Like any good splatbook, Monsterpunk's expansion (tentatively called Monsterpunk Unleashed for now) is going to include more character options. Chief among them will be 8 new Character Classes and 4 new Monster Classes. The PC classes carry unique mechanics that are too complicated for my vision of what should be in MP's core book and the Monsters feature in-built positive and negative traits that give them unique niches compared to the more all-around Monster races in the core book.
Let's start with the class that blurs the line between them the most:
The Pureblood Monster: The Pureblood takes a Monster race of your choice and turns it into a full PC Class. Its unique gimmick is an ability to manipulate Wealth, using pure Orgonium as a resource to generate Orgone Points, heal Vitality for themselves or Humanity for other PCs. They also get access to the Orgone Extraction Trick which is otherwise an NPC exclusive and can acquire additional Wealth from slaying enemies in combat. While the class is meant for humanoid monsters like demons, ghosts or ogres you can also use it to play an intelligent chimera, pegasus or swarm of rats that move and think as one.
The Secret Weapon: The Secret Weapon is a PC that slowly builds up in combat until they explode in a spectacular burst of power. They have extremely powerful Limits that cost multiple Orgone Points to use and the rest of their attack Techs are weaker than normal. Their Limits go from huge blasts that do enough damage to instagib NPCs of Medium tier and below, raising all defeated allies then healing them then making them immune to ailments and the very cool Summon Big Friend which gives you an overpowered NPC ally that comes to your aid when you're with your back against the wall. The Secret Weapon earns Orgone Points differently from other PCs, picking from various archetypes each with different conditions for doing so. For example the Pacifist must have one of their allies reduced to 0 HP and attempt to Negotiate at least once while the Mastermind must Assess for the highest possible result and inflict at least one ailment in combat. It's a very unique class that plays differently from all others, it is potentially the most powerful of them all but can't do anything without a team that cooperates to enable them.
The Face: The Face is a Negotiation specialist. They have virtually zero proper combat skills and rely on a combination of charisma, renown and trickery to talk opponents down. They're trained in multiple Negotiation techniques, their can combine the effects of multiple Negotiation Skills, negate their downsides, and even Negotiate with multiple Enemies at once. Against mindless or fanatical enemies The Face takes on a full support role, as they're also great at leading and motivating their own teams, with appropriately named "Techniques" such as Go Get 'Em (one ally of your choice makes an attack) and Pat on the Back (cure all ailments with Range 1). One of my favorites from a conceptual and mechanical level.
The Covenant Caster: A Covenant is a type of contract magic that lets the user create their own Techs by giving them penalties and conditions that they must adhere to. These range from purely mechanical costs (requires a payment in blood that costs 1 Vitality), targeting limitations (can harm monsters but not humans), environmental conditions (can only be used under the direct light of the sun to channel its power) or have roleplaying consequences that affect the rest of the session (having to spend a day of downtime painting on a canvas to recharge your painting-based power). You can create Limits that are not just numerically stronger than anyone else's this way but are also suited perfectly to your own build and are perfect minmaxing material. The drawback is that most of the special conditions will cost you a resource that needs more than one day or session to recover or have conditions that won't be applicable to every combat scene. Most of the expansion classes are meant for experienced players, but of those the Covenant Caster is possibly the trickiest one that needs the most experience with the system.
The Copycat: The Copycat steals or borrows Techs from others. The way they gain those techs depends on the starting feature they pick. You can make a tanky Copycat that learns techs you get hit with them or you can steal them from an enemy that you fully scan (either with Assess or Knowledge is Power) then attack. You can also borrow techs from allies (while still allowing their allies to use them) by granting them a damage buff or a passive regeneration buff. This way the Copycat gets a larger repertoire of Techs than pretty much anyone else including conditional access to Techs that would otherwise be exclusive to NPCs, which not even the Covenant Caster can make. It needs cooperation from your party or a GM that includes more than Minions and Grunts (and also hit you, in the case of the Tank), but that also makes it potentially much more rewarding to play.
The Evoluder: The Evoluder is a variant Summoner Class, but instead of boosting their partner's attacks they grant the monster the ability to Evolve mid-combat. Evolving a partner grants them powerful passive abilities such as giant size or permanent flight and an additional attack as well. Sufficiently powerful Evoluders can Evolve their monsters twice per combat, making them as strong as Elite or even Boss NPCs. Evoluders are very powerful, but they suffer from being even more dependent on their monster partners than other Summoners and taking longer to get going as they need Orgone Points to make their monster Evolve.
The Binder: The Binder is another variant Summoner Class, but this one controls between two and four monsters at any given time. The Binder brings its own party with themselves wherever they go and are one of the most versatile classes in the game as a result. Sustaining multiple monsters as one human is not easy, however, so the whole band has a single HP pool representing the Binder's efforts in holding their miniature army together. As the Binder and its minions take damage, individual members are unsummoned until only the Binder remains. Playing a Binder is tough and not recommended for beginners, you have to manage and control a small army and you have to be very careful of not grouping up too much to avoid blast or wave attacks - they won't hit multiple times, but they'll cause additional damage.
The Hero with a Thousand Faces: The Hero with a Thousand Faces (also known as the Monomythian) is a variant Tulpamancer with a multitude of Tulpas, called Masks. Each Monomythian has between two and four Masks, each Mask is linked to another PC or important NPC and acts as a manifestation of their relationship with its appearance and powers. Only one Mask can be summoned (or "worn") at a time, but while a Mask is being worn it grants a bonus both to the Monomythian and also to the PC or NPC that it is linked to. The Hero with a Thousand Faces is a versatile class that creates fun party dynamics and encourages teamwork just by passively existing.
I would like to point out that the names are likely not final. Some of them will probably stick (The Binder, for example, has pretty much a perfect name) while others probably won't (The Evoluder is... Not terrible, I think). I had more ideas for classes but they proved much harder to crystalize into proper rules so I'm setting them aside for when after everything else is done (hence the handbooks that will come out after the expansion does). You'll hear about those some other time! Meanwhile, here's the four new Monster Classes:
Flora: Plants and plant hybrid beings from mythology. From carnivorous plants to tree people to Jack o' Lantern, the Pumpkin Man of Halloween fame. Mechanically speaking, they're naturally immobile and need mobility buffs to move at all, but they benefit from superior regeneration abilities as a tradeoff. Their other abilities include long range attacks, burrowing moves (when they can move at all, that is) and turning the light of the sun into healing nourishment or using it to heal.
Marine: Aquatic critters of all stripes, from merfolk to sea monsters to the bizarre Nuckelavee. They're all naturally suited to moving on water (and can breathe underwater) but they treat land as Difficult Terrain by default and must compensate for it. Fortunately, they do have many ways to compensate, from speed bonuses to the ability to summon pools of water. They're also great trackers, using both echolocation and electrosensitivity to detect and pursue anything that tries to hide from them. Well, anything except the next entry.
Alien: Mysterious beings that come from outer space, other realities or even other times. These include the Chupacabra, the Hounds of Tindalos and little green people with death rays, among others. Their special thing mechanically is that they're very weird and difficult to understand, to the point that they're immune to Tracking which makes them the best stealth enablers in the game. The tradeoff for this ability is that they're so weird that any healing received from others is reduced by 1, because nobody else really understands their biology.
Spirit: Spirits are what the core book currently calls abstract Elementals (that was written before I knew I was going to get the chance to make the expansion, so it'll be updated later). They're embodiments of concepts such as songs, the night and even individual cities. An interesting subcategory of Spirits are Tsukumogami - objects that gained life and powers - Tsukumogami can be anything from animated mirrors to swords and even umbrellas. Mechanically, Spirits are the most versatile of all Monsters with an additional slot to use on a Feature or Support Tech plus the ability to poach Techs from all other races. Their downside is not one to underestimate, it makes them dissipate when they reach 0 HP after which they need a lot of time or an investment of 1 Humanity to reform.
And that's all for now! That'll be the last you hear of the expansion for a good long while, the core book still comes first. Next update will probably be a bunch of art. Until then,
Gimmick Out.
Had an idea that sounded neat thematically I thought I'd shoot your way. Some sort of enlightened human orgone master, like a more mystical take on a solo than the mentalist. Mostly unable to project orgone for spells or more magical abilities(save for a select few), the 'taoist' or 'Hokuto Shinken master' or 'wulin' (or whatever a good name for it is) uses the orgone in their body to boost their physical prowess and harden their bodies like titanium. The upside is that they can punch clean plugs out of weak monsters, humans or concrete walls, the downside is that their innately potent orgone makes them an irresistible delicacy and conveys penalties to monster negotiation, but the 'humanity f*ck yeah!' vibe they give off grants a bonus to human negotiations as they are a sort of small transient beacon of hope in the hellscape. Maybe a few generalist skills like a deep breathing self heal, some tanking or taunting abilities, just thought it'd be thematic and cool for the setting to have a rare breed of human pseudo monks patrolling or subjugating. Maybe also some sort of bonus for maintaining high humanity score, then an inverted bonus or deficit if they hit corrupt or fiend.
ReplyDeleteAlso should there be any mechanical difference between a hybrid and a magnasapien pureblood? Should it just be flavor? Or could the pureblood class up above represent one. One of my players was asking me about them.
Magnasapiens are pretty much hybrids but don't tell them that.
ReplyDeleteA warrior monk type is doable as a covenant caster or secret weapon, the former can take specific drawbacks for its powers which could be related to rituals or vows while the latter can be the typical pacifist that holds back until he eventually goes all out and annihilates the enemy. Both can pick voice of reason + a passive that grants an advantage to negotiation. Out of the two, I'd prob. go with the secret weapon.