Texhnophille's Medieval BrikWarRPG

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Texhnophille
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Texhnophille's Medieval BrikWarRPG

Post by Texhnophille » Fri Sep 24, 2021 5:56 pm

Long time no see my sweet-sweet Bonus Material thread. I've been having an idea for a couple of months now about a BrikWarRPG set in the medieval fantasy setting with classes, overworld traveling, and team-based combat with a focus on the Forum Battles' format.

Note that this is a work-in-progress, so any suggestions are always welcome.

Gameplay Basics
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The game format is Players versus DM. Each player writes their actions as is the case with any regular Forum Battles, additionally deciding on what player gets to go first. If there is no combat involved (in instances like going to a hub location or a town) – all players make their actions, rolling their Skill dice if needed. Basically, if you played a non-combat session of DnD, you get the idea of how it looks.

In combat, players take their turns and perform the movement, attacks, etc. following the same BrikWars rules we all know and love. At first, all player characters activate, then all the enemies activate. There can only be one player controlling one minifig unless their class allows them to control several minifigs.
The starting character stats are just your regular minifig stats with some slight variations:
Skill: 1d6
Armor: 1d6
HP: 3/3

As a homebrew rule, there is a Stun Damage that is dealt in d4s and, after subtracting the Armor roll of the target from the Damage, has the following effects that last until the beginning of the next turn:

1 – no effect
2 – Skill Rolls are decreased by -1
3 – Skill Rolls are decreased by -2; target suffers the Half-Speed penalty
4 – the target minifig is Disrupted and Stunned and cannot act until the beginning of its next turn
4.1 – when the target minifig starts its turn in the Stunned state, it has to roll 1d4 for recovery and check the effects. 1 – the target is still Stunned; 2 – the target stands up with -2 to Skill until the beginning of its next turn; 3 – the target stands up with -1 to Skill until the beginning of its next turn; 4 – the target stands up with no penalties. Regardless of the effect, the target always stands up with a Half-Speed penalty.
  • Add +1 to your d4 Stun result for every missing HP of the target and subtract -1 to your d4 Stun result for every extra weight class of the enemy.
Bleed Damage works the same as Fire d4 from the vanilla rules, except its Bleeding d4 imposes penalties for Mobility and Armor instead of Armor and Skill. Otherwise, it works the same as Catching Fire in the MOC Combat Rulebook.

Depending on the player character's class, they will be more proficient with some weapons and less proficient with other weapons. If a minifig is proficient with a specific weapon, then they can use their default Skill die of 1d6 for the purposes of hitting and damaging the enemy. If they are not proficient in that weapon, their Skill die while using that weapon becomes 1d4 for all intents and purposes.

When not in combat and not in town, player characters will be traveling as a party in the Overmap Mode. Consider it to be something similar to the Overmaps in CRPGs like Dragon Age: Origins, Tyranny, or Pillars of Eternity. The Overmap Mode is simple: every four inches you travel in the Overmap Mode consume one point of Supplies per player character in the party. Supplies can be bought (or stolen) for 1 CP each in towns or gathered during adventures. Thus, a four-character party consumes 4 Supplies for every 4" they travel on the Overmap. If by the next 4" traveled the party has no Supplies, their Skill, Armor, and Movement are reduced by 1d4 until they eat and drink.

Additionally, instead of traveling 4" along the Overmap, you may spend the same amount of Supplies to Rest and replenish all your characters' HP and special abilities. What cannot be healed by resting are the Injuries.

Injuries are received whenever a minifig's HP reaches zero. Unlike regular BrikWars, a Player Character in a BrikWarRPG can be revived either on a battlefield via Ker-Triage! if you have at least one Competent Medik. If you don't – you can always bring them to a local plastik surgeon. Once revived, that minifig receives an Injury. These traumas vary depending on random chance. Depending on a d6 result, these Injuries are:
1 – Head Konkussion (-2 for results of Attack, Lore, Mechaniks, Charisma, Fingersmith, and Akrobatiks rolls);
2 – Broken Ribs (receive 2 points of Grinding Damage and reduce your Movement by -2");
3-4 – Broken Arms (-1 for results of Attack, Parry, and Weapon Damage rolls);
5-6 – Broken Legs (move at Half-Speed; putting on Heavy Armor or going through difficult terrain immediately makes you stationary).
  • Injuries can be removed by rolling 5 or higher on a Ker-Triage! table, resting in the Overmap mode with at least one Competent Medik in your team, or by paying extra CP to a local plastik surgeon so that he pumps you full of steroids and BrikThulhu knows what and lets you lose.
Leveling Up and Skills
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Each level has the following XP bar:
  • Level 1 – 0 XP
    Level 2 – 14 XP
    Level 3 – 25 XP
    Level 4 – 40 XP
    Level 5 – 55 XP
    Level 6 – 73 XP
    Level 7 – 92 XP
    Level 8 – 113 XP
    Level 9 – 135 XP
    Level 10 – 158 XP
In the first three levels, any given class will be receiving one Perk per level. Upon hitting Level 4, each class will need to choose one of the three specialties that will be described below.

Upon gaining Level 2 and each second Level thereafter, a class can choose one Skill available to them and increase its die size by 1. For example, a Ranger has no proficiency in picking locks and pockets, so his Fingersmith Skill is 1d4. Upon gaining a Level, Ranger may select the Fingersmith Skill and increase it by one size, making it 1d6. In short, most of the things you do follow the same user ratings as those used in this chart here with a specification that a minifig may not be proficient at any given task equally. More on Skills and Levelling Up further down the line.

Additionally, there are the following Skills that some of you may know based on DnD Playbooks. As of right now, the Skill level is divided by the die sizes. Note that these Skills checks may not always require a dice roll and are sometimes completed automatically if you have a high enough Skill level.
1d4 for Level 1 (Incompetent);
1d6 for Level 2(Competent);
1d8 for Level 3(Expert);
1d10 for Level 4(Heroic).
  • Athletiks – pushing rocks, vehicles, heavy stuff, and trying not to fall down when scaling a wall.
    Spoiler
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    Level 2 of Athletiks grants you the Compensating special ability while being stationary.
    Level 3 of Athletiks grants you the ability to Compensate while moving at Half-Speed and also makes your on-foot MOM rolls blessed.
    Level 4 of Athletiks removes the Half-Speed Penalty when wearing Heavy Armor. Additionally, Grabbing an enemy minifig with both hands for one Full Turn automatically renders them Unconscious (the result of 4 on the Stun d4) until the end of the battle.
    [*]Every gained level starting from Level 2 increases your Bare Hands' Attack Damage by +1 (if you meet the conditions to be able to strike with Bare Hands in the first place)
  • Acrobatiks – dexterity and coordination, things like balancing on a tightrope, trying to hold multiple cooking plates while juggling.
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    Level 2 of Akrobatiks makes your Bailing rolls Blessed.
    Level 3 of Akrobatiks grants you the ability to stand up from being Disrupted without the Half-Speed Penalty as long as you are not wearing Heavy Armor.
    Level 4 of Akrobatiks removes the Half-Speed Penalty when moving through difficult terrain that would otherwise impair your movement.
  • Fingersmith – pretty self-explanatory: stealing stuff from others and picking locks.
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    Level 2 of Fingersmith allows you to pick other minifigs' pockets when out of combat and out of the line of sight of all other minifigs. Make a roll off of your Fingersmith against the minifig's Skill. If successful – take one single item out of minifig's pockets. If not – face the repercussions.
    Level 3 of Fingersmith allows switching one weapon in your hand with another item from your Inventory as a Free Action once per battle.
    Level 4 of Fingersmith allows you to make a roll-off against the enemy Skill roll right after Striking that enemy. If successful, one object in the enemy's possession goes to your free hand. Can only be done if you have a Free minifig hand when attacking!
  • Charisma – persuasion and intimidation, both in and out of combat.
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    Level 2 of Charisma does not have any bonuses aside from increasing your Charisma die up to d6.
    Level 3 of Charisma allows you to Taunt or Intimidate as a Major Action. Works as a roll-off against a single enemy. If successful – the enemy will be attacking you for the next full turn (Taunt) or will decrease its Skill die size by one (Intimidate).
    Level 4 of Charisma does not have any bonuses aside from increasing your Charisma die up to d10.
  • Smithing – applying temporary buffs to your armament following this chart.
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    Levels 2-4 increase the Improvements die by one size while decreasing the Impairments die size by one. Thus, Level 2 is d6/d8, Level 3 is d8/d6, and Level 4 is d10/d4. These improvements only last for one battle and are lost once the battle is over, but they will only be lost if the improved Weapon had damaged anyone or if the improved Armour had taken a hit.
  • Survival – hunting, gathering ingredients, and cooking them as food or as alchemical potions. Eating cooked food grants minor buffs to Armor, Move, or Skill over a substantial period of time. Meanwhile, potions last for one turn but can grant you significant buffs. You can only eat food or drink potions, never both.
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    Level 2 of Survival increases your Survival die size up to d6.
    Level 3 of Survival allows you to roll your Survival die at the end of a day and gain half as many Supplies when traveling through forests or along the rivers.
    Level 4 of Survival increases your Survival die size up to d10.
  • Mechanik – the ability to build, disassemble, and fortify structures. Same as vanilla BrikWars Specialty.
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    Levels 2-4 increase your Mechanik die size up to d6/d8/d10, nothing fancy here.
  • Medik – the ability to revive other minifigs back to life using the Ker-Triage! table.
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    Level 2 of Medik increases your Ker-Triage! die up to d6 and also lets you heal all Injuries of one of your Party Members while resting.
    Level 3 of Medik allows you to spend one Full Action to increase your Ker-Triage! result by +1 on the following turn. This ability stacks over multiple turns, up to a maximum of +3.
    Level 4 of Medik allows you to heal all Injuries of all your Party Members while resting.
  • Riding – the ability to ride horses. Affects how hard it is to unhorse the rider and also the stats of your horse.
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    Level 2 of Riding grants you the Rider special ability.
    Level 3 of Riding increases your Horse's Skill die size up to d8.
    Level 4 of Riding allows you to make Combined Attacks in Close Combat along with your Horse, even when unmounted.
  • Lore – the ability to identify enemies and know their stats, weaponry, and abilities at a glance.
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    Levels 2/3/4 increase your Lore die size by one, making it easier for you to identify enemies, their Skills, HP, Armour, etc. As a rule of thumb, when rolling your Lore die against a single enemy, you will receive the following information depending on a result:
    3 – HP
    4– HP+Movement
    5 – HP+Movement+Armor
    6 – HP+Movement+Armor+Skills
    This roll is made before the start of your every turn for free and can be repeated endlessly if you wish to get a higher result. Over The Top Bennies can be used to identify other enemies within your cone of vision.
Classes
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Warrior
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Warriors are the cornerstone of any party, able to dish out and take punishment, and also buff other troops. A minifig going the Warrior's path is the happiest minifig imaginable as it gets to go into the thick of things and lay waste to the enemy frontline.
Weapon Skill: 1d6 for Melee Weapons and Shields, 1d4 for other weapons.
Leveling Bonuses:
  • +1 HP upon hitting Levels 2, 4, and 10
  • +1 Mobility upon hitting Level 6
  • +1 Skill Die Size for all Melee Weapons and Shields upon hitting Level 7 (in other words, your default Melee Weapons and Shields skill is now d8)
These bonuses are applied regardless of the Perk Tree you choose.

Perks sorted by Levels
1. Martial Artist – You can use your bare hands to strike enemy minifigs for 1d4 Stun Damage with the UR of 2. Deflection effects still apply to these attacks.
2. Hit The Blade – After Parrying an incoming CC attack, automatically inflict 2 Damage back into the attacker that cannot be parried or deflected.
3. To Arms! – Once per rest, at the beginning of the turn, you may increase all of your party's Melee weapon Skill and Damage rolls by +1. Lasts until the end of the battle. Does not stack.

Level 4 allows you to select one of the three specialties and then level your way down that Perk Tree.

Blademaster – Blademasters are immortalized in minifig legends as those who dedicate themselves to the art of wanton slaughter. They are a shining example of what any minifig should strive to be, neglecting all the defensive capabilities in exchange for raw power and close combat mastery. A Blademaster cannot wear shields and only has Armour of 1d4. He can only use Heavy or Two-Handed Weapons.
  • Upon becoming the Blademaster, a minifig automatically and without any additional cost gains one Skill point in Lore and Smithing Skills.
Blademaster Perks:
4. Sword Hermit – You can now increase the size of your Damage OR Skill die by one while wielding Heavy and Two-Handed weapons, up to a maximum of 1d12. You can only wear light armor and your Armor die can never be bigger than 1d4. You cannot Parry attacks with a Shield.
5. Circle of Death – While using a Two-Handed CC weapon and unmounted, you may spend an action to execute a sweeping blow against all minifigs within 2”; Hidden units are immune to this attack. You also do not receive the Outnumbered penalties in CC.
6. Trophy Hunter – For every enemy that you kill over the course of a single battle, gain +1 to your Armor rolls. Once the battle is over, that bonus is nullified.
7. Intimidating Aura – All minifigs within 4” radius of you have all their Skill rolls Cursed.
8. Can't Touch This – Spend a Full Action. Until the beginning of your next turn, all incoming CC attacks have -3 to hit you. Requires a Heavy or Two-Handed CC weapon held in both hands.
9. Guillotine – While using a Heavy or Two-Handed weapon with both hands, any incoming CC attacks that missed you will trigger a free Counterattack with one Phased Instant Benny applied to Damage.
10. Legendary Duelist – In close combat, this minifig is considered Blessed in CC. Once per turn in battle, they must issue an indeclinable challenge to another minifig within 12”.

Knight – Being a Knight is a disgrace to a minifig. Amplifying one's defensive capabilities is something only a coward would do, so there are very few true Knights out there. The only reason they are tolerated at all is the fact that they can take a lot of punishment and that Human Gods consider Knights to be cool for some weird reason. They are outsiders that are also blessed by their deities. A true paradox indeed.
  • Upon becoming the Knight, a minifig automatically and without any additional cost gains one Skill point in Charisma and Riding Skills.
Knight Perks:
4. Phalanx - Your Shield always counts as 1/3 cover against ranged attacks as long as the shield is facing the attacker.
5. Deflector – You can now parry ranged attacks with your Shield. Additionally, the first ranged attack in a turn that hits you has its damage decreased by one die size.
6. Hustler – While in Heavy Armor, gain 1 MOM for each 2" covered in a straight line up to 2 MOMs max.
7. Stalwart – Your Skill die for Shields is now one size bigger. Add +1d6 to your Armor rolls.
8. Body Blocker – If an ally within 6" is targeted by an attack, roll your Skill and then move that many inches to Redshirt for the ally. Half-Speed modifiers apply as usual. This ability is Action-free. Overkill Damage Bennies no longer apply to you.
9. Timed Parry – While using a Shield, if your Parry Roll is higher than the enemy Strike roll, you may choose to inflict 1d4 Stun Damage. The enemy's Deflection effects (like those from wearing Heavy Armor) do not apply.
10. Juggernaut – When wearing Heavy Armor, your attacks always Disrupt your enemies even if Parried successfully. Also affects the "Timed Parry" skill. You now roll 2d6 on your POP.

Mercenary – Filthy Mercenary scum, this specialization is focused on interacting with the squad. Mercenaries make fine squad leaders and it makes sense: when all you're concerned with is money, surely you will do a diligent job making sure the money is split between as few surviving minifigs as possible.
  • Upon becoming the Mercenary, a minifig automatically and without any additional cost gains one Skill point in Survival and Athletiks Skills.
Mercenary Perks:
4. Adaptive Combat – Any Minifig Tool or Random Object is now considered a Hand Weapon for all intents and purposes. Additionally, thrown objects now have a Range of 6".
5. Skirmisher – This minifig may carry and use any size 1 ranged or melee weapon in their off-hand while carrying a Heavy CC weapon in the other.
6. Seasoned Adventurer – While in the Overmap mode, your Supplies are consumed twice as slowly. When journeying for one day, roll your Skill. On a 5+ roll, gain one Supply.
7. Wolf Pack – When attacking an enemy in CC, if there are any allies within 4" from you, all these allies may freely Angry Inch towards that enemy and Strike them, inflicting Combined Damage along with your attack. The allies cannot use any of their special abilities when performing that free attack.
8. Hit 'em where it hurts – While resting, you may choose to spend twice as many Supplies to make your squad's attacks more lethal. When the next battle starts, all enemy Armor rolls are considered Cursed. The effect lasts until the end of that battle.
9. Grenadier – When resting, you are able to generate one size 1" explosive. In addition, you may upgrade size 1" explosives into size 2" explosives as another Rest action. You may NOT share your grenades with others.
10. Brikador – Once per battle, you may spend your Major Action to choose an ally with an unspent Action. During your turn, every enemy killed by that ally grants you +1 Major Action, as if you had an extra Mind, up to a maximum of +2 Actions.
Ranger
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Warrior's less noble cousin, Ranger is a minifig armed with a bow and specializes in dishing out damage from afar or from up close. He can also be a squad's scout, allowing to spot enemies from afar and make them easier to hit.
Skill: 1d6 for Bows and Melee Weapons, 1d4 for other weapons.
Armor: 1d6
Mobility: 6"

Leveling Bonuses
  • +1 to Mobility upon hitting Levels 4 and 7
  • +1 HP upon hitting Level 10
Perks sorted by Levels
1. Tracking – If you have an appropriate tool, pinpoint a single visible target within 8" and mark it for an attack. Until the beginning of your next turn, the Marked target is considered visible to all allies, and all allies making Ranged attacks on a Marked target receive a +1 Attack Bonus. Range penalties against Marked targets still apply to everyone.
2. Pathfinding
• Boosts Skill to 1d8 for any rolls related to Field Hazards.
• May spend a full-round Action to gain control of any Mechanism he can access.
• Is immune to Unstable Ground when moving at half speed, can use his Action to lead others safely through as well.
3. Dirty Fighter – When the enemy tries engaging you in CC, if you have at least one Free hand, you can attempt to hurl a handful of sand into the enemy minifig’s face with the UR of 2. If successful and not Parried by a Shield, the minifig is forced to make a 1d4 Stun Damage. Considered a Free Counterstrike that lands first.

Level 4 allows you to select one of the three specialties and then level your way down that Perk Tree.

Assault – Assaults are deadly at close range, being just out of reach of the enemy melee minifigs. They excel at point-blank shots that deal extra damage and keep Assaults on their feet.
Weapon Focus: Shortbows
Damage: 1d6
Range: 6"
UR: 3
  • Upon becoming the Assault, a minifig automatically and without any additional cost gains one Skill point in Riding and Athletiks Skills.
Assault Perks:
4. Run'n'Shoot – Sprinting is considered Action-free. You still cannot sprint more than once per turn.
5. Get Some – Outside of Close Combat, if the enemy is within 4" from you, gain +1 Critical Bonus to your Skill roll, meaning the Overskill happens on 5+ instead of 6+.
6. Basics of CQC – Your equipped ranged weapon is considered a CC hand weapon. You cannot make a CC attack and fire at the same turn unless you hit the Overskill. You can also shove an enemy for 2" with your weapon with the UR of 2.
7. The Doomguy – When hitting an enemy within 4", gain back all your spent Move inches.
8. Misanthropy – Make a free Reaction Shot against an enemy moving or Acting within 4" radius with -1 Skill penalty. If there are allies attacking within the same radius, you are forced to shoot them as well.
9. Twitch Reflexes – Once per turn, if the first enemy attack against you is successful, roll your Akrobatiks die. The number rolled becomes the enemy weapon's Damage penalty.
10. Hemorrhage – Shots made within 4" distance now have 1 Armor Piercing for targets with Deflection and/or Structure Levels, and +1d4 bleed damage for unarmored minifigs and minifig-sized creatures.

Trailblazer – Trailblazers are the trusty party minifigs that are loved for their tendency to prank other minifigs. Sneaky, vigilant, and annoying, they will never pass up the opportunity to peep around and tell everyone about someone's dirty little secrets.
  • Upon becoming the Trailblazer, a minifig automatically and without any additional cost gains one Skill point in Smithing and Survival Skills.
Trailblazer Perks:
4. Stealthy – When moving at Half-Speed, gain 1/3 stealth cover. You may start a game with Hidden status. If at the start of your turn there are no enemies seeing you – you may spend a Free Action to become Hidden.
5. Scout – When encountering an enemy, roll your d8 for Pathfinding against the enemy d6. If successful, your party gains Ambush bonuses, boosting their Skill up to a d10 for their first turn. On a failure, start a fight as usual.
6. Vendetta – When Hidden, you may mark a single enemy minifig as a target of your choice. For the first turn after you are revealed from being Hidden, whether by choice or by Detection, your Vendetta against the target gives you unnatural focus. Your Skill die for making attacks with minifig weapons is treated as a d10, and your attacks can't be intercepted by minifigs other than the target. You cannot make any response actions or parry any attacks in the Reactive Turn after that.
7. Prankster – Gain the ability to do Shenanigans to set up boobytraps like beartraps, explosions, or tangled vines while Hidden. Spend Full Action to make the surrounding territory within the 4" radius rigged with a Concealed Hazard of your choosing as shown here.
8. Hard Contact – When you encounter an enemy for the first time, make a free Action against them. You may try to either shoot them or mark them with the Tracking action.
9. Shatterpoint – All your marked targets now also receive +1 to Damage against them. Additionally, your Tracking Action does not break your Hidden status.
10. Obfuscate – As a Major action, you may choose a non-Ranger ally. If that ally is not seen by any enemies, they immediately become Hidden. Cannot be done if the minifig performing this action is hidden.

Jaeger – None of the minifigs handle longbows quite like Jaegers. These minifigs practically marry their bows – all of that to make the most out of them. They are deadly long-range marksmen, able to take down even the largest of preys.
Weapon Focus: Longbows
Damage: 1d6+1
Range: 10"
UR: 3
  • Upon becoming the Jaeger, a minifig automatically and without any additional cost gains one Skill point in Akrobatiks and Medik Skills.
Jaeger Perks:
4. Marksmanship – When Aiming, a Marksman can make a single Ranged attack with a Long-Ranged Weapon. Aiming is a Full Action; the Marksman can't use any Move inches during the turn. As long as his Aiming isn't interrupted (a single point of Damage or inch of KnockBack is enough to ruin a Marksman's Aim), the Marksman can use his Specialty Action d8 to either replace his Action die for the Action Roll, replace one of the weapon's Damage dice, or add inches to the weapon's Range.
5. Parkour! – As long as there are solid objects within your Move range for you to grab hold of or launch off from, you can move at full speed in many situations that slow other minifigs to Half Speed or block them entirely. It also protects you from Damage and Disruption from falls, letting you safely roll to your feet out of the impact from jumping off roofs, falling out of airplanes, being launched out of Launchers, or being dropped from orbit.
6. Center Mass – While using Marksmanship, you may make an attack that uses your Longbow's Damage die as a MOM die. This MOM die is rolled against the target's POP, applying Knockback and Disruption if successful as if it was a Collision.
7. Gravity Hurts – When the targeted enemy is beyond 6", add the difference to your Damage roll. Also applies to Center Mass.
8. PTSD – If your shot barely misses a target (e.g.: rolled 2 for weapon's UR of 3), roll 1d4 for Stun damage. The enemy's Deflection effects are ignored for that roll.
9. Drill – While in the Marksmanship mode, if your attack hits the enemy target but does not kill it, you may keep firing at that target until you miss or until you kill it. Each following shot applies a -1 to hit. Does not apply to Center Mass.
10. Focus – When hitting Overskill, instead of adding an Instant Benny to your Ranged Attack, you may gain a free Reaction on the next enemy turn.
Shaman
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Magicians, esoteric practitioners, pagans, Shamans are a rare sight in these lands. Their role is innately tied to all things SuperNatural. Shamans can use these SuperNatural abilities to amplify others, themselves, or summon SuperNatural entities to their aid.
Can only use Hand Weapons, no Shields or Armour.

Perks sorted by Levels
1. Dream Catcher – Any two bricks you put together are considered Dream Catchers that you can place directly at your feet. Once placed, any enemy Creature within 8" from it always spends its Major Action last for purposes of who acts first.
2. Tough Bones – When rolling your Armor against any d4 Damage, add +1d6 Instant Benny.
3. Stay Back – Once per turn, roll a free SuperNatural 1d8 against POP of the enemy that moves within 4" of you with the Firing Arc of 1 and the UR of 2. This 1d8 is considered a MOM and is rolled against the enemy POP.

Level 4 allows you to select one of the three specialties and then level your way down that Perk Tree.

Healer – Let's face it, no one needs them.
  • Upon becoming the Healer, a minifig automatically and without any additional cost gains one Skill point in Medik and Survival Skills.
Healer Perks:
4. Six of Cups – If you are standing adjacent to a friendly minifig, roll 1d4 and add the result to the teammate's armor, skill or mobility until the end of the battle. Requires an Action.
5. Energized – Once per rest, spend your Full Action to double your ally minifig's Power Limit, effectively making them a Size 2" Creature for the purposes of performing Attacks. This means that the affected minifig can strike or parry attacks 4 times with a Hand Weapon, 2 times with a Heavy/Two-Handed Weapon. Lasts until the end of the affected minifig's turn.
6. Aegis – Spend a Major Action to increase the ally's Armour die up to 1d10 or give them one layer of Deflection.
7. Spirit Aid – Spend a Major Action to create a Blessed Aura with an 8" diameter around your Dream Catcher. Until the beginning of your next turn, all allies within that Aura have their Skill rolls Blessed. Additionally, while in that Aura rolling a 1 does not impose Critical Failure Consequences.
8. Restorative Mist – Once per rest, you may spend a Full Action to imbue your Dream Catcher with restorative abilities. Until the beginning of the Shaman's next activation, all your party members that are killed will be restored back to life automatically. This effect does not restore HP, so all restored minifigs come back to life with 1 HP remaining. The restoration for each minifig occurs the moment it is activated.
9. Mind over Mind – Allies within the range of your DreamCatcher now have immunity to all SuperNatural mind-control actions.
10. Limbo – Once per rest, you may choose a single enemy of any size within the range of your Dream Catcher and put him into a stasis field. Until the end of the next enemy turn, that enemy cannot perform any actions while also being immune to all Damage.

Voodoo Master – They'll suck out your brains, I'm telling you!
  • Upon becoming the Voodoo Master, a minifig automatically and without any additional cost gains one Skill point in Lore and Charisma Skills.
Voodoo Master Perks:
4. Forced Move – Your SuperNatural 1d6 can be used in Dream Catchers as a MOM against enemy POP. Every creature within the range of your Dream Catcher is knocked back in any direction and Disrupted.
5. Grey Wind – You can spend your SuperNatural 1d8 to summon an 8vian diemon within range of your Dream Catcher that will be operating as your ally until the DreamCatcher is removed or until 8vian is killed. That 8vian can also choose one of the standard minifig specialties.
Skill: 1d8
Armour: 0
Move: 8"
6. Puppetmaster – You can now use your Charisma Die to Mind-Control an enemy Minifig or Size 1" Creature that is within range of your Dream Catcher as your Major or Response Action. Make a roll-off against the enemy's Skill die. If successful – the enemy is considered your ally. At the start of each enemy turn, you are forced to make that roll-off again to keep the enemy Mind-Controlled. If the enemy goes out of range of your Dream Catcher – the Mind-Control is lost.
7. Mental Smoothie – While Mind-Controlling an enemy, instead of activating him, you may grant yourself an additional Full Action.
8. Z-Shirt – Your mind-controlled enemy may now leap in front of an allied party member in danger within 1d6" to absorb the damage.
9. Walking Bomb – Once killed, the mind-controlled enemy explodes for 1d10 Damage with 4" blast radius.
10. ABS Leech – Once per rest, spend a Free action. All allies in range of your Dream Catcher will regain 1 HP after killing or inflicting 1 HP Damage to an organic enemy up to a maximum of +2 HP above the usual limit. Lasts until the end of the battle.

Reaver – This Shaman had dedicated himself to enhancing his tiny plastic body and building it into a weapon of its own. They are also kinda fucking bonkers.
Can only use Bare Hands to strike for 1 Skill die worth of Damage each. Unable to wear any Armour. Unlike Warriors' Martial Artist perk, Reaver's unarmed attacks are always lethal.
  • Upon becoming the Reaver, a minifig automatically and without any additional cost gains one Skill point in Athletiks and Medik Skills.
Reaver Perks:
4. Hexenhammer – When attacking an enemy that has unspent SuperNatural Dice, you may use one of these Dice to boost your own attack's Skill or Damage, as if that Die was subject to Fumbling.
5. Wall Smasher – When standing adjacent to an obstacle, make an Athletiks roll to remove the rolled number of bricks from that obstacle.
6. Adeptus – Once per round, you may either gain 1 Deflection against a single attack or gain 1 Armor Piercing for a single attack against the enemy.
7. Scissorhands – You can now parry CC weapons with your bare hands. You can also Grab the enemy's Close Combat Weapon which works as it usually does, except the enemy cannot Strike you while grabbed.
8. Aura of Pain – At the start of your every turn, you may inflict 1 point of Grinding Damage onto yourself to force all minifigs within 6" roll an Armor Save against Corrosive 2d4. The Grinding Damage is lost once you rest in the Overmap mode.
9. Telefrag – Roll your Athletiks die to go through enemy minifigs and MOCs for that many inches. When that happens, roll the Phased 1d12 Damage against the enemy Armor. If successful – place your minifig at the enemy's position while removing your minifig's worth or bricks from the enemy. Minifig-sized enemies are instantly killed.
10. Bloodhail – Whenever you kill an enemy minifig, the excess damage (including Overkill Bennies) goes over to all other enemy minifigs within 4" of the slain minifig.
Rogue
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Rogues can only use Dagger-type Hand Weapons and, while they're not as deadly in CC as Warriors, their strength comes in their ability to outsmart the opponent by subterfuge or elegance. Or a sheer shock value.
Rogues cannot wear Heavy Armor and are Incompetent when wielding Heavy/Two-Handed Weapons.

Leveling Bonuses
+2 to Mobility upon hitting Level 1 (i.e.: 7" Movement on Level 1)

Perks sorted by Levels
1. Harassment – When using a Hand Weapon, you can engage and disengage enemies in CC without provoking a Counterattack as long as you end your movement outside of the enemy weapon's reach. You can also spend your remaining Move inches after performing a single CC strike.
2. Backstab – When making a CC attack against an enemy that doesn’t have their Line of Sight on you, your damage automatically gains an Instant 1d6 Damage Benny.
3. Stealthy – When moving at Half-Speed, gain 1/3 stealth cover. You may start a game with Hidden status. If at the start of your turn there are no enemies seeing you – you may spend a Free Action to become Hidden.

Level 4 allows you to select one of the three specialties and then level your way down that Perk Tree.

Burglar – Burglars are those who played Thief: The Dark Project back in the good old days. They stun, they avoid direct combat, and, most importantly, they DON'T KILL.
Your Hand Weapons are now limited to clubs that can only deal 1d4 Stun Damage. Also, you MUST ALWAYS have at least one hand free of any weapons and items because you gotta steal shit for a living.
  • Upon becoming the Burglar, a minifig automatically and without any additional cost gains one Skill point in Fingersmith and Mechanik Skills.
Burglar Perks
4. Blackjack – When armed with a blunt CC weapon and being in the back-arc, you can choose to inflict improved 1d6 Stun Damage, Backstab bonuses applying as usual. On a Damage result of 4+, the enemy is knocked out until the end of the encounter. The enemy will wake up and recover should he take at least 1 point of Damage while knocked out.
5. Escape Route – While out of Stealth, you may spend a Major Action with a UR of 2 to throw a Smoke Bomb and create a zero-visibility zone at the point of impact with the 2" radius. Lasts until the end of your next turn.
6. Blindside – Your melee Strikes made through zero-visibility zone gain +1d6 Damage Benny. Stacks with Backstab.
7. Squat Master – While Hidden, your Movement no longer incurs the Half-Speed penalty.
8. Impersonator – Spend a Full Action to disguise yourself as the enemy you've knocked out by grabbing them. At the beginning of your next turn, if no enemy minifig has seen you – the enemies belonging to the knocked-out enemy's faction are friendly towards you. Moving 3" or closer within the enemy cone of vision automatically removes your disguise and the enemies will become hostile again on their next turn.
9. Surprise Attack – On the following enemy turn after you Attack from the Hidden/Impersonator state, all enemies have -3 to hit you on their Skill dice.
10. Oh right, I'm a thief – In the Overmap mode, when moving out of any town-type location, roll your Fingersmith die. On a 5+, you manage to gain 5 CP worth of money.

Fencer – A swashbuckler, a real charmer, the Fencer uses his dexterity in direct combat as opposed to hiding in shadows to put his enemies off balance with precise, elegant strikes.
You may use Sabre-like Hand Weapons and Hand Shields [1d6 Skill for both].
  • Upon becoming the Fencer, a minifig automatically and without any additional cost gains one Skill point in Akrobatiks and Charisma Skills.
Fencer Perks
4. Vault – You now have two Angry Inches in Close Combat that you can use instead of Parrying to completely avoid the damage via rolloff against your attacker. If your Akrobatiks roll is higher than the attacker’s Attack roll, the damage is avoided and you are displaced for 2” in any direction of your choosing. Add +1 to your roll for every additional inch in the attacker’s weapon size. You may Angry Inch through enemy minifigs as long as you don't end your movement in their place.
5. Combat Awareness – You can make Parries, Counterattacks, Attacks, and Vault from any angle, even against enemies that are out of your cone of vision. You can now Act and React while being knocked down and Disrupted.
6. Hard Target – While moving, you may roll your MOM as a Penalty for enemy attacks against you, both Ranged and CC. Does not require an Action. Does not apply to units in Heavy Armor or those with otherwise impaired movement.
7. Overwhelming Initiative – When initially engaging an enemy in CC, your attack always lands first regardless of the enemy weapon's length.
8. Riposte – After successfully parrying an enemy CC attack with your Hand Shield, gain a free Counterstrike. That Counterstrike's Skill and Damage rolls are considered Blessed and ignore one layer of Deflection.
9. I Know Kung Fu – In your active turn, you may now Shove via kicks with the UR of 3, making your Shoves Action-free at the cost of Half-Speed, or being Stationary if you use both legs. A kicked enemy is knocked back for 2” and Disrupted. You may still use your Angry Inch.
10. Deep Wounds – If an enemy minifig survives the Armor roll from your CC hand weapon - add 1 point of Grinding Damage to that minifig.

Assassin – The Assassins love their job. Some people think they're even happier with their place in life than Blademasters are.
While wielding dagger-like hand weapons in both hands, you may attack with both hands simultaneously to inflict the Combined Damage.
  • Upon becoming the Assassin, a minifig automatically and without any additional cost gains one Skill point in Survival and Lore Skills.
Assassin Perks
4. MeatShirt – Once per turn, when engaged in CC and targeted by a Ranged Attack outside of Close Combat, you can respond by grabbing the engaged minifig and using an Angry Inch to hide behind it. The grabbed minifig takes all the damage. You can still receive Overkill Damage from that attack.
5. Swoosh – The first half of your movement in the open makes you immune to Reaction Shots. If you move along an unbroken piece of cover, all your movement becomes immune.
6. Damocles' Dagger – Hold this minifig in reserve until the end of the enemy first turn. Then, place him anywhere on the battlefield 4" or further from the nearest enemy.
7. Vein Slice – Instead of backstabbing an enemy minifig or MOC with a standard attack, you may instead perform a weaker CC strike that deals Armor-Piercing 1d4 Bleed damage but does not break your Hidden status. However, other enemies seeing that attack will attempt a 1d6" discovery roll, revealing you if you end up within the rolled number of inches.
8. Stick Around – Should a meatshirted enemy be killed by a ranged attack, you may now use your free hand to hold their dead body, adding their armor value to that of your own. Any attack that manages to penetrate corpse's armor rips your meatshield apart so that the body is no longer usable. While carrying that corpse, you are moving at Half-Speed.
9. Brutalize – While Hidden and in range to strike an enemy minifig (and ONLY a minifig), spend Full Action during your turn to brutally kill them. All other enemies that had witnessed this savagery are forced to roll for Stun for 1d4+1. Enemies may go unconscious.
10. Berzerker – After any successful kill, the minifig flies into a beserk rage, and may take a free melee attack (including an angry inch) against a new target! This cannot chain off from charges, however. Can chain off the Brutalize perk.
Last edited by Texhnophille on Sat Oct 09, 2021 2:42 pm, edited 15 times in total.
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.

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SirZaphod
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Re: Texhnophille's Medieval BrikWarRPG

Post by SirZaphod » Fri Sep 24, 2021 7:36 pm

Looks interesting and a lot of work on the part of the DM. If you go through with it I will applaud your determination (and organization).
When you want to give this game a try count me in.

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Texhnophille
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Re: Texhnophille's Medieval BrikWarRPG

Post by Texhnophille » Sat Sep 25, 2021 3:58 am

You got it man! Thank you!
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.

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Texhnophille
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Re: Texhnophille's Medieval BrikWarRPG

Post by Texhnophille » Tue Sep 28, 2021 7:59 pm

UPD

Added description and leveling of the Skills and what class gets what Skill bonuses upon hitting Level 4. Also added the Injury mechanics for Player Characters.

Skills
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  • Athletiks – pushing rocks, vehicles, heavy stuff, and trying not to fall down when scaling a wall.
    Spoiler
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    Level 2 of Athletiks grants you the Compensating special ability while being stationary.
    Level 3 of Athletiks grants you the ability to Compensate while moving at Half-Speed and also makes your on-foot MOM rolls blessed.
    Level 4 of Athletiks removes the Half-Speed Penalty when wearing Heavy Armor. Additionally, Grabbing an enemy minifig with both hands for one Full Turn automatically renders them Unconscious (the result of 4 on the Stun d4) until the end of the battle.
    [*]Every gained level starting from Level 2 increases your Bare Hands' Attack Damage by +1 (if you meet the conditions to be able to strike with Bare Hands in the first place)
  • Acrobatiks – dexterity and coordination, things like balancing on a tightrope, trying to hold multiple cooking plates while juggling.
    Spoiler
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    Level 2 of Akrobatiks makes your Bailing rolls Blessed.
    Level 3 of Akrobatiks grants you the ability to stand up from being Disrupted without the Half-Speed Penalty as long as you are not wearing Heavy Armor.
    Level 4 of Akrobatiks removes the Half-Speed Penalty when moving through difficult terrain that would otherwise impair your movement.
  • Fingersmith – pretty self-explanatory: stealing stuff from others and picking locks.
    Spoiler
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    Level 2 of Fingersmith allows you to pick other minifigs' pockets when out of combat and out of the line of sight of all other minifigs. Make a roll off of your Fingersmith against the minifig's Skill. If successful – take one single item out of minifig's pockets. If not – face the repercussions.
    Level 3 of Fingersmith allows switching one weapon in your hand with another item from your Inventory as a Free Action once per battle.
    Level 4 of Fingersmith allows you to make a roll-off against the enemy Skill roll right after Striking that enemy. If successful, one object in the enemy's possession goes to your free hand. Can only be done if you have a Free minifig hand when attacking!
  • Charisma – persuasion and intimidation, both in and out of combat.
    Spoiler
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    Level 2 of Charisma does not have any bonuses aside from increasing your Charisma die up to d6.
    Level 3 of Charisma allows you to Taunt or Intimidate as a Major Action. Works as a roll-off against a single enemy. If successful – the enemy will be attacking you for the next full turn (Taunt) or will decrease its Skill die size by one (Intimidate).
    Level 4 of Charisma does not have any bonuses aside from increasing your Charisma die up to d10.
  • Smithing – applying temporary buffs to your armament following this chart.
    Spoiler
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    Levels 2-4 increase the Improvements die by one size while decreasing the Impairments die size by one. Thus, Level 2 is d6/d8, Level 3 is d8/d6, and Level 4 is d10/d4. These improvements only last for one battle and are lost once the battle is over, but they will only be lost if the improved Weapon had damaged anyone or if the improved Armour had taken a hit.
  • Survival – hunting, gathering ingredients, and cooking them as food or as alchemical potions. Eating cooked food grants minor buffs to Armor, Move, or Skill over a substantial period of time. Meanwhile, potions last for one turn but can grant you significant buffs. You can only eat food or drink potions, never both.
    Spoiler
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    Level 2 of Survival increases your Survival die size up to d6.
    Level 3 of Survival allows you to roll your Survival die at the end of a day and gain half as many Supplies when traveling through forests or along the rivers.
    Level 4 of Survival increases your Survival die size up to d10.
  • Mechanik – the ability to build, disassemble, and fortify structures. Same as vanilla BrikWars Specialty.
    Spoiler
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    Levels 2-4 increase your Mechanik die size up to d6/d8/d10, nothing fancy here.
  • Medik – the ability to revive other minifigs back to life using the Ker-Triage! table.
    Spoiler
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    Level 2 of Medik increases your Ker-Triage! die up to d6 and also lets you heal all Injuries of one of your Party Members while resting.
    Level 3 of Medik allows you to spend one Full Action to increase your Ker-Triage! result by +1 on the following turn. This ability stacks over multiple turns, up to a maximum of +3.
    Level 4 of Medik allows you to heal all Injuries of all your Party Members while resting.
  • Riding – the ability to ride horses. Affects how hard it is to unhorse the rider and also the stats of your horse.
    Spoiler
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    Level 2 of Riding grants you the Rider special ability.
    Level 3 of Riding increases your Horse's Skill die size up to d8.
    Level 4 of Riding allows you to make Combined Attacks in Close Combat along with your Horse, even when unmounted.
  • Lore – the ability to identify enemies and know their stats, weaponry, and abilities at a glance.
    Spoiler
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    Levels 2/3/4 increase your Lore die size by one, making it easier for you to identify enemies, their Skills, HP, Armour, etc. As a rule of thumb, when rolling your Lore die against a single enemy, you will receive the following information depending on a result:
    3 – HP
    4– HP+Movement
    5 – HP+Movement+Armor
    6 – HP+Movement+Armor+Skills
    This roll is made before the start of your every turn for free and can be repeated endlessly if you wish to get a higher result. Over The Top Bennies can be used to identify other enemies within your cone of vision.
Injuries
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Injuries are received whenever a minifig's HP reaches zero. Unlike regular BrikWars, a Player Character in a BrikWarRPG can be revived either on a battlefield via Ker-Triage! if you have at least one Competent Medik. If you don't – you can always bring them to a local plastik surgeon. Once revived, that minifig receives an Injury. These traumas vary depending on random chance. Depending on a d6 result, these Injuries are:
1 – Head Konkussion (-2 for results of Attack, Lore, Mechaniks, Charisma, Fingersmith, and Akrobatiks rolls);
2 – Broken Ribs (receive 2 points of Grinding Damage and reduce your Movement by -2");
3-4 – Broken Arms (-1 for results of Attack, Parry, and Weapon Damage rolls);
5-6 – Broken Legs (move at Half-Speed; putting on Heavy Armor or going through difficult terrain immediately makes you stationary).
  • Injuries can be removed by rolling 5 or higher on a Ker-Triage! table, resting in the Overmap mode with at least one Competent Medik in your team, or by paying extra CP to a local plastik surgeon so that he pumps you full of steroids and BrikThulhu knows what and lets you lose.
Class Skill Bonuses on Level 4
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  • Blademaster: one Skill point in Lore and Smithing Skills.
  • Knight: one Skill point in Charisma and Riding Skills.
  • Mercenary: one Skill point in Athletiks and Survival Skills.
  • Assault: one Skill point in Athletiks and Riding Skills.
  • Trailblazer: one Skill point in Survival and Smithing Skills.
  • Jaeger: one Skill point in Medik and Akrobatiks Skills.
  • Healer: one Skill point in Survival and Medik Skills.
  • Vodoo Master: one Skill point in Lore and Charisma Skills.
  • Reaver: one Skill point in Medik and Athletiks Skills.
  • Burglar: one Skill point in Fingersmith and Mechanik Skills.
  • Fencer: one Skill point in Charisma and Akrobatiks Skills.
  • Assassin: one Skill point in Survival and Lore Skills.
A test game is coming up soon, like, next week kind of soon. I will be testing out the combat system and the skill system, so heads up! Plans are to first test out the combat system, then test the Overmap Mode, and then start working on the economics and figuring out what resource should cost how many CP, and whether there need to be any consumable items for certain skills.
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.

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