Friday, October 28, 2016

Project Update: The Narcosa Stashbox, a psychedelic hack of The Black Hack

So the new title of this project is The Narcosa Stashbox. I'm leaving off 'Hack' from most of my titles now.

I've finished class design and now I'm working on a point crawl for Hashishastan. Each class has a special Narcosan feature that involves sex, drugs, or rock and roll. Here are a few classes to satisfy your cravings.

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DRUNKEN MASTER

The Drunken Master is a martial artist whose fighting ability increases as they get more drunk.

Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and none.
Attack Damage: 1d6 Unarmed or Improvising/1d4 Weapons

SPECIAL FEATURES
Drunken-style Kung Fu: As part of their action or move, a Drunken Master can drink one mug of beer, a glass of wine, or a shot of liquor, and receive a +2 to the physical stat of their choice (STR, DEX, or CON), while taking a -2 penalty on a random mental stat (INT, WIS, or CHA). Two drinks counts as Advantage. A Drunken Master can drink a maximum of one drink for every odd level for this effect. This effect lasts for one hour per drink consumed.

Stumble-Drunk: When drunk, the Drunken Master gains 2 AP per drink to a maximum of 2 AP for every odd level for this effect. Only usable when wearing no armor.

Recuperating Coma: If the Drunken Master has stat drain, disease, poison, or damage, as an action they may enter a Recuperating Coma. They immediately fall down and pass out until all their drinks have worn off (one hour per drink). In each hour, they can cure a disease or a poison. If they are still in the Coma after curing all diseases and poison, they can heal d8 + the Drunken Master's Level of stat damage or HP in the remaining time.

LEVELING UP
Roll to see if attributes increase, roll twice for CON or DEX.

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ILLUSIONIST

Illusionists are makers of fantastical dreamscapes both pleasant and horrific.

Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: 1-Handed Swords and Staff.
Attack Damage: 1d4 / 1 Unarmed or Improvising.

SPECIAL FEATURES
Illusion Spellcasting: Beginning at first level, Illusionists can cast a number of Illusionist Spells per day, see the Spellcasting section, and they use the Daily Conjurers Spells table.

Disbelieve: Rolls with Advantage to disbelieve illusions and avoid damage or the effects of illusions.

Out of their HeadsWhile under the influence of psychedelic drugs, an Illusionist can make their hallucinations become illusions once per day per level. They can do damage (1d8) if believed (test WIS).

LEVELING UP
Roll to see if attributes increase, roll twice for INT or WIS.

SPELLBOOK
Illusionists start with a large spellbook containing a total of 1d4+2 spells from the Level 1 and 2 Illusionist Spell lists.

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WARRIOR

Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All
Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES
Shake It Off: Once per hour, whilst in combat, a Warrior can regain d8 lost HP.

Fighting Machine: As part of their action a Warrior can make 1 attack per level.

Monster Phage: A warrior can eat the heart or other organ of a monster to acquire a skill, ability, or an immunity from an ability of that monster. The warrior starts able to keep one ability at a time. The next monster ability taken erases the previous. At 4th, 7th, and 10th levels, the warrior can keep an additional ability. Make a CON test after eating; on a fail the warrior is nauseated for 1d4 turns – all physical tests are at +1.

LEVELING UP

Roll to see if attributes increase, roll twice for STR or DEX.

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Monster Phage was inspired by the Strong class from the excellent Whitehack. Thank you, Jackie Chan, for bringing the Drunken Master to life. I came up with "Out of their Heads" in my own drug-fueled haze. #Narcosa