EXTREMELY EARLY BETA LIKE 0.11112 OR SOMETHING
Awesome Fortress 2: The Latest Awesome System Mod
Hi! We’re going to be tailoring the Team Fortress 2 classes to the Awesome System. Each class will have a base cost in Character Points and then a cost for their individual pieces of equipment. We might even have time for a few unique powers.
A Brief Primer on Rocket Jumping
For various silly reasons, the rules for Rocket Jumping are not in the core book and I cannot put them there. Yeah, don’t get me started.
Anyway, here is a brief summary of how they work. If someone fires an exploding weapon and specifies you as the target, you need to make a dodge as normal to avoid a direct hit from the weapon. Assuming the explosive detonates where you’re still in its blast radius, you are still treated as being in the blast of the explosion, however. Anyone caught in an explosion’s blast radius makes a Dodge or Acrobatics check and selects an outcome of their choice from the table below.
Difficulty Distance Travelled
5 Movement * 1
10 Movement * 2
20 Movement * 3
40 Movement * 4
X2... Movement * +1...
Moving further than two times your character’s Movement will incur 10 points of damage. Interestingly, if you’re short of making a difficulty, you can exchange Hit Points for bonus on a 1 for 1 basis. Difficulty may not exceed the damage of the weapon.
Fenix the Angry Soldier is fired at by another Soldier while escorting Coltrane the Demoman! Oh fucking shit, Fenix! The other Soldier makes his attack a Stunt with some spare AP and rolls a 42 against a difficulty of 9. Fenix rolls a34 for his dodge, handily avoiding the attack, but the enemy Soldier craftily fired it at the ground. Coltrane opts to simply Dodge against a difficulty of 5 since he’s a bit gay like that and only moves his Movement of 20 feet away from the explosion. Since he was within 5 feet of the centre of the blast, he’s still going to take half damage, a nasty 60 HP stripped away from the burly Demo. Fenix is a bit crazier and rolls an Acrobatics of 52. Since he decides to move the maximum distance, this allows him to move four times his Movement of 19, or 76 feet!
Scout
Base Cost: 15 (Leap)
Scouts require the Leap power. Pretty straightforward, really.
Baseball Bat: Already in the rules! $10 and you can start bonking.
Bonk: No. Fuck this gay faggot shit.
Force A’ Nature: So lazy. Same as Scattergun.
Scattergun: Pick up a standard Scattergun for $400. They’re already in the rules.
Sandman: This works just like a Pose check, except with your Sleight of Hand skill opposed to your opponent’s Dodge and actions are lost for every 10 points you beat the individual by, instead of every 5. You can do it as much as you like, though!
Soldier
Base Cost: 0
Buff Banner: Sets you back 2 CP. Whenever the Soldier makes a kill, make a Rage check (a Soldier specific skill) and write down your Rage total. Successive kills add to the total. For every increment of 50 Rage, all party members gain an AP.
Direct Hit: Pick up an AT-10 for four grand. Can be loaded up with AT rounds at $500 a pop.
Equalizer: Whenever a Soldier is hit, he may make a Rage check, a Soldier specific skill. This ability works identically to Torn Uniform, otherwise. The Equalizer is otherwise identical to an Axe, Hand ($20).
Gunboats: For as little as 2 Character Points, you gain 2 bonus for every HP spent while rocket jumping. Everyone else only gains 1.
Rocket Launcher: Same gun, but pick up some HE rounds for $1,000 each. That’s gonna set you back!
Shovel: Take a $30 baton. Easy.
Pyro
Base Cost: 15 (Ambush, Flame Retardant Suit)
Pyros start with a Flame Retardant suit. They take damage from Flamethrowers as normal, but do not suffer the burning after-effects. Lucky them! They also have Ambush, which is quite useful for using their Backburner.
Axtinguisher: An Axtinguisher sets you back 4 CP. Same as the standard Fire-Axe, but deals Brawn + 2 damage instead of Brawn + 6. Hits from the Pyro on burning enemies function as if the Pyro had spent an Awesome Point on Bonus Dice.
Backburner: $5000 and 2 CP, same as the regular Flamethrower. Pyros attacking enemies who are unaware of their presence treat their actions as one Stunt Level higher. This is able to exceed the Stunt Level Single of their Flamethrower. Their Ambush ability obvious comes quite in useful here, as most combats start with a Pyro flying out of cover and torching everything in sight.
Fire-Axe: Under Axe, Hand. Costs you $15.
Flaregun: Flaregun is a gun with the following stat block:
Weapon: Flaregun Ammo: Flares Price : 500 Damage: 8 Rounds: 1 Range/Penalty Applied: 5/1 RT: 3 Size: Small Handling: 2 Stunt Level: Single
When a Flaregun scores a hit, the unlucky saps targeted are now on fire. This usually results in them running around screaming and burning, which we represent in-game by having them take 10 damage and a -20 penalty to all actions for the next four turns. Every time the character takes an action, they may also make a Guts or Toughness check, reducing the penalty by the amount rolled.
If the dude manages to get a 0 on their Guts or Toughness check, including the -20 penalty, they may opt to spend their turn putting the fire out.
Flamethrower: Sets you back 2 CP and $5,000 clams. Flamethrowers also come with a Poofer, which IS new and sets you back 2 CP, and allows the Pyro to use his Firearms: Flamethrower to dodge explosive attacks. Any excess bonus is treated as a Firearms: Rocket Launcher attack, which may be directed as the Pyro pleases.
Additionally, he can Poof people around, which naturally shoves people 2d6 feet away from the Pyro.
Shotgun: Gee, I wonder if this system has a shotgun already or not.
Demoman
Base Cost: - (Pfft who cares about Demoman)
Bottle: :V
Chargin’ Targe: :V
Eyelander: :V
Grenade Launcher: :V
Sticky Launcher: :V
Scottish Resistance: :V
Heavy
Base Cost: 0
Dalokohs Bar: Costs 2 CP to use. At any time, a Heavy may spend an AP to gain Hit Points equal to his Defence, up to his maximum HP + 50.
Fists: Consult the Unarmed Weapon Sub-Specialization Matrix in Chapter 46: Advanced Dice Synergies.
KGB: Costs 4 CP. Every time the Heavy lands a Melee kill, he gains 1 AP.
Natasha: Natasha works the same as an XM214, except it does 22 damage per bullet, as opposed to 25. For every bullet that hits, your opponent’s Movement is reduced by 1.
Sandvich: Pick up Regeneration. Easy!
Sasha: Pick up an XM214 for $1,500.
Engineer
Base Cost: - (Yeeaaaah, fuck this for the time being. Maybe later)
Pistol: Glock 9mm is your man.
Shotgun: Well, I can stat this at least.
Medic
Base Cost: 20 (Regeneration)
Blutsauger: The Blutsauger costs 4 Character Points and is treated as a standard AK. For every syringe that hits, the Medic regenerates 1 HP.
Bonesaw: Axe, Hand should do nicely here. Sets you back $15.
Kritzkrieg: Costs 10 Character Points. With a simple check, the Medic calls on the power of love and friendship and directs an ally. If your action come up on the same turn as a friend’s, you can blast them with the Kritz to power them up. Simply spend your action, make a Leadership check and consult the table below.
Medic’s Leadership Bonus Dice for Ally’s action
5 2d6
10 3d6
15 4d6
20 5d6
+5… +1d6…
The Kritzkrieg can also Heal, just like the Medigun.
Medigun: Costs 4 Character Points. The Medigun allows the Medic to heal on the fly. Simply spend an Awesome Point and make a Bonesaw check on a comrade to recover that many of their Hit Points. Overhealing isn’t implemented because you’d have to be crazy to use it.
Syringe Gun: Functions virtually the same as an AK, even in the game. Sets you back $650.
Sniper
Base Cost: Dignity.
Huntsman: Feel the burn on your wallet as you pick up a Bow, Flat for a monumental $10.
Jarate: Debuffs are fucking boring and everyone knows it.
Kukri: Short sword will do nicely here. $20.
Sniper Rifle: Pick up a Lee Enfield for $300.
Spy
Base Cost: 22 (Shapeshifter and Sappers)
Ambassador: A magnum ($300) that deals 18 damage instead of the regular 24. On a headshot, you deal 8d6 bonus damage instead of the standard 6d6.
Butterfly Knife: Pick up a standard knife for $5.
Default watch: No need to make up rules for this. Just take a lot of levels in Sneak.
Cloak and Dagger: Same as Default Watch.
Dead Ringer: Costs 5 CP. Upon death, Spies with an Awesome Point remaining may burn it and make a Sneak check, treating the result as a typical Bonesaw roll. Needless to say, anyone who fails their opposed Notice to the Spy’s Sneak thinks they’re dead.
Revolver: Gee, I wonder if there are rules for this.
Sapper: Sappers allow a Spy to disrupt Engineer buildings and are included in the cost of playing a Spy. Using a Sapper is as easy as creeping up to any active building and making a difficulty 5 Sleight of Hand check.