UPDATE: added the Medicus sheet.

UPDATE: added the Medicus sheet.

UPDATE: added the Medicus sheet.

This is my draft of a hacked class the Inquisitor, a feared specialist of the Spiritwarden. They dont concern themselves with the laws of the mortals, their quest will take them far beyond such trivial bounderies. They are often in disguised as common men and women, beeing part of the hidden societies of Duskwall while scorging out the evil starting from the very roots of the city.

DDL: https://www.dropbox.com/sh/gu6r2dcafjtbxsq/AAC-5Puo77pgiOSayAmKmrNMa?dl=0

I am happy for feedback.

16 thoughts on “UPDATE: added the Medicus sheet.”

  1. Concidering my resolve chainreaction of the Abilities its more likely that the Inquisitor will specialised in Murder than Battle. Which is intended. They kill with cold blood and precision, not in Heroic battles, but within the shadows and candlelight of a torturechamber.

  2. Dylan Green I had listed all known abilities and have them powerpoints between 1-3 and it turned out that all V3 characters had ~20 points and those missing one ability 17. I listed them very reduced like:

    Attacktype X +1d/e (Range Attack)

    In State X take +1d/e (Disguise)

    Against Enemy Type X +1d/e (Wounded/Weak)

    Roll Résistance X take +1d

    Improve Downtime Roll X by 1 Level

    Etc.

    So with my hacked classes i am adding 2 Ability to have a total of 11 and raised the Bar to 25 Ability Points.

    How do you balance Abilities?

  3. Kristy Shields what else classes would interest you to see? I am trying to find interesting concepts to tinker with. As of now I am also interested in a Penny Dreadfull Team set. Its very near to BitD setting but set in old Victorian London.

  4. Josephe Vandel How do I balance abilities? By obsessively massaging the language until the character feels right? 

    Which it never does.

    I’ve not gone so far as to try and attribute points to abilities so it looks like you’ve got a better system than me. 

    Each class has 8 abilities (other than Veteran). I use the following 3 generic abilities and 5 unique ones:

    Knowledge: Take+1 effect when you gather information with _____. You and your allies take +1d when acting on the answers.

    Leader: take +1 effect when you lead a group action 

    with Battle. Also, take 1 less total stress from all failed rolls. 

    (Note: it seems this ability has been dropped for V3. but I still like it. Play-testing will prove if it’s worthwhile)

    Special Armor: You get special armor vs ________ .Clear 1 stress when your roll a critical during _______.

    I also try to give each class 1 ability that is strictly fictional (Gunslinger: Make improbable called shots, ricochet shots off things, draw and reload your weapon in the blink of an eye, etc.).

    This leaves me with 4 abilities that are unique. They usually are:

    +1d or +1 Effect when you…

    (Usually at least 2 of the remaining abilities fall into this category.) 

    Clear 1 stress when you…

    +1d/effect to particular rolls (Engagement, Flashback, etc)

    Other mechanical advantages such as extra load, stress, etc. 

  5. I use more or less similar choices but added up to 11 Abilities, what I also do is adding 2 directions in which abilities can create synergy effects with each other. I will post my system later.

  6. Some thoughts:

    It feels like there’s some overlap between Witch Hunter and Ghost Fighter… As a player, if I were a Witch Hunter, I’d petition for Ghost Fighter to work against heretics as well. If I can punch Ghosts why not use the same ability against pagan scum?

    Interrogator: Take +1d and +1 Effect when you interrogate.

    Spelling (you have interrogate*S*) aside what count’s as interrogation? A more specific fictional trigger may be necessary.

    Suggestion: When you question a suspected heretic at your mercy describe how you get the information you want. They  tell you everything they know. 

    Purge: Take +1d when you gather information about heretics, cultists, rituals, demons, etc. 

    This one is just a rewrite to make it read cleaner. I threw in etc because it allows the player to include things not strictly on the list that arise during play

    Merciless seems to violate the structure of Blades rolls. What counts as a fail? What about a 4-5? What danger might manifest? How long does the effect last?

    This seems to want to be a coin toss gamble for a buff/debuff and that feels really weird because it’s also written like a move. Personally, I would scrap this one. 

    Sigil Tattoos: I want this one to be “Your body and soul have been made immune to the effects of ghosts and spirits. You can imprison them in your flesh where they manifest as new tattoos.” As written it seems like an ability with a rather narrow focus and feels sorta flat.

    Holy Communion: Check spelling. Comun & advices.  

  7. I differenciate between Boni on fighting incorporal beeings by Ghostfighter and Witchhunter is fueled by a rage against heretics which is a rather mental push. Both are connected to very different narratives.

    On the Rest of your comments I mostly agree, great input, i will put it to a new version soon.

    How do you like the Medicus?

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