Tuesday, September 27, 2016

Sartor Class - Work in Progess


A Master Sartor. Art By: George Barbier

Pictures Mangled By Me: Any picture with this in its caption means it is a collage I made using 19th and early 20th century illustrations. All these illustrations are public domain, meaning I didn't rob anyone by using these pictures for my own gains.

Author's Note: You'll notice that there are a lot of weird terms being used in this post, though you haven't stumbled into Planescape's Sigil. These are actual terms used by tailors on the famous Savile Row. Here is the real meaning of the words used in this post.

Baste – garment roughly assembled for first fitting.
Basting – tacking with long stitches to hold garment parts together.
Bodger – crude worker.
Bushelman – journeyman who alters or repairs.
Codger – tailor who does up old suits.
Cutter – person who measures and fits the customer and then makes a pattern from the measurements and observations of the customer’s figure and posture.
Doctor – alteration tailor.
Drummer – trouser-maker.
Jeff – a small master: one who cuts out his garments and also makes them up.
Log…on the log – piecework: the traditional and complex system of paying out-workers.
Pinked…pink a job – making with extra care.
Striker – assistant to a cutter
Tweed merchant – tailor who does the easy work: a poor workman.

A Tweed Merchant. Art By: Gustave Dore.

Sartor / Satorialist
OSR / AD&D / LotFP
Hit-Dice: D8 (+2 HP per level at level 10+)
THAC0 / To-Hit Progression: As a Priest
Saves: As Priest
Experience Levels: As Priest
Weapon and Armor Proficiencies: As Rogues w/War Needle and Battle Shears
OSR/ AD&D Skill Proficiencies: As Rogues
LotFP Skills: As non-Specialist characters
OSR / AD&D Initial Character Funds: 2D6 x 10 gp
LotFP Initial Character Funds: 3D6 x 10 sp

Alterations: Cuts and Stitches
The primary ability of Sartors/Sartorialists is to cut and bind quiddity (the basic nature of essence of someone or something). In living things, these additions or removals of quiddities are only temporary, however in the case of objects, these additions may be permanent.

A set of simple Battle Shears. Art By: Unknown

To make cuts or stitches a Sartor must be holding a needle (stitches) or shears (cuts). Over the years, Sartors have developed their own unique weapons, War Needles and Battle Shears, to use their abilities while on the battlefield. War Needles and Battle Shears count as needles and shears for the purposes of the Sartor's abilities.

A Sartor begins with the ability to effect all creatures as well as objects made of cloth. As they increase in level, they gain the ability to effect more resilient materials.

A Sartor does not need to strike a target in order to put a Baste on them, they merely need to be within melee range.

Cuts and Stitches come in two types: Bastes (Temporary) and Pinks (Permanent).

A pair of Grand Battle Shears. Pictures Mangled By: Me
Bastes: These are used to assist allies or hinder foes. Bastes will last a number of rounds equal to the depending on the character's level and/or a modifier based on their Charisma (see below). A character may have a number of active Bastes on a single target equal to ½ their level rounded up.

Charisma Modifier
3: -3
4 – 5: -2
6 – 8: -1
9 – 12: 0
13 – 15: +1
16 – 17: +2
18: +3
An additional +1 Per point above 18

Pinks: These are used to permanently alter an item. A Sartor may only have a number of active Pinks equal to their level plus 1. As a character increases in level, the power of their Pinks along with the number of allowable active Pinks increases.

A single being or item can only have a specific alteration applied to it once during the alterations' duration.

The Log (Cost): Binding and cutting quiddities has a cost. The cost is the life-force of the recipient of the Bastes or the Sartor themselves in the case of Pinks.

Bastes cost the recipient 1 point of damage that can be healed at the end of the Bastes' duration. No matter if the Bastes take effect, the attempt always drains a single point of HP. A target of a Baste may attempt a save versus Magic to resist, with a successful save meaning the Baste is resisted. A Sartor may use their own Bastes on themselves.

Pinks require the Sartor to sacrifice a single point of HP per active Pink. It costs 100 sp/gp (depending on the system's base monetary unity) to Pink an item. It takes 7 hours to Pink an item after which it may be activated with the sacrifice of 1 HP and an hour of time. A Pinked item may be left in active until the Sartor wishes to activate it. While active the HP sacrificed cannot be healed, a Sartor may deactivate a Pinked item with 10 minutes of work.

Titles by Level (Fluff)
1st: Bodger
2nd: Tweed Merchant
3rd: Codger
4th: Doctor
5th: Drummer
6th: Bushelmen
7th: Striker
8th: Cutter
9th: Jeff
10th +: Master Sartor

A simple War Needle. Pictures Mangled By: Me

Materials
1st Level: Cloth
4th Level: Leather / Flesh / Wood
7th Level: Mundane Metals (Steel, Iron, Copper, etc...)
10th Level: Grand Metals (Mithril, Adamantine, Orichalcum, etc...)

Starting Abilities
A Sartor begins with the following abilities:

Perfect Mend: In a single round a Sartor may perfectly repair any item, magic or otherwise, made of a material they are capable of working with. When the Sartor reaches 4th level, and is able to work on leather, they may also repair the flesh of living beings. Once per day per person/character/creature, a Sartor may heal a number of HP equal to twice their level by stitching the individual's wounds using their threads of reality.

Perfect Style: All the creations of a Sartor are the pinnacle of popular fashion. A Sartor may create garment for half their given price in the equipment lists of various system books. This cost represents the materials the Sartor needs to purchase to create the item. Individuals wearing the items receive a +1 bonus to all rolls involving social interactions, as long as the clothing is appropriate for the setting (ex: An adventuring outfit would not receive the bonus while at a royal ball, but would at a tavern.) This bonus increases by +1 for every 3 levels after 1st level (ex: 4th, 7th, 10th, etc...).

The Sartor also begins with a single Alteration of their choice.

Along with the normal bonuses for leveling up a Sartor may choose a new Alteration. 

Grand War Needle. Pictures Mangled By: Me
Alterations
This is an incomplete list. I would appreciate any suggestions to add to it!

Fortitude
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Improve AC by +/- 1. This bonus increases by +/- 1 for every 3 levels after the first to a maximum of +/- 5.
Cut: Penalize AC by +/- 1. This bonus increases by +/- 1 for every 3 levels after the first to a maximum of +/- 5.
Pink:
Non-Weapon: Improves AC by +/- 1. This bonus increases by +/- 1 for every 3 levels after the first to a maximum of +/- 5.
Weapon: Grants a to-hit bonus of +1. This bonus increases by + 1 for every 3 levels after the first to a maximum of + 5.

Time
Save: Magic Negates
Baste Duration: Level
Baste -
Stitch: Grants an extra attack OR move in a round. This does not allow for the extra casting of spells or use of Sartor abilities.
Cut: Reduces the target's actions to either a move or an attack/ability usage/spell usage.
Pink:
Non-Weapon: Grants an extra non-attack or spellcasting action a day, once the extra action is used a day must past before it may be used again. Another action is gained for or every 3 levels after the first to a maximum 5 extra actions a day.
Weapon: Grants an extra attack action a day, once the extra action is used a day must past before it may be used again. Another action is gained for or every 3 levels after the first to a maximum 5 extra actions a day. 

Even the city may be clothing if it is tailored right. Art By: Gustave Dore

Cold
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Grants a reduction to all cold damage equal to the Sartor's level times 5.
Cut: Each round the target automatically takes 1 point of cold damage. This damage increases by 1 point for every 4 levels after the 1st.
Pink:
Non-Weapon: Grants a reduction to all cold damage equal to the Sartor's level times 5.
Weapon: Adds 1 addition point of cold damage to the damage done by the weapon. This damage increases by 1 point for every 4 levels after the 1st.
Acid
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Grants a reduction to all acid damage equal to the Sartor's level times 5.
Cut: Each round the target automatically takes 1 point of acid damage. This damage increases by 1 point for every 4 levels after the 1st.
Pink:
Non-Weapon: Grants a reduction to all acid damage equal to the Sartor's level times 5.
Weapon: Adds 1 addition point of acid damage to the damage done by the weapon. This damage increases by 1 point for every 4 levels after the 1st.

Electricity
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Grants a reduction to all electrical damage equal to the Sartor's level times 5.
Cut: Each round the target automatically takes 1 point of electrical damage. This damage increases by 1 point for every 4 levels after the 1st.
Pink:
Non-Weapon: Grants a reduction to all electrical damage equal to the Sartor's level times 5.
Weapon: Adds 1 addition point of electrical damage to the damage done by the weapon. This damage increases by 1 point for every 4 levels after the 1st.

Fire
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Grants a reduction to all fire damage equal to the Sartor's level times 5.
Cut: Each round the target automatically takes 1 point of fire damage. This damage increases by 1 point for every 4 levels after the 1st.
Pink:
Non-Weapon: Grants a reduction to all fire damage equal to the Sartor's level times 5.
Weapon: Adds 1 addition point of fire damage to the damage done by the weapon. This damage increases by 1 point for every 4 levels after the 1st.

Many strange threads for many strange garments. Art By: Unknown

Blood
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Adds a number of temporary HP equal to twice the Sartor's level minus one (Must pay the cost!). This HP is lost first during a battle. This alteration cannot be applied again until the duration has ended.
Cut: Reduces the target's maximum HP by twice the Sartor's level. The HP is returned at the end of the duration. If the target dies before the end of the duration, they are not returned to life by the return of their lost HP.
Pink:
Non-Weapon: Adds a number of HP equal to twice the Sartor's level to the wearer's maximum HP. This HP is lost when the wearer removes the item.
Weapon: Adds 1 addition point of damage to the damage done by the weapon. This damage increases by 1 point for every 4 levels after the 1st.

Muscle
Save: Magic Negates
Baste Duration: Level plus Charisma Modifier
Baste -
Stitch: Increases the melee damage done by +1. This damage is increased by 1 for every 3 levels after the 1st to a maximum of +5.
Cut: Reduces the melee damage done by -1. This damage is increased by 1 for every 3 levels after the 1st to a maximum of -5.
Pink:
Non-Weapon: Adds +1 to Strength. This bonus increases by +1 for every 5 levels after the 1st. This may not take a character's stat over their racial maximum.
Weapon: This increases the damage multiplier by 1 of a critical hit done by the weapon. This bonus increases by 1 for every 6 levels after the 1st.

Reflex
Save: Magic Negates
Baste Duration: Level plus Charisma modifier.
Baste -
Stitch: Increases the base speed of the target by +10 feet. This bonus is increased by +10 feet for every 2 levels after the 1st.
Cut: Decreases the base speed of the target by -10 feet. This penalty is increased by -10 feet for every 2 levels after the 1st. A target can be completely robbed of their ability to move while under the effects of this ability. If the target has multiple forms of movement the Sartor must choose which is effected at the time they use this ability.
Pink:
Non-Weapon: Increases the base speed of the target by +10 feet. This bonus is increased by +10 feet for every 3 levels after the 1st.
Weapon: Once per day, after being attacked, the character may make a counter attack against the attacker. The attack is rolled normally, like any other attack. The number of times this ability may be used increases by 1 for every 5 levels after the 1st.

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