Aftermarket upgrades are a mixed bag.
For every backup camera or key less entry, there are ugly looking
spoilers and gaudy under-lights. Attempts at upgrading or altering
characters after their creation can also come off as similarly
forced; Some of my favorite video game franchises growing up, the
Shining Series,
or the Ogre Battle games, simply had characters transforming into
different classes without much rhyme or reasons upon getting a
certain item.
The most egregious example of this
phenomenon in my mind was in Shining Force II,
where you could obtain an item for your Centaur Knight
known as a Pegasus Wing, which
upon level 20 would allow them to be promoted into a Pegasus
Knight. I always wondered what
was transpiring behind the scenes here, was the item facilitating a
sort of magical ritual? Was some other party member grafting Pegasus wings onto them in some back-alley? While the idea of a character
having a paradigm shift a la Gandalf or Cecil certainly has an
appeal, it can quickly grow to absurd levels.
Multiclassing
or trying to reflect other forms of dramatic character changes has
fared little better in table-top games. oD&D had the
craziness that was dual-classing (seriously, outside of when I played
the Baldur's Gate series I
never saw any one dual-class) and the oft-confusing mess that was
multi-classing, but 3.X/Pathfinder were little better in that
regard, growing particularly infamous at the latter part of the 3.X
era. Why is the fighter eating green rocks and turning into the Jolly Green Giant? Is there a decent in-game reason for your party's Wizard to have
gotten obsessed with Prismatic Wall & Prismatic Sphere to the point where they've developed an entirely new school of magic off of it? Realistically I know that Referees and Players are likely
justifying these changes during the course of play, but why not
embrace the utter strangeness and simply bake the transformations in?
Science Fiction games such as Shadowrun or
Cyberpunk 2020 have
embraced this approach since their inception. Fantasy Fiction
is rife with examples of characters undergoing terrible changes to
better meet the challenges set before them, or simply for kicks. Dr.
Jekyll and the Invisible
Man leap to mind, but there's
also Geralt (and Witchers in general) from the Witcher,
and my favorite by far, the Jägermonsters from Girl Genius.
With all that
rambling out of the way, I present a somewhat novel approach to
spending Experience and Gold points: Upgrades! These renovations to
the character can take many forms, but I've broken them down into two
broad categories:
- One-time, permanent changes which require a mid to large initial sum of GP or XP from the PC. These can be things such as grafted body parts; blessings or investments by a deity or other similar creature; or body and mind-warping rituals, potions or tinctures.
- Long-term investments which grow increasingly powerful as the PC redirects their XP towards them. The character's progression on their class table stops as they put XP towards the upgrade.
The first sort is
by far the easiest to develop and implement, all we need is a basic
idea of what the process is supposed to accomplish and then assign
costs in either Gold, XP, or both, along with any other requirements
that seem necessary. To use the example above about converting a
Centaur Knight into a Pegasus Knight, our
ritual/potion/surgery may look something like this:
Name
|
Cost
|
Effect
|
Theft of Icarus
|
500gp, 1500xp, A set of wings able to feasibly
keep the subject aloft. 2 Weeks of recovery time.
|
The PC gains a Fly speed equal to that of their
Move speed. The character may not hover, but may split choose to
split their movement between walking or flying. Members of the
species that the wings are from now hate and loathe the character.
|
The second kind of
persistent change to a character requires a far greater commitment on
both the PC and the Referee's part, but is superficially similar in
many ways to taking levels for a class. Much like a class, all
effects are cumulative, and must be taken in order. If a character
has built up enough XP, GP or other costs associated with the
transformation, the question as to whether or not they can buy
multiple levels at once is at the discretion of the Referee. In this
example I'll use the transmogrification of a character into a
Jägerkin from Girl Genius:
Jägerbräu
Transformation
Level
|
Cost
|
Effect
|
1
|
2,000 XP, a proprietary brew, followed by a
successful save vs Poison or immediate death*.
|
Disadvantage on
any Saves from a Heterodyne
or their inventions. Roll once on the Jägerkin
mutations table. +2
HP.
|
2
|
2,250 XP
|
+1 Attack Bonus. +2 HP.
|
3
|
2,500 XP
|
Roll once on the
Jägerkin
Mutations table. +2
HP. +1 AC.
|
4
|
3,000 XP
|
Subject grows physically larger, gaining +2 to STR
in the process. +1 Attack Bonus. +2 HP.
|
*:
You could also have them simply pass out for 48 hours if they fail
instead. I guess.
Jägerkin Mutations
1d10*
|
Effect
|
1
|
The Jägermonster grows a coat of bristly fur over
their entire body. They gain advantage
against saves or skill checks involving suffering through
inclement or cold weather.
|
2
|
Glowing, reflective eyes which grant the imbiber
Darkvision.
|
3
|
The subject's skin can shift color to suit their
environment, or their emotional state. They gain advantage
on all stealth checks, provided they stand still for at least a
turn.
|
4
|
The Jägerkin grows claws, sharp teeth, horns or
other farms of natural weaponry. Regardless of it's form, this
increases the Jäger's unarmed damage by a step - d2 becomes d4,
d4 becomes d6, etc.
|
5
|
The subject's body heals with unnatural speed,
doubling the amount of HP they restore upon resting. They can also
reattach limbs, provided they're largely in one piece.
|
6
|
Advantage
on all skill rolls involving scent or tracking.
|
7
|
Resistance
to a form of elemental damage; roll 1d4: 1) Fire, 2) Electricity,
3) Cold, 4) Acid.
|
8
|
The Jägerkin gains advantage on
all rolls to resist fear or terror.
|
9
|
The Jägermonster becomes unusually fleet of foot,
gaining 10' to their move speed.
|
10
|
The Jägerkin is just ridiculously tough. They
gain +5 HP.
|
*: Re-roll redundant results.
With those
examples, we'll draw this article to a close. Next up in this series,
we're going to be going over the Short Changes! Thanks for reading!
All artwork and intellectual property belongs to their respective owners, and will be
taken down at their discretion. Please don't sue me Phil, I've been
reading your comics since 'What's new with Phil and Dixie?'
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