AWW: Street Rat
Sep. 10th, 2013 05:56 amThis early morning sneak preview (brought to you by I need to stop eating things with peppers and onions late at night) is a highly-stylized alternate take on the "rogue" character. This is an example of why AWW takes the "so so so many" approach to character qualities on top of letting you smash two together. If you wanted to make this kind of character using only traditional character class type building blocks, you'd need to take small parts of many of them.
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STREET RAT
Basic Abilities
[A] One Jump Ahead: Cut by 3 any additional movement penalty or speed penalty for cluttered environments, rubble, unstable surfaces, or any slope not steep enough to require a check for climbing. Add +1 to any check to move quickly, jump, keep your balance, or climb, or any dodge check made in a turn when you're making an Athletic Check. This bonus increases by +1 at each odd level of experience. When dealing with or moving over artificial structures, the bonus doubles.
[A] Street Savoir-Faire: When you're in a city, add +2 to any check to find someone or something, and to any Influence Check, Perception Check, or Deception Check dealing with someone of the street and working classes. From level 1, add your level to this bonus. Use half the bonus when outside the city but dealing with people who lead a mostly hand-to-mouth existence. Most inhabitants of farming communities and other small villages would qualify. When dealing with characters of negative Wealth, you can use their Wealth score as a positive bonus on any Influence Checks, as long as you haven't been unfriendly to them.
Standard Abilities
Low Profile: Add your level to any check to hide in a cluttered or crowded environment or to avoid attracting attention in a crowded room or public place.
Crumbs of Humble Piety: You can feed yourself and two others per level for free when in a city.
A Pocket Or Two: Add half your level to any check to pick pockets, swipe unattended objects, or snatch an item away from someone. This same bonus adds to disarm effects, and you're considered trained in unarmed attacks to disarm and can make them using Deception or Dexterity. You have an additional point of Resources per level that can only be used to acquire items in a city or a large marketplace, though often you won’t be strictly “purchasing” them. These points cannot be combined with other Resources or Treasure for a purchase unless you're in a black market situation. Ignore "criminal" as a complicating factor when you shop.
No Points For Style: In an urban environment or anywhere cluttered, you can add a die to any check you push that benefits from One Jump Ahead, but in doing so you cause a disturbance that prevents stealth (clatter of shingles, overturned barrels, snapped laundry line) and may attract negative attention. Alternately, you can add a die to any dodge attempt, but once you do so, you must spend an action recovering your balance or breath in the next round. There's no penalty for being unbalanced in this fashion, except for the loss of an action.
Advanced Abilities
Level 2 Friends In Low Places: Once per adventure when in a city or inhabited place with poor or working class people, you can find a friendly contact (an old friend or new one, or possibly a friend of friend) who will give your group shelter if possible and provide one item worth up to 1 GP for every two full levels you have, or else act as a temporary companion worth 1 GP for every two levels. Your friend has knowledge of local events and people of importance, acting as a resource allowing your group to make Knowledge Checks on these subjects or adding half your level to the check of anyone who already could. When dealing with your contact, you can also add that bonus to checks to locate items. Your contact can carry messages and hold onto items for you, but many will not risk their lives or freedom without a similar service in return. If the contact is less mercenary, the Storyteller may instead put them in peril that requires you to assist them. If you imperil a contact and do not rescue them or they act as a companion and come to serious harm, you lose the use of this ability for the next adventure.
Level 4 Rough Honor: You can add +1 to any Influence Check or social attack that hinges on the idea of fair play or honoring deals. This bonus increases by +1 per additional level, and doubles when the check or attack is being made against someone who has actually betrayed or is in the process of betraying you or your group. The bonus is lost if you have double-crossed them, even if they don't know it. As long as you've played fair, then even if you fail an Influence Check to sway a traitor, you will almost always be given some concession or mercy.
Level 6 Hard Knock Life: As often as once per round, you can re-roll any reactive check to spot, avoid, or endure harm, including Defense Checks of any kind.
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Before anyone asks: yes, yes I am proud of how many of them ended up being show tune references.
The "No Points For Style" ability is to distinguish the Street Rat's well-honed but amateur techniques from those of an Acrobat
Readers might wonder at references in this and a few other CQs to the ability to feed/support oneself and others in particular environments, since AWW doesn't track rations or have rules for them or track money with the kind of granularity that would be needed to pay for meals.
Mostly, these abilities are "background" abilities. They wouldn't come up much in the course of most adventures because the game doesn't revolve around hanging out in a city, but in case you ever need to quantify the city survival skills of a Street Rat character, there you go.
That's not to say they don't have any mechanical effect. The economic subgame in AWW, instead of being "I saved a million gold pieces so I got a +50 sword", is more about the ebb and flow of treasure in a high-risk, high-reward profession of heroic adventure. Accordingly, not only do you get more money when your party is doing well, but you rack up expenses more quickly when you do poorly.
And one of the ways that an adventure can go poorly is if it grinds to a temporary halt in the middle, resulting in serious downtime. If you end up camping outside the dragon's den for a week while you figure out how to open the door or have to go back to town so the party's sage can spend several days digging around in the library, that's called "idling" and it costs money. The game assumes that you're adequately provisioned for the adventure in general, but that assumption doesn't cover time spent idle. The price is nominal in a small town or an ordinary environment, but in big cities and harsh environments the cost per person per day can be punishing if you don't have some means of sustaining yourself, either through a special ability like this one or recognizing an opportunity in the adventure.
STREET RAT
Basic Abilities
[A] One Jump Ahead: Cut by 3 any additional movement penalty or speed penalty for cluttered environments, rubble, unstable surfaces, or any slope not steep enough to require a check for climbing. Add +1 to any check to move quickly, jump, keep your balance, or climb, or any dodge check made in a turn when you're making an Athletic Check. This bonus increases by +1 at each odd level of experience. When dealing with or moving over artificial structures, the bonus doubles.
[A] Street Savoir-Faire: When you're in a city, add +2 to any check to find someone or something, and to any Influence Check, Perception Check, or Deception Check dealing with someone of the street and working classes. From level 1, add your level to this bonus. Use half the bonus when outside the city but dealing with people who lead a mostly hand-to-mouth existence. Most inhabitants of farming communities and other small villages would qualify. When dealing with characters of negative Wealth, you can use their Wealth score as a positive bonus on any Influence Checks, as long as you haven't been unfriendly to them.
Standard Abilities
Low Profile: Add your level to any check to hide in a cluttered or crowded environment or to avoid attracting attention in a crowded room or public place.
Crumbs of Humble Piety: You can feed yourself and two others per level for free when in a city.
A Pocket Or Two: Add half your level to any check to pick pockets, swipe unattended objects, or snatch an item away from someone. This same bonus adds to disarm effects, and you're considered trained in unarmed attacks to disarm and can make them using Deception or Dexterity. You have an additional point of Resources per level that can only be used to acquire items in a city or a large marketplace, though often you won’t be strictly “purchasing” them. These points cannot be combined with other Resources or Treasure for a purchase unless you're in a black market situation. Ignore "criminal" as a complicating factor when you shop.
No Points For Style: In an urban environment or anywhere cluttered, you can add a die to any check you push that benefits from One Jump Ahead, but in doing so you cause a disturbance that prevents stealth (clatter of shingles, overturned barrels, snapped laundry line) and may attract negative attention. Alternately, you can add a die to any dodge attempt, but once you do so, you must spend an action recovering your balance or breath in the next round. There's no penalty for being unbalanced in this fashion, except for the loss of an action.
Advanced Abilities
Level 2 Friends In Low Places: Once per adventure when in a city or inhabited place with poor or working class people, you can find a friendly contact (an old friend or new one, or possibly a friend of friend) who will give your group shelter if possible and provide one item worth up to 1 GP for every two full levels you have, or else act as a temporary companion worth 1 GP for every two levels. Your friend has knowledge of local events and people of importance, acting as a resource allowing your group to make Knowledge Checks on these subjects or adding half your level to the check of anyone who already could. When dealing with your contact, you can also add that bonus to checks to locate items. Your contact can carry messages and hold onto items for you, but many will not risk their lives or freedom without a similar service in return. If the contact is less mercenary, the Storyteller may instead put them in peril that requires you to assist them. If you imperil a contact and do not rescue them or they act as a companion and come to serious harm, you lose the use of this ability for the next adventure.
Level 4 Rough Honor: You can add +1 to any Influence Check or social attack that hinges on the idea of fair play or honoring deals. This bonus increases by +1 per additional level, and doubles when the check or attack is being made against someone who has actually betrayed or is in the process of betraying you or your group. The bonus is lost if you have double-crossed them, even if they don't know it. As long as you've played fair, then even if you fail an Influence Check to sway a traitor, you will almost always be given some concession or mercy.
Level 6 Hard Knock Life: As often as once per round, you can re-roll any reactive check to spot, avoid, or endure harm, including Defense Checks of any kind.
Before anyone asks: yes, yes I am proud of how many of them ended up being show tune references.
The "No Points For Style" ability is to distinguish the Street Rat's well-honed but amateur techniques from those of an Acrobat
Readers might wonder at references in this and a few other CQs to the ability to feed/support oneself and others in particular environments, since AWW doesn't track rations or have rules for them or track money with the kind of granularity that would be needed to pay for meals.
Mostly, these abilities are "background" abilities. They wouldn't come up much in the course of most adventures because the game doesn't revolve around hanging out in a city, but in case you ever need to quantify the city survival skills of a Street Rat character, there you go.
That's not to say they don't have any mechanical effect. The economic subgame in AWW, instead of being "I saved a million gold pieces so I got a +50 sword", is more about the ebb and flow of treasure in a high-risk, high-reward profession of heroic adventure. Accordingly, not only do you get more money when your party is doing well, but you rack up expenses more quickly when you do poorly.
And one of the ways that an adventure can go poorly is if it grinds to a temporary halt in the middle, resulting in serious downtime. If you end up camping outside the dragon's den for a week while you figure out how to open the door or have to go back to town so the party's sage can spend several days digging around in the library, that's called "idling" and it costs money. The game assumes that you're adequately provisioned for the adventure in general, but that assumption doesn't cover time spent idle. The price is nominal in a small town or an ordinary environment, but in big cities and harsh environments the cost per person per day can be punishing if you don't have some means of sustaining yourself, either through a special ability like this one or recognizing an opportunity in the adventure.