced line of text: You cannot take the same Major Action twice in a turn unless you have the Multi-Attack Specialist Feat.

Replacement: If you use the same major action on your turn more than once you will get a disadvantage 3 penalty for every time on your turn that you’ve used that action before. If you use the same action with the Multi Attack Specialist Feat the additional actions will use the same penalty as the first one, however each attack will count as that many uses of that action for the purposes of deciding disadvantage if you wish to use that action again. For example, Clara wishes to attempt to stab her opponent seven times (six additional times) with the Multi Attack Specialist feat and suffers only the disadvantage she already had for those attacks. If she wishes to stab anyone again that turn she will suffer disadvantage 21 (7x3) on that attack.

Weapon Training (Addition)

Brought to you by yours truly.

If you have a certain training with a weapon, you may roll as if you had one lower training level while using weapons within the same group. So, for example, if you have the expert training level with Katanas, you may wield a Longsword as if you had the skilled training level with them.

Benefits & Drawbacks

Whenever someone rolls an action roll they can get a number of benefits or drawbacks decided by how much they succeed or fail. To get the amount of benefits for a successful roll, divide the amount that the roll exceeds the CR by 2 and round down. To get the amount of drawbacks for a failed roll, divide the amount that the roll falls short of the CR by 2 and round down. The GM or the roller (whoever is decided to make the call) then chooses whether the roller is to fail or to succeed at the original task. If failure is chosen, add five benefits. If this gives you both benefits and drawbacks then they cancel out until there are only benefits or drawbacks left.

A benefit is roughly equivalent to a power level for a boon applied to the roller and a drawback is roughly equivalent to a power level for a bane applied to the roller. But, since the system is very flexible and is based much on common sense, a roll with 4 benefits can be an additional power level 4 boon applied to the roller but it could just as well be a power level 4 bane applied to an enemy of the roller, a piece of information being discovered or anything else that is roughly worth a power level 4 boon.

Contested Defense

(Warning: This is extremely experimental and I personally think this is a bad idea)

Whenever anyone rolls against a target’s Guard, Toughness or Resolve the target rolls an opposing roll with an attribute chosen by the target from the table below. The result of that roll is then treated as the Guard, Toughness or Resolve. The defend action is simply a second try at this roll.

Defense Attribute roll
Guard Agility or Might
Toughness Fortitude or Will
Resolve Presence or Will

Mana

Disclaimer: This concept is one of my favourites but the current version is a bit rushed and incomplete so any feedback on Mana is particularly appreciated.

Flaw Feat: Mana Points (I-VIII)

Gain: 2 Feat points

Prerequisites

  • Tier 1:
    • Any Extraordinary 1

Description

Whether it is literally magical energy, steampunk supplies, souls of the damned or something else entirely the result is still the same, your powers are limited.

Effect

You gain a new resource called mana points. You can only have a maximum of 10 mana points and every time you take a rest your number of mana points return to their maximum. You choose a number of extraordinary abilities equal to your tier in this flaw feat that become mana point based. Whenever you want to use one of these extraordinary abilities you have to spend a number of mana points equal to the power level of the bane, boon or attack you would like to invoke. Your mana points are then spent regardless of whether the effect was successful or not. If the thing you want to do doesn’t have a power level (such as a regular action roll or healing lethal damage) your GM will decide the cost on a case by case basis. You may make a bane attack or a regular attack at a lower power level in order to save mana points.

Feat: Effective Mana

Cost: 3 Feat points

Prerequisites

  • Tier 1:
    • Any Extraordinary
    • Flaw Feat: Mana Points

Description

Your mana is more effective. Idk, I’m tired and I can’t bother with a description right now

Effect

For the purposes of determining your attribute dice for action rolls, you treat the mana point based attributes as if it was one greater. For all purposes outside of attribute dice, your ability score remains unchanged (feats, banes, boons, etc.).

Feat: Expanded Mana (I-IX)

Cost: 2 Feat points

Prerequisites

  • Tier 1:
    • Any Extraordinary
    • Flaw Feat: Mana Points

Description

Your pool of extraordinary ability is much larger and thus allows you more mana before you need to rest.

Effect

Your maximum number of mana points increases by 10 per tier of this feet that you possess.

Feat: Rejuvenating Mana

Cost: 3 Feat points

Prerequisites

  • Tier 1:
    • Any Extraordinary 1
    • Flaw Feat: Mana Points

Description

You do not require little to no rest to regain your mana. You’re even capable of regaining mana in the middle of combat.

Effect

At the end of your turn you regain a number of mana points equal to the amount of mana points you regained last turn + 1. If you use mana Points on or outside of your turn you will gain 0 mana points the next time your turn ends.

Feat: Reliable Mana

Cost: 3 Feat points

Prerequisites

  • Tier 1:
    • Any Extraordinary 1
    • Flaw Feat: Mana Points

Description

Although it may be limited, your mana is reliable and guaranteed to have your back whenever you use it.

Effect

When you invoke a boon on a single target using mana points, you succeed automatically and do not need to make an action roll. You can invoke the boons at any of the power levels you could access via your other means. If the invocation is not a single target, success is not automatic, but you get advantage 2 on the action roll to invoke the boon.

Feat: Vicious mana

Cost: 3 Feat points

Prerequisites

  • Tier 1:
    • Any Extraordinary 1
    • Flaw Feat: Mana Points

Description

Although it may be limited, your mana is powerful and it can and will inflict more effects than originally planned.

Effect

When your roll on a damaging attack using mana points exceeds the target’s defense by 5 or more (as opposed to the usual 10), you can inflict banes available to you for free. Each attack is still only capable of inflicting a single bane. Furthermore, when making a bane attack with mana points to inflict your banes, you gain advantage 2 on the bane attack roll.

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