RolePlay onLine RPoL Logo

, welcome to Dragon World

05:48, 27th April 2024 (GMT+0)

Classes.

Posted by The GMFor group 0
The GM
GM, 1 post
Tue 22 Feb 2022
at 14:41
  • msg #1

Classes

Mighty (Forceful)
Shifty (Sneaky/Agile)
Bloody-minded (Focused)
Eldritch (Magical/Smarts)
Sane (Willpower)
Charming (Charming)

+2, +1, +1, 0, 0, -1

Angsty Shadow Warrior

Stats:
Select one set, then increase one stat by 1.
• Darkblade: Bloody-Minded –1, Charming –1, Eldritch +1, Mighty +1, Sane +0, Shifty +0
• Shadow Assassin: Bloody-Minded +0, Charming –1, Eldritch +1, Mighty +0, Sane –1, Shifty +1
• Umbral Warrior Mage: Bloody-Minded +0, Charming +0, Eldritch +1, Mighty –1, Sane +1, Shifty –1

• Shadow Blade: You possess (or can conjure) a sword made of pure darkness wreathed in purple flames or some such. You can roll 2d6 + Eldritch to kick some ass.

• Thin Shadow: Something about your personality is such that people tend to just forget about you. Whenever someone is supposed to be paying attention to you and there’s a distraction or other pressing matter, roll 2d6 + Eldritch.
--On a 7-9 your friends and normal people forget about you.
--On a 10+ even enemies actively searching will forget about you until you do something really overt and offensive.





Chosen Visitor

Stats:
Select one set, then increase one stat by 1.

• Chosen Seer: Bloody-minded –1, Charming +1, Eldritch +1, Mighty –1, Sane +0, Shifty +0
• Ordinary Kid: Bloody-minded –1, Charming +0, Eldritch +1, Mighty +0, Sane +1, Shifty –1
• Plucky Hero: Bloody-minded +1, Charming +0, Eldritch +0, Mighty +1, Sane –1, Shifty –1

• Mysterious Power: You manifested a strange power upon arriving in the fantasy world. Select one of the moves from other classes listed below.
--Almighty Power (Pure Sacrifice)
--Big Bang (Explosive Mage)
--Healing Prayer (Fanatical Cleric)
--Obnoxious Little Familiar (Explosive Mage)
--Ridiculously Strong (Half Dragon)


• Sacred Machine: You have an ancient magical robot at your disposal. It will count as a MacGuffin for some major enemies, and you can roll 2d6 + Eldritch to kick some ass. However, you can only use it for one scene per (game) day (recharges at dawn).




Stats
Select one set, then increase one stat by 1.
• Charming Knave: Bloody-minded +0, Charming +1, Eldritch –1, Mighty –1, Sane +0, Shifty +1
• Clever Treasure Hunter: Bloody-minded –1, Charming +1, Eldritch +1, Mighty +0, Sane –1, Shifty +1
• Unstable Cutpurse: Bloody-minded +1, Charming –1, Eldritch +0, Mighty +0, Sane –1, Shifty +1

• Backstab: You can roll 2d6 + Shifty to kick some ass

• I Know a Guy: You have a lot of connections in various towns and cities.
When you look for someone to do stuff for you or give you information, roll 2d6 +Charming. On a miss, you find someone who holds a grudge for something you did in the past. On a 7-9 the DM chooses 2, on a 10+ the DM chooses 1:
• It’s going to cost you; use the buy stuff move.
• They want you to do something risky for them in return.
• They want you to do something humiliating for them in return.
• Your transaction does not go unnoticed.



Dumb Fighter

Stats
Select one set, then increase one stat by 1.
• Big Bruiser: Bloody-minded +1, Charming –1, Eldritch –1, Mighty +1, Sane +0, Shifty +0
• Legendary Hero: Bloody-minded +1, Charming +0, Eldritch –1, Mighty +1, Sane –1, Shifty +0
• Unexpectedly Clever Swordsman: Bloody-minded –1, Charming +0, Eldritch –1, Mighty +1, Sane +0, Shifty +1

Choose two:

Legendary Sword: Your sword is actually a special sword of legend. It always counts as being one clue closer to a MacGuffin.

Meat Shield: If you put yourself in harm’s way to protect someone else, roll 2d6
+ Bloody-minded. On a 10+ you take the brunt of what they were going to take. On a 7-9, you fall down and the threat has only been temporarily held back.

Warrior’s Charisma: You can roll 2d6 + Mighty to trick an NPC.

Warrior’s Insight: If you fight someone in melee combat, roll 2d6 + Shifty. On a hit you take +1 forward for fighting them, and on a 10+ you also get a clue about them.
Sign In