Showing posts with label Overwhelm. Show all posts
Showing posts with label Overwhelm. Show all posts

Tuesday, April 7, 2020

[Class] Good Rat

In folklore and mythology, rats are the carriers of plague and disease. They tend to be thievish and unclean; see the Skaven and other rat-like races for examples. Of course in real life this isn't the case, rats are extremely cleanly and empathetic animals- up to and including sacrificing a food reward to save another rat they can see is in distress, acting even faster if they were in that stressful situation themselves earlier. Rats are great.

Of course, fantasy isn't reality. There is nothing wrong with your rats being giant, or dire, or disease ridden beasts. They may be the servants of dark spirits, or the familiars of witches. But these aren't this rat. If you're playing this class, you're one of the good ones.

Snow Mouse @Kin Chan
Good Rat
HD- d4
Maximum AC- 20 / Minimum Starting Hit-Points- 4

You're a handsome, tall, heroic rat. Of course, to normal people and animals you're still tiny and oh-so cute. Not much cut out for the monster slaying business, but you have bravery in spades. You can wield any weapons or armor made for your size. Your base AC is 16 from being small and fast, with enemies having disadvantage on ranged attacks. You can also wear armor to reach a higher AC.

You're a rat. Generate your stats as normal except your Dexterity. You have a Strength & Constitution score, but you're still a rat. You're tiny and getting stepped on could kill you. You will never beat anyone at wrestling or survive an even microscopic dose of poison. Generate your Dexterity as 2d8+6, you can climb extremely well as long as you are only lightly encumbered or less; letting you shimmy up walls and pipes.

You are small, and as such fighting anything human sized to goblin sized counts as you fighting something Huge. This means you are Overwhelmed- all of your attacks only deal 1 damage, and all of its attacks deal 1d12 damage regardless of the weapon. At 2nd level you increase your damage against huge foes to 1d2, at 4th level it goes to 1d3, and at 6th it goes to 1d4. You only deal this damage when striking a vulnerable body part like an eye or throat.

When fighting other “tiny” creatures, adjust combat and damage values. Your 1 damage becomes 1d6 “Tiny” damage. Their 1 hit point for human sized foes because 1 HD of “Tiny” hit points, and so on.

Finally, you are also “Good”. This is important- to the nobles, elves, fairy queens, ocean men, human kings, and even the angels and gods you are considered an important and respectable guest, regardless of your deeds or social standing as of yet. To any lawful being or person of authority, you succeed your reaction checks of at least an above average result. You're kind of like a type of noble, tied to a specific species of the miniature kingdom. Every even level, increase your Charisma score by +1

At 10th level, you become a Rat Hero. You attract the attention of tiny people- lilliputians, fairies, other rats and so on. They will follow you as the ruler of a hidden kingdom in the walls; you become a lord over a space like this, gaining loyal followers. You also gain a loyal riding beast; a large chicken or terrier dog as your powerful mount in this tiny realm.

Additionally, you can now fight things much bigger then you but still smaller then a human on almost even footing. This includes things like hobbits, goblins, gremlins, imps, tiny toy robots, etc. You use normal damage against them and they do normal damage against you- you are no longer overwhelmed. You can do this through sheer determination and combat experience- throwing their own weight against themselves and using your size to your advantage.

Tuesday, July 24, 2018

Overwhelm Rules

Into the Odd featured these Detachment rules that I ended up really liking. They're more character-focused then mass combat; but are instantly useful if you want to say how a character can (or more accurately, cannot) fight a massive group of soldiers.

To summarize; Detachments were groups of 50+ men or more that dealt enhanced damage to characters and couldn't be fought except with something that could actually damage a large group of men in any efficient amount of time. You could kill individuals but that wouldn't be enough to stop the main mass of the group from destroying you with sheer numbers and overwhelming force. Sooga games promised us extra rules for this; but never delivered. That bastard. Here's mine.

Overwhelm
When you are facing a force far beyond something a small rag-tag team of adventurers could reasonably fight in combat; you are being Overwhelmed. There are three types.

Numbers
An army or detachment of men of at least 50+ members is considered a detachment. Regular character attacks do not harm the detachment unless the attack is explosive or large scale. Spells that do not target multiple enemies are not effective against detachments. Detachments deal 1d12 damage to each enemy they are facing per turn; no to hit roll needed. If you consider this too powerful, instead let the Detachment make one attack with advantage per round against each enemy; using the highest to-hit modifier any of its member have.

Huge
Huge enemies include something very large; something bigger then your average big adult dragon would have to count. Massive tarrasques or boar-headedworms from beneath the earth might count. In the same way, attacks can only hurt Huge enemies if the weapon itself is huge, at least as proportionally large as a knife would be to a human or magical enough to count as huge. Area of effect spells or body-affecting spells are not effective against huge monsters. Any attacks the boss makes deals 1d12 damage again from simple stomps and great sweeping tail slams.

Superior/Divine
For demigods, avatars of gods, or spirit beings of power levels far beyond normal mortals a divine being is considered enhanced in the same was a Detachment or Huge monster is; despite being an individual. You can't hurt a divine being unless you have a supremely magic weapon, or something of sufficiently opposed energy in order to actually harm the immortal- any attack or spell you cast would brush off them without harm or be easily deflected. Divine beings deal 1d12 damage against everyone; a simple wave of their sword cuts any foe even without physical contact in a wave extending outwards from the attack; they are far above you.

If your character is at 10th level, they may be capable of facing something enhanced via Overwhelmed rules head on of ONE template. So a level 10 Fighter could fight an enemy detachment as though it was stated as a single unit, or may actually be able to injure a giant creature, or may be able to duel a demigod without immediately being defeated. Two different types of Overwhelmed types or equivalents could also face each other without issue; an army could fight a huge beast somewhat effectively from sheer numbers and so on.

Multiple stacking rules; such as a huge godling or an army of giant monsters, count as being enhanced twice as much. Their attacks count as save or die effects instead of 1d12 against anything that isn't at least level 10 or also a detachment-tier powerhouse; plus they are essentially invulnerable unless the foe they are facing is also at detachment level or "stronger". Players don't really get to this level without some serious bullshit.