Friday, May 18, 2018

Class: Allomancer

I've got a friend who's a big Sanderson fan, who asks every so often about running the Mistborn Adventure Game. The odds of that are low, so I did this instead.

Evan Montiero

Class: Allomancer


HP, XP, to-hit: as cleric.
Saves: as specialist.
Restrictions: Cannot wear heavier than leather.
Starting Equipment: Obsidian dagger (1d6, shatters on a 1 causing bleed effect), mistcloak ( +1 AC)

A: Allomancy, 2 metals
B: Into the Mists, +2 metals 
C: Emergency Shot, +2 metals 
D: Burner Pellets, +2 metals

Allomancy
Allomancy works like standard GLOG magic. Spell dice are burned on a 6. An allomancer can hold charges up to their number of templates (maximum 4).

Allomancers do not regain charges daily. Instead, they need to put more metal into their system: a shot of whiskey with a smattering of metal flakes provides 1 spell die. It costs 100 silver and can only be acquired in cities.

Into the Mists
The allomancer can disengage without penalty on a successful DEX roll in low visibility situations (darkness, fog, heavy rain, heavy snow, etc.)

Emergency Shot 
The allomancer can create a charge on their own, using whatever metal and alcohol is on hand. This charge will burn out on a 3-6 (a different colored die is recommended). This takes one hour to prepare.

Burner Pellets
Experienced allomancers can use pellets of aluminum alloy to augment their magic.

A burner pellet will cause an allomancer to burn all of their stored charges at maximum [sum] on their next cast. No Doom is invoked. A burner pellet costs 500 silver, and may only be acquired from specialist sources.

Spell List:


Tin (Senses)
R: Self T: Self D: [sum] x 5 minutes
Gain +[dice] to all checks involving sight, smell, or hearing. You cannot be surprised while this is in effect.

Pewter (Body)
R: Self T: Self D: [sum] x 5 minutes
Gain +[dice] to all checks involving physical strength, max inventory, and damage.

Iron (Pull)
R: 5' x [sum] T: Metal object D: Instant
Pull a metal object towards you. If the object is heavier than you, you are pulled towards it.

Steel (Push)
R: 5' x [sum] T: Metal object D: Instant
Push a metal object away from you. If object is larger, you are pushed away. A coin thrown with this spell does [sum]+[dice] damage.

Copper (Hide)
R: 15' T: Area D: [sum] x 5 minutes
Creates a field centered on the caster. Those within cannot be detected by magical means, and gain + [dice] to saves against mental manipulation.

Bronze (Detect)
R: 100' T: Area D: [sum] x 5 minutes
When active, you detect any magic users within range.

Zinc (Riot)
R:100' T: Individual or crowd D: [sum] x 5 minutes
Enflames a specific emotion of the target's. Attempts to reason contrary to this emotion are made at -[dice].

Brass (Soothe)
R:100' T: Individual or crowd D: [sum] x 5 minutes
Dims a specific emotion of the target's. Attempts to reason with the target are made at +[dice].

Mishaps


  1. Take 1d6 damage; it feels like a hole is being burned through your stomach.
  2. Splitting headache robs you of the ability to focus for 1d6 minutes.
  3. Whatever was being cast backfires upon you.
  4. Your tongue becomes heavy and useless with a coating of verdegris. Cannot speak for 1d6 hours.
  5. Spew out molten vomit. Lose turn, do 1d8 damage self and adjacent being.
  6. Exhale a cloud of sooty smoke, obscuring your form and smelling awful.

Dooms


  1. Signs of heavy metal poisoning take hold. All mental attributes reduced by 1.
  2. Poisoning progresses. Mental attributes further reduced by 2, physical activities taken at -2 penalty.
  3. Mental attributes reduced by a further 3 points. Physical activities taken at -3.
These dooms may be avoided by performing the Rite of Temperance in the Temple of the Smelter King, or by turning oneself over to the Inquisition for purification.

4 comments:

  1. The ease with which I cooked up this class is actually most of why I'm not a huge Sanderson fan. He's a good game designer, though.

    ReplyDelete
  2. Here's an attempt at the metals from the sequel series.

    Chromium (Drain Magic)
    R: Touch T: Individual D: Instant
    Target spellcaster loses up to [dice] of their own Magic Dice.

    Nicrosil (Enhance Magic)
    R: Touch T: Individual D: [sum] rounds
    The first spell cast by the target within the duration is cast as if the target is under the effects of a burner pellet.

    Cadmium (Slow)
    R: 10' x [dice] T: Area D: [dice] rounds subjective, [sum]x[dice] rounds objective
    Creates a fixed field centered on the caster's position. Those within move and experience time more slowly than those without. If the caster leaves the area, then the effect instantly ceases. Projectiles launched across the boundary of the area are deflected in a random direction.

    Bendalloy (Speed)
    R: 5' x [dice] T: Area D: [dice] rounds objective, [sum]x[dice] rounds subjective
    Creates a fixed field centered on the caster's position. Those within move and experience time more quickly than those without. If the caster leaves the area, then the effect instantly ceases. Projectiles launched across the boundary of the area are deflected in a random direction.

    ReplyDelete
    Replies
    1. Well I'll be, that's a good selection there.

      Delete
  3. Some thematic cantrips:
    1. Sense the direction of any nearby (10') metal objects within line of sight.
    2. See clearly through mist and fog.
    3. Identify the composition of metals and alloys.

    ReplyDelete