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Interjection Games

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The Triggerman - Momentum-Based Gunslinging

Vendor: Interjection Games
Type: Book
Price: 5.99

Momentum Classes

  • The Master of Forms (momentum monk) - Endzeitgeist top 10 of 2015 nominee
  • The Assassin (momentum rogue) - Endzeitgeist #6 of 2016!
  • The Triggerman (momentum gunslinger)

What is Momentum?

Momentum is a system that hearkens back to the combo point engines that you find in various video games. In its simplest form, you execute various techniques to build focus, which can then be spent on other techniques. Unlike the rather binary nature of the- admittedly simplistic- video game combo point engines, momentum has techniques with variable points costs, a point cost of 0, alternate versions that cost more, and fixed cost techniques ranging from -1 to -4. This makes each of your actions a choice. Do you build up for another round, sacrifice power from a separate pool to build up faster this combat, or let loose with a big- but not huge- effect right now?

The end goal of momentum is to give the martial classes that use it a heaping dose of freedom, choice, and agency in their turn-to-turn minutiae. Who cares if a class is competitive if all it does is make a full attack each round? We are gamers, and being able to do cool stuff is half the draw of a class.

Momentum and Moxie: The Triggerman's Special Mechanic

All of Interjection Games' momentum classes take the core momentum engine and do something unique with it. For the triggerman, whenever you spend 2 or more focus on a single technique, you generate moxie points, which themselves are a currency that can let you weave small effects in between your momentum builders and finishers. Some moxie techniques grant a passive bonus based on the number of moxie points you're holding, while others simply add energy damage to an attack, increase the reach of that one shot that really matters, or assist with a skill check.

Moreover, the triggerman's guns build momentum, not the triggerman himself, allowing him to build up points for multiple finishers simply by swapping out guns frequently. Other class features allow for easily pumping a point of focus into a gun with no focus, thus making the triggerman more about cranking out -1s "mini-finishers" than any other momentum class in the series so far. As a result of the necessary waiting baked into the momentum engine this time around, the triggerman's -2 techniques are generally a heavy power spike over the -1s, and the moxie engine further pushes patience for more power.

Product Features

The triggerman base class

4 technique trees with 20 techniques each: dragoon, gun fu, marksmanship, and munitions

Technique tree specialization bakes build variety right into the class; no archetypes!

2 feats for each technique tree, and a smattering of tree-agnostic feats

Favored class bonuses for over 20 races

Generic favored class bonuses! Not on the race list? Don't like your race's bonus? Take one of these instead.

The Gadgeteer - Custom Weapon Options

Vendor: Interjection Games
Type: Book
Price: 1.00

Interjection Game's gadgeteer base class revels in modularity. A well-balanced gadgeteer spends her gadget slots to slap gizmos and thingamabobs onto a custom weapon or two, then spends the rest on fanciful gadgets with loads of options each! The latter of these- whale oil cannons, spy cigars, and more- have always been the sexier topic, for they are evocative where a toolbox of creation is more of a sandbox tool, and so it was that custom weapons never got an expansion until now.

Pile on brand new combat bonuses for your gadgeteer's custom weapons with options ranging from emergency combat drugs and means to protect yourself from ability damage to self-damaging swift action nonsense!

The Assassin - The Fabrication Cold Technique Tree

Vendor: Interjection Games
Type: Book
Price: 2.25

The Interjection Games Assassin base class makes use of the Momentum Engine, in which performing certain maneuvers builds up a counter that enables the use of point-consuming "hot" techniques at break points of 1, 2, 3, and 4. In addition to this combo counter mechanic, assassins have a pool of technique points that power "cold" techniques that are generally used out of combat, as well as a small selection of "lukewarm" techniques that can draw from either counter or pool for added flexibility.

An assassin chooses two "hot" technique trees and two "cold" technique trees upon character creation, thus giving the assassin inherent modularity that utterly eliminates the need for archetypes.

It is into this environment- one in which each new option multiplies the number of available builds- that Interjection Games presents the new Fabrication "cold" technique tree!

The Process

1. Each morning, gain a number of fabrication points.

2. Choose one of four gadgets for each of your gadget slots:

a. Hidden Blade - a wrist-mounted blade that gets past security
b. Smoke Bombs - consumable area effects with five variants available
c. Springknives - autotrigger attacks that are installed before use
d. Utility Belt - built with your choice of two of eight components

3. Apply up to two addons to each gadget by spending fabrication points.

4. Apply the effects of any techniques that spend fabrication points to modify construction.

5. Go make an enemy miserable.

Product Features

  • The Fabrication technique tree, with 15 new techniques
  • The Killer Engineering ability, autogranted in pieces over the course of your first three fabrication techniques
  • 4 gadgets - the hidden blade, smoke bombs, springknives, and utility belt
  • 5 smoke bomb variants
  • 8 utility belt components
  • 19 addons to mix and match on your gadgets (giving smoke bombs and the utility belt that signature Interjection Games "modularity in your modularity" for maximum player freedom and combo play)
  • 5 Fabrication technique feats covering topics from addons only for the fabrication specialist to the ability to produce a pile of bonus zero-addon gadgets to add to your equipment hoard.
Ethermagic Expanded - The Ethershaper Base Class

Vendor: Interjection Games
Type: Book
Price: 5.99

What is the ether?

The ether fills the void between universes, effectively cushioning creation in its endless gyrations. Were two such universes ever to touch, their likely-incompatible physics would tear each other apart in much the same way as an encounter between a paladin and an anti-paladin. That is to say, one may survive the encounter, but neither are going to look happy when it’s over. In order to prevent this from happening, the ether absorbs the excess translational energy of the entire multiverse, which, in turn, makes it the greatest source of raw energy there is. Mind you, this means the greatest source of energy in the multiverse can be accurately described as a vat of gelatin studded with universes as though they were bits of pineapple.

Not by study, not by blood, but by sheer, dumb luck, a mortal can find himself attuned to the limitless well that is the ether. As an infinite gift with no apparent source or rationale has a tendency to be construed as divine mandate, the vast majority of ethermages are insufferable louts, though some few take their gift and use it for nobler deeds.

How does the ether play?

Ultimate Ethermagic takes equal parts Douglas Adams and H. P. Lovecraft to produce an “all day long” system of magic with a cosmic flavor. Spiritual successors to the warlock base class of the 3.5 days, ethermagic classes seek to have improved playability by offering the ability to mix and match spell effects to make custom evocations on the fly. Whereas the warlock simply blasted, the ethermagician can ask, “How hard?”

Thanks to the advent of a rapidly-regenerating spell point pool, players must choose whether or not to spend more than they will regenerate next turn. Incredibly potent effects are indeed possible, but firing them off without a care in the world will reduce the player to single-target ranged touch attacks in a hurry!

The Ethershaper Base Class introduces a new advanced play base class to the ethermagic canon: the ethershaper. Sole user of the new voidshape etherheart (basically a school of magic), the ethershaper combines damage, support, and debilitating effects that can be woven into single spells, but then applies them based on the target’s initiative score at the time. Combined with limited initiative manipulation to allow a single spell to buff one target and deal damage to another, this makes the ethershaper more combo-oriented than any other extant ethermagic class, and as initiative scores will be different for every combat, new combos will need to be created for each fight.

Product Features

  • The ethershaper base class

  • The herald of the self archetype, which adds chaos magic to the mix

  • The new voidshape etherheart with 70+ manifestations

  • A reprint of the alteration (self buff), bestow (other buff/debuff), and genesis (conjuration) etherhearts, including all manifestations.
Ultimate Onmyodo

Vendor: Interjection Games
Type: Book
Price: 9.99

For people who want their oriental magic systems to feel organic and respect mythology rather than be a pile of modifiers that force existing spellbooks into the role.

The Flavor

According to those who practice onmyodo, the world is absolutely awash with spirits. The creek down the road has its own river god, spirits tend to every tree and blade of grass, and when a plum-loving poet is murdered by the emperor's men, he may very well manifest thunderstorms that kill government officials until he is deified. The onmyoji are uniquely suited to act as emissaries to this world of spirits, and their role is to take the advice of the spirits and apply it to the mortal world. In doing so, this makes the onmyoji a powerful diviner, and having the favor of the spirits is itself particularly valuable when danger rears its ugly head.

The Systems

Haiku - Used by the warrior poet base class, haiku are effectively custom bardic performances with plenty of Interjection Games' signature modularity. Build two subjects up using a spellbook of various topics, then add a kireji, or cutting word, from a complete list of cutting words used in traditional haiku. When the poet begins to perform, he chooses one of the haiku's two subjects, and when he executes his kireji as an attack action, his performance changes to that haiku's other subject.

Origami - Used by the shikigami ascendant base class, origami represents the ascendant folding its own body to grant itself various powers each day. The number of folds allowed is based on the ascendant's origami pool.

Petitions - Used by the onmyoji and shikigami ascendant base classes, petitions represent calling on the help of the spirit world directly, whether that be the direct intervention of Amaterasu herself, a thunderstorm Tenjin, Raijin, Susano-o, and Fujin built by committee, or just the assistance of a few dozen dead functionaries. Mechanically, the system is a wide selection of talents that are activated through the use of a spirit point pool.

Shikigami - Used by the onmyoji base class, the shikigami is a kami-familiar bound in a shell of origami paper. Far more central to the onmyoji than a familiar is to a wizard, shikigami not only deliver talismans, but also cast their own petitions if it takes the feats for it.

Archetypes that get rid of the shikigami? not everyone likes pets? tend to feel like whole new classes because of the amount of power that needs to be replaced.

Talismans - Used by the onmyoji and warrior poet base classes, talismans are placed objects that allow no saving throws and function until destroyed or their duration expires. Most talismans have two variants: a single-target omamori version and an area-of-effect o-fuda version.

Product Features

  • 3 base classes: the original onmyoji, the pet-turned-master shikigami ascendant, and "oriental bard" warrior poet
  • 5 onmyoji archetypes: grinning fox*, herald of the lucky god, mokusei*, oathbearer*, and shubo-sha
  • 1 warrior poet archetype: the kigoist
  • Dozens of player character feats
  • Feats for the shikigami
  • Feats that represent friendship with one of the Seven Lucky Gods
  • 4 new magic systems with spellbook: petitions, haiku, origami folds, and talismans

* This archetype gets rid of the shikigami so as not to force pet play. Options!