I've been enjoying these TNT character types, even if I am yet to succeed at making TNT the new GLOG (that's a draft I am wholly unprepared to post at this stage). One thing though, is that I think most of my TNT character types so far have been cool ideas, but too complicated or overwritten. Wanting to simplify was part of the appeal of writing the Subtypes (here and here). What appealed to me so much about TNT in the first place was how simple and elegant the character types are (although imo the rogue is underpowered, but my house rules alleviate that somewhat, I think). The warrior gets an additional 1d6 combat dice per level for melee attacks, can double the hit reduction of their armor if they roll Wear & Tear, and can't use magic. That's it. Simple, elegant, fun. So as much as I like some of my more "high-concept" character types, I'm going to try to keep most of them relatively simple going forward. Also, given my more limited time and creative slump, simple is easier ;).
Here are a few character types for martians, inspired largely by schlocky B movie-style martians that I a mainly associate with the 1950's, and then 80's/90's, but seems to have fallen out of favor in the decades since. In October I went to a cool arcade in Asbury Park that was largely pinball focused, and it had a really cool martian pinball machine. I don't know why, I'm not a huge pinball guy, but for some reason whenever I do play pinball, I find it really creatively inspiring. So anyway, it made me want to make some martian TNT character types. It also made me want to come up with some headier tabletop RPG concepts, but I just don't have that in me right now, so this will have to suffice for now.
This post has actually turned into something much larger than I initially anticipated, so I think I'm going to break it into parts. This first part will be Character Types, but it will be followed by (in no particular order) an Items/Gear/Vehicles list, a Bestiary, maybe a Martian Spellbook, or a micro-setting post...
I'm pretty sure it was this pinball cabinet. Also, this animated 3D image is perfect for what I'm going for here!
The psychomancers are psionically-empowered martians. The ancient martian wizard Vance developed a new kind of magic; by encoding memory engrams from the psychosphere, they can cast any spell in the martian collective unconscious, so long as they are powerful enough, and have time to prepare the psychograms.
- Same abilities as Wizards except for the following.
- Must prepare psychograms over the course of a long rest (e.g. beginning of the day). Allocate WIZ for each psychogram. A spell may be encoded more than once. Left over WIZ may be used to powerup psychograms at time of casting.
- Psychomancers may prepare any spell from the GM approved spell list of their level or lower.
The Tharks are ogre-sized, four-armed, fanged or tusked martian warriors with large, menacing, glowing red eyes. Their extra arms and regenerative abilities make them a force to be reckoned with.
- May regenerate 1d6 CON as a single action up to their level times per day.
- May attack unarmed with all four fists for 2d6 damage per fist plus combat adds (applied once, NOT per fist!).
- Lack the acuity to multi-wield weapons efficiently, but may use their extra arms to carry additional shields, backup weapons, or other gear or items, or attempt to grapple* and attack in one turn as part of a full turn action.
* I forget if there are official grapple rules off-hand, but here is my proposed grapple rules: Make a strength SR, default level 2, modified if the enemy is much smaller or larger (difficult to grasp), too powerful, abnormally shaped, etc., or modified easier if the grappler is much stronger. Grappled enemies may not move or attack on the subsequent turn. The grappler must re-roll the SR each turn to maintain the grapple, and each turn the SR level increases by 1.
Barsoom was another inspiration for this
Martian Radium Legionnaire
The Radium Legionnaires are the elite foot soldiers of the Martian Space Force. They are infamous across the galaxy for the explosive, devastating power of their radium pistols.
- Gain +2 combat adds per level for missile attacks.
- May make a Radium Explosion (as missile attack SR) up to their level times per day with a Radium Pistol.
- Do not need to roll Wear & Tear for normal use of a Radium Pistol and critical fails on missile attack SRs with Radium Pistols do not destroy the pistol or create a local explosion.
- May choose not to create a Radium Explosion when rolling doubles on a missile attack SR with a Radium Pistol.
- The missile SR for lobbing Radium Grenades is decreased by 1.
- (see Radium Explosion).
The coolest Marvin the Martian
Radium Explosion: The target and all characters in melee range of the target (including allies) take 1d6 radium explosion damage.