Gonna be real, Josie did all the heavy lifting here - but I was there to assist, sort of like a mildly helpful court scholar later known in history for dying in a really weird way, or something - classes, classes, that's what you're here to read.
You may notice these classes are on the (very) maximal end of GLOG - we know, it was intentional, you don't need to mention it in #blogpost-discourse ;)
THE DRAGOON
+2 HP, +2 Tension, and +1 to Hit per Template
+1 SKLL on odd templates, +1 SAVE on even ones.
Starting Equipment: A Nautilus, a kamarband for tools, 50' of spare copper wire and gears for repairs, a light bronze shortsword, (potentially forged) discharge papers, thick glass goggles, a thick kosode and sashimono in regimental colours, a close-fitting, painted helmet (mandala, a slogan, geisha pinup or protective bodhisattva) and a set of reinforced full-body padding (as light armour).
Starting Skills: 1) Physics 2) Ballistics 3) Mathematics 4) Camaraderie 5) Carpentry 6) Distilling
A: Nautilus, Tension
B: Harpoon Drive, Overclock, +2 Arms or Legs
C: Hydrojet, Leviathan
D: Spirit Wires, +2 Arms or Legs
Δ: Fire in the Water
A: Nautilus
The Marines of the lands of Sea, élite soldiers of the Spindrift Regency (warriors bound to symbiotic molluscoid armor-organisms that give them immense strength and durability) have long thwarted the military ambitions of the Noonday Empire.
It is only in the past decades that the Imperial Puppetworks have managed to provide an answer—a kind of karakuri, worn over the body and controlled from within by a skilled human operator, called a Nautilus.
You are equipped with one such device. The delicate force-feedback wire-and-gear assemblies are tuned very precisely to your body weight and muscular strength; what else could explain the tendency of the thing to break down into a stuttering mess of slipped gears and snapped wires if somebody else tries to pilot it?
In battle, you count as two combatants—yourself, and your Nautilus. Opponents can freely choose which they want to attempt to attack. While wearing your Nautilus, you have a base AC of 18.
Your Nautilus, in its natural state, has 20 HP. Its base AC is 10, on account of its size, but it treats any damage under 4+[Templates] as 1 (with the exception of 1 damage, which it treats as 0). This threshold is doubled against edged weapons and fire.
Your Nautilus’s gauntlets are a heavy weapon that you can freely utilize while wearing it.
A: Tension
Your Nautilus is strung up with a cunning system of force-multiplying pulleys, gears, and levers that allow you to move and fight in it with only your body’s natural strength. If this was all that it could do, it would be little more than a bulky suit of armor.
Fortunately, that’s not all that it can do.
Your Nautilus has a pool of tension, which begins at 8 and increases by +2 at each level past the first. This represents energy stored in an internal spring capacitor, which can be discharged to power a clockwork motor.
You can expend 1 point of tension each round to utilize the Nautilus’ physical capabilities in place of your own. Your Nautilus has a Strength score of 24, can attack twice in one round, charge as fast as a horse in a straight lines, and can jump as high as it is tall.
Tension can be restored by means of a wind-up key situated at the back of the frame. You can restore 1 point of tension per per minute, or 1 point per round at the cost of a MOVE check and a slot of Fatigue for each round of exertion.
B: Harpoon Drive
You have enough of a handle on the maneuvering characteristics of your Nautilus that you can now begin to utilize one of its fundamental features—the Harpoon Drive. This consists of two tension-powered harpoon launchers that are mounted on hardpoints at the “hips” of the Nautilus frame, in line with the center of mass, and connected to a winch and spool of 150’ of high-quality tensile copper cord.
You can spend 1 point of tension to launch one harpoon, or 3 points to launch both at once. These are heavy missile weapons with a range of 150’ (naturally), with a penalty of -2 to hit for every 30’ past the first; these hit penalties don’t really matter if you’re shooting at something big, like a wall.
Once one sticks inside something, it takes a MOVE of DC 10 + [Damage] to dislodge it, though with a clever little jiggering of a couple of wires you can cause the barbs to retract from afar for easy retrieval (in which case it’s a simple DC 10 to pull it out).
You can reel in a harpoon at a rate of 5’ per second per tension (at the baseline, that’s 30’ per combat round and 5 combat rounds to reel it in from full extension). If it’s attached to something considerably heavier than your Nautilus, this will reels you in instead. You can also slacken it for free to rappel or belay or whatever that’s called.
Consider the laws of angular motion carefully when choosing how to use this, and remember that slamming into a wall at high speed does fall damage too!
B: Overclock
The master puppetsmiths who created your Nautilus gave you many stern admonishments about things like “ultimate tensile strength” and “shear moduli,” but they’ve never piloted it. You know your friend better than anyone else, and that includes knowing its limits.
With a night’s work tinkering with internals and adjusting gears and springs, you can overclock up to [Templates] - 1 of the following systems, allowing them to bear more tension than is “safe”:
- Arms - You can increase your effective STR score by 3 per additional tension spent for one round.
- Legs - You can multiply your running speed or jumping height by a factor of [Tension] + 1 for one round.
- Harpoons - You can gain a +1 bonus to Hit and damage on a single shot per additional tension spent.
Utilizing an overclocked system causes your Nautilus to take 1d6 unavoidable damage, +1 for each point of tension spent past the first.
You can also attach an extra pair of arms or legs to your Nautilus. Each pair of extra arms gives it an additional move each round, as you can coordinate them to perform more complex tasks or more complex tasks. Each pair of additional legs lets it jump 10’ further.
C: Hydrojet
There’s a lot you can get done with swinging on wires, but you have a need - a need for propulsion. You have enough of a handle on your Nautilus to (somewhat) safely use the hydrojet - a truly bizarre device reverse-engineered from the Marines of the Spindrift Kingdom, who naturally possess a similar ability - a nozzle, situated on the small of your Nautilus’ back, which fires a jet of pressurized liquid at extreme speeds in order to propel the user forward.
It takes 3 points of tension per round to run the complicated pump apparatus, and 1 slot of liquid as ammunition, which you need to keep in a tank in your Nautilus’ inventory.
Using it launches your Nautilus forward at about the speed of a modern automobile, if said automobile is in the middle of a high-speed car chase. Whether or not your Nautilus is running doesn’t really matter - trying to run with the Hydrojet on is like trying to walk on a treadmill set to maximum speed - better to just sit back and enjoy the ride.
Since this speed allows you to travel the full diameter of a circle described by the default 150’ cable in about a second, it’s safe to say that even a single use allows you to travel anywhere within the radius of one of your harpoon tethers, via very rapid swinging.
In fact, this upgrade comes with a free cable extender that makes your cords 300’ long, along with some internal gyroscopic flywheels that allow you to spend a point of tension to freely decide your orientation in midair. Remember that large speeds come with large fall damage. In theory, you could also use the hydrojet as a water-cutter, dealing 2d8 to anyone caught in the backwash. The fact that it’s on your back makes it pretty hard to aim (to the tune of a -6), but it’s worth a try.
C: Leviathan
Top brass (which, let’s be real, is probably just you) has decided that you’re ready for the big leagues. Choose one massive weapon to be installed within one of your Nautilus’s arms, occupying no extra inventory slots:
- Big Fist - Your Nautilus’s fist becomes a massive weapon. You can spend an additional point of tension to scatter those struck with it like leaves—they must make a MOVE check or be hurled as many feet as the damage dealt.
- Big Drill - Your Nautilus has a massive tension-driven drill concealed in one arm. You can use it like a large spear, or spend 2 points of tension to spin it up, allowing it to strike against AC 10 and ignore all DR. Commonly found on Nautili expected to hunt other Nautili.
- Big Saw - Your Nautilus has a massive tension-driven chainsaw or circular saw mounted inside one arm. Spend 2 points of tension to spin it up, causing it to deal maximum damage against unarmored targets. Commonly found on Nautili expected to do war-crimes.
In addition to whichever upgrade you pick, your Nautilus gains +10 HP and [Templates] DR (applied after the damage threshold), and fully encloses you for an AC of 20 while you wear it. If you salvage a different system somewhere you can probably swap it out with a week’s work at a suitable workshop, or install it in your Nautilus’ other arms. Manual dexterity in arms with massive weapons installed is severely limited.
D: Spirit Wires
At a certain point, the Nautilus becomes you, and you the Nautilus - the wires your tendons, the gears your joints, bronze and wood and lacquer and paper are your muscles and bones and teeth and skin.
At any time, you can trade 1 HP for 1 point of tension. You have a Strength score of 24 even outside your Nautilus, and a score of 30 in it. While wearing it, you no longer need to spend tension to use its physical capabilities in place of your own.
You can speak to your Nautilus - or rather, it can now speak to you.
Δ: Fire in the Water
We’re getting into experimental technology here, really top stuff that not even the Emperor knows his legions possess—likely because eyewitnesses tend to get blown the fuck up.
Gain a prototype system. This could be fresh from the testing ranges of the secretive Tiger Pavilion division of the Imperial Puppetworks (which deals with explosives and inflammables and recruits exceptional Dragoons as test pilots) or it could be reverse-engineered from a golem or marine, or it could be a product of your own deranged mind.
You can negotiate the properties of this upgrade with your GM. The Sky (and Sea) is the limit here!
As with opium dealers and gambling dens, the first hit is free. Further upgrades will require commensurate payment in goods and services.
A non-exhaustive list of examples:
- Big Cannon - Your Nautilus gains a supermassive breech-loading cannon concealed in one of its arms.
- Torpedo - Your harpoons can streak across the sky like fireworks.
- Firelances - Your harpoons are equipped with exploding warheads.
- Shoulder Hwacha - Your Nautilus gains a shoulder-mounted rack capable of peppering an area with arrows.
- Electric Eel - You can electrify your harpoon cables.
- Explosive Reactive Armor - Explode segments of your armor to negate attacks or give grapplers a very bad day.
- Pile-Bunker - You know what this is. A classic of mecha design.
- Hanabi Drive - Your hydrojet can now accept rocket fuel. So named because of the tendency for its users to shoot into the sky and then explode.
THE HERO
+1 to Hit and +1 Equipment Slot per Template
Starting Equipment: A massive bronze pole-arm, a medium composite bow with 20 arrows and a hide quiver OR a heavy jezzail with a bandolier of 12 gazyr cartridges, six light bronze chakrams, a green silk headscarf, a blue silk veil, a block-printed sash in your sept’s pattern and colors, a collection of turquoise-and-yak-bone prayer bead bracelets and necklaces, an undyed linen loincloth, and a skin of thick black coffee.
Starting Skills: Keen Senses and 1) Stellar Navigation, 2) Poetry, 3) Flute, 4) Meteorology, 5) Redsmithing, 6) Spear-Fishing.
A: Heroism, Spear-Wife, Breath Control
B: Mushin, Impaler
C: Spear-Saint or Windmother, +1 attack/round
D: Time Stands Still
Δ: Black Widow
"To be fit for fighting, every warrior undergoes hard training, and spends all his leisure in various exercises ... The hero must run for long distances, drawing a heavily-loaded sledge. He carries stone and timber, jumps up in the air, but above all, he fences with his long spear. He performs this exercise quite alone; and the chief feature of it is the brandishing of the spear with the utmost force, so that it bends like a piece of raw reindeer leg-skin. He also practices shooting with the bow, and uses for this purpose in various arrows [sic], sharp and blunt. from all these exercises he acquires great skill and agility ... When he is shot at, he avoids the arrows by springing to one side, or parries them all with the butt-end of the spear, or simply catches them between his fingers and throws them back."
A: Heroism
You are a member, by birth or later adoption, of the Nomad culture - called the Nomiai endonymously. The Nomads hail from the lands of the Wind, and are refugees from the imperial expansion of the Spindrift Regency, which seeks to unify Sea and Sky to fulfill the conditions for the birth of a preordained savior.
You, in particular, have been chosen by the sept elders to undergo initiation into the secret and terrifying martial arts of the Society of Heroes, an ancient martial order that teaches mastery of the vital breath. Imperials call your kind Dervishes or Yamabushi, but to other Nomads you are and will always be a Hero.
To be a Hero, you must exemplify the four Virtues of the Nomiai, which are different to the Imperial norms. These are:
- Charity - If somebody truly needs one of your possessions more than you do, give it to them. You can get away with not offering your things, but if somebody asks, you’re bound to oblige. Your heart-spear is totally exempt, and even asking you for it is an offense worthy of a duel.
- Bravery - If you are challenged to a contest you must accept it, and if you say you’ll do something dangerous you must at least attempt it. Do not flee from danger unless it would be obviously suicidal to face it head-on.
- Humility - Do not boast of your victories and deeds. Instead, commemorate them via the strands of colored beads you wear on your person—those who know your culture will understand without words. If someone outright asks you what you’ve done or it’s necessary to explain something for purely practical reasons you get a pass.
- Vagrancy - Do not spend more than three consecutive nights under the same roof.
So long as you maintain these Virtues, you gain a +[Templates] bonus to all your derived stats (MOVE, SNEK, HRTS, and the like). Remember that these are added to checks and moves, but not damage rolls, HP, &c.
If you violate any of these Virtues, you are unable to muster your breath until you beseech the winds for forgiveness from atop the highest place you could reasonably reach within a week’s travel.
A: Spear-Wife
Every Nomad carries around a massive polearm—by your strange cultural customs, you are in fact legally married to it. Other humans can only ever be concubines, at best, to you.
Your heart-spear is your life-long companion. You know it so well that you never have trouble transporting or using it, even in enclosed spaces. In your hands it can deal slashing, piercing, or bludgeoning damage, uses your best ability modifier, and can be hurled up to [Templates] x 30’, with a -2 penalty for each additional 30’ beyond.
By singing its name, which is written across the shaft in cursive Nomai script, you can call it back to your hand from any distance—it will arrive at the beginning of your next turn.
If you lose or break your heart-spear and are unable to find or repair it, you must go through a Season of ritual mourning, during which you only wear thick bone-white clothing, fast from dawn to dusk, and are unable to touch any other shafted weapons. This is when your chakrams typically come in handy. Afterwards, you are free to remarry.
You cannot wield swords or knives. Like, literally, you cannot—if you try it’ll just fall out of your fingers.
A: Breath Control
Spend an hour breathing deeply, preferably under the open sky, and meditating on the movement of energy through the body. At the conclusion, you can fill any number of your inventory slots with breath.
While you have at least one slot of breath in your inventory, you gain the following benefits:
- If unarmored and exposing at least half your skin to the elements, you have a base AC of 12 + [Breath].
- You are immune to cold and wind-burn.
- You can balance or hang from your heart-spear in any pose so long as you have at least one finger or toe firmly planted on the spear—you can use this to pole-vault, stick your spear into a wall and fight atop it, and so forth.
- You can wield and throw your heart-spear as easily with your feet as with your hands, and can thrust with it one-handed (or one-footed) with only a -2 penalty to Hit.
- You can run horizontally on walls and other vertical surfaces as easily as you can run on level ground.
You can burn one or more slots of breath to:
- Follow up a regular attack with a pair of unarmed attacks or a light strike with the butt of your polearm.
- Jump [Breath] x 20’ in any direction as a move, even in mid-air.
- Parry an incoming attack, reducing damage by [Breath] + [Hit], and counterattacking immediately if damage is reduced to 0. If it is a projectile, you catch it and throw it back.
- Ignore [Breath] x 2 points of AC and range penalties on a missile attack.
- Fully negate one instance of damage from falling or fire.
- Any other cool martial arts bullshit you can convince your GM to allow you to make.
You can spend a maximum of [Templates] slots of breath in a single round.
B: Mushin
While in free-fall, you can burn breath to enter a state of perfect no-mind, lightning-fast thought, and action without intent. Make up to [Breath] missile attacks in a single crystalline instant, suffering no penalty from range, weather, or, you know, being in free-fall.
You cannot use this ability again until you touch the ground.
B: Impaler
On a critical hit with your heart-spear, you deal a base of 2d6 + 6 damage and can choose to impale your target.
Your heart-spear remains within them, requiring a MOVE check of DC 10 + [Damage] to pull free, and a concomitant SKLL check of equivalent difficulty to do so without inflicting an additional 1d6 damage. While your spear is stuck in them, they take disadvantage to all physical exertions, and an additional 2 points of damage with each attempt for their trouble.
Calling your spear back to your hand requires no MOVE roll.
C: Spear-Saint
A title given to those amongst the Nomads who have mastered their heart-spears to the degree that they can teach new initiates.
Your critical range with your heart-spear expands by 3 points, allowing you to score a critical hit on a natural roll of 17+. You can make an extra move with it each round.
While in your hands, your heart-spear is indestructible.
You can now speak to your spear.
C: Windmother
A title given to those amongst the Nomads who have mastered their breath to the degree that they can “birth” new winds.
So long as you have at least one slot of breath in your inventory, you can manipulate wind-pressure to make attacks with your heart-spear from up to [Templates] x 10’ away. These count as both hand-to-hand and missile attacks.
You can spend breath to exhale a gale-force wind in a [Breath] x 30’ cone, causing all within to have to check MOVE or be hurled back [Breath] x 20’. Unless you are firmly anchored, you are also hurled an equal distance in the opposite direction—you can use this for rapid movement and to change your direction mid-flight.
You can also spend breath to run on the wind as if it were a solid surface for up to [Breath] x 40’ downwind, [Breath] x 20’ perpendicular to the wind or in still air, or [Breath] x 10’ close-hauled or in irons.
You can now speak the whispering language of winds.
D: Time Stands Still
The ultimate move - the stillness at the heart of the windstorm, the flawless star sapphire that sits at the apex of the spine. Take a long, deep breath and remember this moment - you’ll be in it for a while.
Burn your breath to take [Breath] extra consecutive turns in the span of an instant. In this state all your attacks are against AC 10 and deal an additional 4 points of damage, both because you have time to line them up and also because you are going fast enough that you cause a sonic boom the first time you move. Nobody is able to react to any of your actions.
At this speed, moving through normal air is like swimming in jelly. You cannot move faster than a (subjective) walk. You would have all your skin flayed from your muscles and all your muscles flensed from your bones in seconds if you weren’t immune to wind-burn.
You cannot use this ability again, until you score a critical hit, recharge your breath or make a heroic vow.
Remember that gravity doesn’t work any faster—if you jump, you won’t fall down. Remember, also, that just because it feels like you’re moving at a slow walk doesn’t mean that you actually are. If you’re still in motion when your supercharged reflexes wear off, you’ll find yourself shooting off like a bullet in the direction of your movement.
If you fight another Hero who also has this move, they can use it as a reaction as soon as they notice you doing it, allowing you to have a cool mutual time-stop duel. At the conclusion, if you both agree, you can choose to declare that the duel was fought in the eye of the mind - refund all breath spent on the duel and snap back to reality, rolling a new Reaction Roll at +[Breath].
Δ: Black Widow
Shatter your heart-spear over your knee. This is a deeply wicked and shameful act.
You can now wield swords and knives, and gain all the benefits you would normally have with your heart-spear (extra attack, throwing, balance tricks, impaling, etc…) while using one. Your blades can cut the intangible.
You are still restricted by the Virtues, but you are free to twist them and violate their spirit, if not the letter.
The Society continuously sends Heroes to challenge you, and will do so for the rest of your life unless you manage to forge a completely flawless new identity and never use your powers in public. Or, you could just eradicate them all and never have to worry about it again :)