First Batch of Clowns


It's been a while since I made a devlog but progress has continued. 

I rebuilt the classes and base rules a few times already but I've finally reached a few conclusions. The players still balance between two pools of energy, FE and Stam, to activate their class-specific abilities, but now to perform more magically or physically difficult tasks they will also need to pull from these energies. It's up to the GM to decide when tasks require these energies but most common examples have set values for how much FE or Stam is needed. 
 
The first five classes are complete. These are Party Clown, Rodeo Clown, Tramp, Mime, and Harlequin. The following is just a little bit about the theme of each of these classes and their main abilities.

Party Clown

A perfect class for any type of play. The party clown makes use of FE to animate balloon creatures to aid in situations while also being able to make use of Stam in order to alter their form.  

Rodeo Clown

The Rodeo clown is the perfect clown for anyone wishing to be a tank of a clown. With their special item the Rodeo Barrel they are capable of rolling with all the punches. When the team is in a tight spot they are capable of taking the attention of any enemy and placing it upon themselves, being a capable tank this is only natural.

Tramp

The Tramp is a clever clown built for quick thinkers. They're capable of a small amount of teleportation in order to move around before anyone is the wiser. In case times are tough and they need a quick bit of support the Tramp has alternative methods of healing themselves.  

Mime

A clown whose imagination is the only limit. By using FE the mime can conjure forces and objects out of thin air, enthralling those around them into perceiving them as real. This is the full caster build of clowns but they still have an ability that makes use of Stam just in case they run into trouble. A mime can contort and bend themselves when needing to dodge enemies. 

Harlequin

A silent clown who relies on their mysterious abilities.  Not only can the Harlequin compel enemies around them into laughing uncontrollably but they can also perform a perfect mimicry of a target nearby. This can also be done in reverse, but few would want to copy a  Harlequin's actions, as there are some that only they are safe to perform.


I've definitely tried to make each of these classes completely unique with very little overlap, I think I've accomplished that so far. Once the final bit of world mechanics is finished I'll be moving to testing with these classes. It's sure to be fun.

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