Saturday, January 16, 2021

Dunerider REVISED

 A while ago I posted my Dunerider class. It wasn't very good, I didn't think, so now it's new and improved! Huzzah!

GLOG Class: the Dunerider


A: Sandsurfer, Dunespeech, Stunts
B: Catch This!, Stunt Combo
C: Macking
D: The Big One

Most of these templates only apply while on your duneboard. Use your good judgement.

You gain +5 ft. of movement per Dunerider template while on your duneboard (assuming normal movement is about 30 ft.)

Starting skills [1d3]: 1 = beach bum; 2 = caravan scout; 3 = psammologist (like an oceanographer, but for sandy seas)

Starting equipment: a duneboard with a custom paint job, a 15’ ankle leash, a couple of rad tattoos, and a see-through headscarf to keep the sand out

(A) Sandsurfer
You are trained in sandsurfing, the sport of standing on a piece of treated wood and riding across the dunes. You travel at normal speed while on your duneboard (compared to sandshoes, which go at half-speed), and can travel equally well on both daytime and nighttime sands. Your board is of such craft and quality that it can sit on the surface for any length of time, without sinking, although it will drift.

You’re trained in all of the basic tricks and moves sandsurfers do: you can corner on a coin, pull short leaps, ride up and down dunes both, and generally maneuver better than any ship. If you have to make a check on some kind of basic stunt (which usually you won’t have to, but occasionally you will), you have advantage.

Generally speaking, you cannot ride your duneboard in anything heavier than light armor.

(A) Dunespeech
You know the strange dialect of sandsurfers, called Dunespeech. It consists of a variety of strange jargon and terminology, plus the ubiquitous Shaka Sign. All duneriders know the Dunespeech; communications between you can be incomprehensible to others, to the degree it’s effectively a form of code.

In addition to duneriders, certain other creatures—certain long-haul caravaneers, sand-dolphins, hellbenders, particular sentient dunes, and a handful of others—might know bits and pieces of the Dunespeech. When you attempt to communicate with one of these creatures, you have a [templates]-in-6 chance of being able to make yourself understood and understand what they say in return, though precise clarity might vary.

(A) Stunts
You know some of the legendary sandsurfer stunts. Every template, roll 1d12 and gain that particular Stunt. If you roll a repeat, take your choice of the one above or below it.

(B) Catch This!
When you end your turn, for every 10’ you are from where you started this turn, you gain +1 Defense, up to a maximum of +8. This extra defense lasts until the beginning of your next turn.

The key thing here is displacement vs. distance travelled: it’s 10’ from you started, so just surfing in a circle won’t get you anything.

(B) Stunt Combo
You can now do two stunts at the same time, but risk failure. To make two stunts as one, make a [templates]-in-6 check; if you fail, you wipe out: suffer 1d6 damage and faceplant off your board into the sand. If you want to tack on a third stunt or higher, you can do so, but have to make the check again. 

Additionally, you can make a [templates]-in-6 check to negate a cooldown, reset, or setup time on a single individual stunt, like the 1-minute setup for Shoot the Tube or the minutes-above-the-surface reset clock on Turtle Glide. You can combo this with two stunts at once, but this takes two checks (you can, of course, reset the second stunt, too, with another check, and the third, and so on.)

At your option, you can choose to automatically succeed on a check; after completing the stunt combo, your board splits in half.

(C) Macking
When you successfully perform a stunt (or continuous sequence of stunts) in front of an audience, they are be enthralled and unable to look away from your performance, and may even begin spontaneously throwing Shaka Signs of appreciation. This lasts until either your set of stunts is complete, or you mess one up and wipe out.

(D) The Big One
Once per adventure/arc/chapter, you can declare some kind of giant dangerous phenomenon (like one of G_d’s Sanding Blocks or a firestorm) to be The Big One. Until that phenomenon leaves or ceases, you can surf across the surface or outside of it as if it were a regular dune.

Stunts
For every Dunerider template you take, roll 1d12 and gain one of these; if you roll a repeat, take your choice of the option above or below it. As with most Dunerider abilities, these generally only apply if you’re on your duneboard.
  1. Duck Dive. If you grip the edge of your board and hunker down, you can ignore falls that are [templates] × 10’ high. If it’s higher than that, you can make a [templates]-in-6 chance to ignore all fall damage onto sand.
  2. Big Air. When you crest the top of a dune, you can immediately make a leap, [templates] × 10’ long and [templates] × 5’ high, without counting towards your move total.
  3. Shoot the Tube. If you surf continuously for 1 minute without turning more than 90° or stopping, you can create a cylindrical wave of roiling sand—a tube—around you, opening 10’ in front of you and closing 30’ behind you. This tube of sand obscures sightlines except from the very front and is extremely difficult to fire regular projectiles through. The tube lasts until you stop, turn more than 15° in one round, or wipe out.  
  4. Turtle Glide. For [templates] × 2 rounds at a time, you can twist around 180° and ride along the underside of the surface of the sand. This can, for example, allow you to ride underneath a ship. You must then spend an equal number of minutes then surfing normally before doing this again.
  5. Twist & Grind. If you stop short of your full movement on your turn and twist hard, you can kick up a wave of sand in a 45° arc that is [templates] × 5’ long. Anyone caught in this wave must save vs. big sandy wave or be blinded for a minute, or until they laboriously scrape the sound of their eyes.
  6. Scissor Shear. If you detach your ankle leash and then ride in a straight line for your full turn, you can launch your duneboard (without you) forward at a target in that line, up to 100’ away. Any target in that line must make a save vs. oncoming duneboard or immediately suffer [templates]d8 damage.
  7. Bodysurfer. For [templates] minutes, you can lie on your belly and surf across the dunes without your duneboard, behaving exactly as if you did have your duneboard. You must spend an equal amount of time on your duneboard before doing this again.
  8. Jackknife. If you flip your board sideways and stand on the edge, you can duneboard across solid or liquid surfaces that are not sand as if they were sand, up to [templates] × 10’ at a time. 
  9. Helping a Hodad. For [templates] minutes, you can put another person on your duneboard with none of the normal disadvantages. You can pull stunts and surf like normal; they won’t fall off or mess anything up, unless you wipe out.
  10. Going Aggro. For [templates] × 2 rounds, you render your board completely impervious to harm of any kind. (If you combo this stunt and choose to auto-succeed, your board still breaks at the end.)
  11. Hang Loose. For [templates] minutes, your board can surf around without you on it, still being controlled by you as if you were on it. 
  12. Soul Surfer. [templates] times per day, you can grip your feet on the edge of your board and sandsense out to [templates] × 10’ for [templates] minutes. During this time, your Dunespeech works with any native psammitic creature. 

1 comment:

  1. Siiiick duuuude

    The Big One is an excellent capstone, a cherry on top for sure

    ReplyDelete