The Catalyst, a support class for the Whitehack RPG

Following on from my post detailing my Whitehack house rules, this is a new class I have written up which adds a sort of cleric/bard/band manager support class option to Whitehack.

There is some overlap between the Catalyst and the more tactical abilities of the Strong, and also with some of the social focus of the Fortunate, and you could certainly build a support style character as either a Deft or Wise. This isn’t intended to replace any of those options, more to give a character who’s focus is on helping their friends and allies.

The Catalyst (or Savvy) can be the group’s commander, religious guide or entertainer and soul of the party. Essentially, this is a support character who, while not the most powerful in and of themselves, will be able to get the best out of the rest of the party in combat. Catalysts also have the contacts and sway to find the group whatever they might need in more social situations.

The Catalyst uses the same progression table as the Fortunate.

Base Abilities

+1 Initiative bonus, and can swap initiative with any slower ally.

Can shout some advice, spend a combat action and pass a Save to add d6 to an ally’s AV or ST for one round.

Has an additional Group on Charisma, this group is likely the character’s vocation and probably represents the Catalyst’s ability to find resources, shelter or friends,

+2 ST against group effects, and if the Catalyst passes, allies caught in the same effect can add +1 to ST.

Slot Abilities

1 – Once per session, through either investigation or interrogation, The Catalyst can claim a defeated foe’s contact or affiliation as his own. This is effectively a temporary Group with as many uses as the Catalyst’s level. Only one is allowed at a time.

2 – At the start of combat the Catalyst can make a Save to pause hostilities and re-open a dialogue.

3 – Once per combat the Catalyst can spend an action to try and convince the opposition that they should surrender, or at least call it a draw. If the opposition are clearly winning or unwilling to quit, the Catalyst must pass a Charisma test to stop the conflict.

4 – With enough time to mediate the teamwork, the Catalyst and allow one ally to use another willing ally’s Group for a roll.

5 – With an action the Catalyst can taunt, goad or trick an enemy into attacking. The enemy attacks with -2AC and could be vulnerable to free attacks.

6 – With an action the Catalyst can form his allies together into a defensive line. the group gains +2AC and +2ST until they move or one falls. Requires appropriate location.

7 – When the group rests, the Catalyst can aid with their recovery, either all allies recover an additional +1 HP, or one ally can recover an extra d6 HP.

8 – With an action the Catalyst can call out a particular member of the opposition to give your team Combat Advantage against that target. The target can attempt to Save against the effect.

9 – With a verbal command and a successful save redirect a successful enemy attack from one ally to another (willing) ally.

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