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01:43, 17th May 2024 (GMT+0)

Classes:

Posted by The GMFor group 0
The GM
GM, 4 posts
Wed 9 Nov 2022
at 02:53
  • msg #1

Classes:

All characters start with 10 HP, whatever non-magical weapons they want (sword, bow, dagger, staff, sling, whatever), and all characters do 2 damage when they hit but aren't using their special abilities (except the Mage, who only does 1).

Just choose a class and three of the Abilities to start with (you can unlock the 4th ability later, along with other things).



Fighter: Starts combat with 3 Morale Fuel
Forceful: 4d6
Agile: 3d6
Insightful: 2d6
Charming: 2d6
* +1 Fuel when the objective is Kill, Beat Up, or Overrun
* +1 Fuel when the mode is ATTACK
* Ability: Blade Storm: Spend X Morale, and then stand still and just observe the enemy this round. Next round: do 2 damage to one target for each Morale point you spent.
* Ability: Charge: Spend 2 Morale to charge at a target that is Near (no matter who might be in your way) and to automatically do 2 damage when you reach that target.
* Ability: Intimidate: Spend 1 Morale and pick a target. That target does 1 less damage next round (minimum of 0).
* Ability: Fall Back: Spend 2 Morale and grab a nearby ally (that isn't trapped is some way) and move them to a new, Near or Far location. If they were at 0 HP, they regain 1.


Rogue: Starts combat with 2 Morale Fuel and 1 Distract Fuel
Forceful: 2d6
Agile: 4d6
Insightful: 3d6
Charming: 3d6
* +1 Fuel when the objective is Escape, Escape With A Captive, or Gain an Item-- in fact, if the objective is Escape or Escape with a Captive, you AND ALL of your allies get to roll +1 dice!
* +1 Fuel when the mode is FEINT
* Ability: Perfect Throw: Spend 1 fuel (Morale OR Distract) to throw a knife and hit a target (that is Close or Near). The knife deals 1 damage, and has the Pierce tag. Spend 2 fuel to do 2 damage, or to throw two knives (1 dam each) at two targets.
* Ability: Backstab: Spend 1 Distract Fuel. You do nothing this round but sneak, but you cannot take damage this round. Next round, you do 2 damage to a target without having to roll. Spend 2 Fuel (Morale AND/OR Distract) to do 4 damage.
* Ability: Supply: Spend 1 Fuel (Morale OR Distract) to run and get one OR two Fuel Drops from the Battlefield and give it/them to a teammate next round (you can't use it yourself).


Mage: Starts combat with 3 Magic Fuel
Forceful: 1d6
Agile: 2d6
Insightful: 4d6
Charming: 3d6
NOTE: Mages do only 1 damage in non-magical combat.
* +1 Fuel when the objective is Render Helpless, Block, or Topple
* +1 Fuel when the mode is ATTACK.
* Ability: Magic Missile: Spend X Magic Fuel. Magical balls of energy fly from your hands, dealing 1 Harm to a number of targets equal to the amount of Magic Fuel you just spent (you can choose the same target twice in the same round, but not three times in the same round).
* Ability: Mirror Image: Spend 1 Magic Fuel. You create an illusion of yourself right next to you. The next time you take damage, roll 1d6. Even: the Mirror Image disappears, but you take no damage. Odd: You take the damage yourself.
* Ability: Dazzle: Spend 2 Magic Fuel and pick a target. That target does nothing next round.
* Ability: Confuse: Spend 2 Magic Fuel and pick a target. That target attacks whoever is nearest it next round, even if they're on that target's side.



Cleric: Starts combat with 3 Holy Fuel
Forceful: 3d6
Agile: 2d6
Insightful: 3d6
Charming: 4d6
* +1 Fuel when the objective is Render Helpless, Gain Surrender, or Drive Away
* +1 Fuel when the mode is DEFEND.
* Ability: Divine Grace: Spend 2 Holy Fuel. You and all allies Near or closer recover 1 Damage.
* Ability: Bless Weapon: Spend 1 Holy Fuel. Do nothing but bless your weapon this round. For the rest of this battle, if you do damage with that weapon, do an extra +2 damage.
* Ability: Aura of Protection from Magic: Spend 1 Holy Fuel. You take no magical damage this round nor next round-- but neither does the enemy.
* Ability: Zeal: Spend 1 Morale Fuel. If the Party's mode is Defend or Maneuver this round, you (just you) roll 1 extra die next round.


Ranger: Starts combat with 1 Morale Fuel, one Balance Fuel, and 1 Distract Fuel
Forceful: 2d6
Agile: 3d6
Insightful: 3d6
Charming: 4d6
* +1 Fuel when the objective is Render Helpless, Drive Away, or Overrun
* +1 Fuel when the mode is FEINT.
* Ability: Priority Target: Spend 1 Morale Fuel and choose a target. If an ally does damage to that target next round, double that damage (yes, even if more than one ally damages that target next round).
* Ability: Dodge and Strike: When you are attacked, spend 1 Morale Fuel to dive out of the way of danger, and to strike back at the source of the attack for 2 damage.
* Ability: Animal Companion: You have an animal companion. If it's small (sparrow, cat, bat), spend 1 Balance Fuel to get it to distract one target. You can roll +1 die against that target next round. If it's large (eagle, lion, bear, horse), spend 1 Balance Fuel to get it to double any damage you do against that target next round.
* Ability: Nice Shot: Spend 2 Fuel (of any kind/combo) to shoot an enemy at Far range for 4 Harm. On a kill the target drops 1 extra Fuel Drop.



Druid: Starts combat with 3 Balance Fuel
Forceful: 2d6
Agile: 2d6
Insightful: 3d6
Charming: 4d6
* +1 Fuel when the objective is Render Helpless, Gain Surrender, or Drive Away
* +1 Fuel when the mode is MANEUVER.
* Ability: Grasping Vines: Spend 1 Balance Fuel and pick 1 target: You and/or any ally who rolls to deal with that target next turn rolls 1 extra die.
* Ability: Bramble Seed: Spend 2 Balance to toss a seed at water (even a puddle) or uncovered ground (not bare stone, for example) at Near range. Starting next round, the first time an enemy is Close to it, it explode-grows into thorny brambles, dealing 2 Harm to all enemies that are Close or Near to that spot. (The brambles wither the round after that.)
* Ability: Shapeshift: Spend 3 Balance to turn into a creature (next round) that rolls +1 die and does your damage (if you hit) +2 extra damage. You change back at the end of next round. Anything you're carrying or wearing mystically disappears and comes back afterward.
* Ability: World Merge: Spend 1 Balance Fuel to sink into the ground and to rise back out of the ground behind a target, even if they were Far. You can also attack them this round. Unless they have eyes in the back of their head or something, you do +1 damage to them if you hit them.



Barbarian: Starts combat with 1 Snacks Fuel, 1 Drinks Fuel, and 1 Morale Fuel.
Forceful: 4d6
Agile: 3d6
Insightful: 2d6
Charming: 2d6
* +1 Fuel when the objective is Kill, Render Helpless, or Beat Up
* +1 Fuel when the mode is ATTACK
* Ability: Om Nom Nom: Spend 1 Snacks Fuel to heal 1 damage to yourself.
* Ability: Now I'm Ready: Spend 1 Drinks Fuel to attack a second target that's Near or closer this round. You do +1 damage on all hits you successfully make this round.
* Ability: Berserk: Spend 1 Morale Fuel to attack three targets this round. You do double damage on all successful hits this round. However, afterward, you must also roll an Insightful check. If your highest result is lower than 3, next round, you will attack whomever is closest to you, friend or foe. This will continue until you successfully deal damage again, or until an enemy deals damage to you.
* Ability: I Want That: In combat, spend 1 Morale to spot an opponent that has something you want or need. You roll +1 die on rolls against that opponent until that opponent no longer has that thing.


Alchemist: Your default damage is 1. You start combat with 3 Alchemy Fuel.
Forceful: 1d6
Agile: 3d6
Insightful: 4d6
Charming: 2d6
* +1 Fuel when the objective is Render Helpless, Drive Away, or Escape
* +1 Fuel when the mode is FEINT
* Ability: Drink Me: Spend 1 Alchemy Fuel to restore 2 health to yourself, or to an ally who is already Close.
* Ability: Throw This: Spend X Alchemy Fuel to throw a potion (cannot be Far) that explodes when it hits, doing X damage to everyone and everything Close to where it hits, and X-1 damage to everything Near to where it hits (minimum 1 damage).
* Ability: Liquid Fire: Spend 1 Alchemy Fuel to throw a potion that ignites when it hits (cannot be Far). It burns for 1 damage this round, and every round until the end of combat. Even works in the rain!
* Ability: I Can Use That: In combat, spend 1 Alchemy Fuel, and pick an opponent. You will suddenly realize that there's something about that opponent that you could use to speed up the readiness of some of your potions Right Now. When that target's health is reduced to 0, they are guaranteed to drop 1d3+1 Alchemy Fuel.



Paladin: You start combat with 2 Holy Fuel and 1 Morale Fuel, or vice-versa (you pick each time).
Forceful: 4d6
Agile: 2d6
Insightful: 1d6
Charming: 3d6
* +1 Fuel when the objective is Render Helpless, Gain Surrender, or Block
* +1 Fuel when the mode is ATTACK
* Ability: Armored: Spend X Morale Fuel to Avoid taking X damage.
* Ability: Lay Hands: Spend X Holy Fuel to heal an ally for X damage.
* Ability: Spend 1 Holy Fuel and choose a target. If the GM tells you the target counts as Evil, you do double damage against them for the rest of combat. If the GM tells you they don't count as Evil, you get the Fuel refunded immediately.
* Ability: Sacred Vow: At the start of Combat, spend 1 Holy Fuel and make a vow, either to defeat a certain type of enemy (not just "evil"), or to keep someone or something safe, and you'll get 1 Hold. At any time, spend the Hold to re-roll a roll result of 1 or 2 that's directly related to that Vow.



Human: When you start combat, choose a type of Fuel you can use. You start with one extra of those.

Elf: You start the day with 1 Balance Fuel (1 extra, if your class gives you some already). Spend 1 Balance Fuel to run on things as if you were light as a handful of feathers: snow, blades of tall grass, very thin tree branches, thin ice, (but NOT regular water nor string nor lava-- there is a limit). Outside of combat, this Balance Fuel naturally recharges after five minutes of meditation.

Dwarf: You start combat with 1 Drinks Fuel. Spend 1 Drinks Fuel to attempt to roll multiple times to hit multiple enemies that are CLOSE to you (doing your normal amount of damage if you hit) in one round.

Halfling: You only do 1 damage as your default. You start combat with 2 Balance Fuel (2 extra, if your class gives you some already). Spend 1 Balance Fuel to have the ability to hold very still and not be noticed (nor attacked). After you do this, you may spend the next round in running to grab all the Fuel Drops at a given location-- if you are attacked while you do so, the attacks will all miss.

Gnome: You only do 1 damage as your default. You start combat with 2 Balance Fuel (2 extra, if your class gives you some already). In combat, spend 1 Balance Fuel to get 1 Hold, and to have the ability to look at a target and size them up. The GM will tell you an ability they can use, even if you've never seen (nor heard of) anything like them before (so this information will often come as a warning "watch out-- they can do this" or at least a reminder "remember, they can do this dangerous thing"). You may spend your 1 Hold to re-roll an Attack roll on that Target. Outside of combat, you can renew 1 Balance Fuel naturally after five minutes of rest and meditation.

Dragonborn: You start combat with 1 Balance Fuel (1 extra, if your class gives you some already). In combat, spend 1 Balance Fuel to Breathe Fire to a target that is not Far, doing 2 damage to it.

Kobold: You only do 1 damage as your default. You start combat with 1 Distract Fuel (1 extra, if your class gives you some already). Spend 1 Distract Fuel to make a Trap (you must describe it. Traps most often involve wires and/or ropes and/or pointy spikes)-- the next being (friend or foe) to enter the exact spot where you are now will take 3 damage. You must leave this spot immediately after you set the Trap. Outside of combat, you can renew 1 Distract Fuel naturally after five minutes of rest.

Goblin: You start combat with 1 Morale Fuel (1 extra, if your class gives you some already). Just because goblins are smaller than many doesn't mean they can't be loud: spend 1 Morale Fuel to Taunt everyone Near you or closer. Most or all enemies Near you or closer will attempt to attack you next round. However, when you are using your Agility to dodge enemies who have been Taunted, treat results of 3 or 4 as if you'd gotten a 5. When Taunted enemies attack you, they will treat a result of 3 or 4 as if they'd gotten a 2, and will treat results of 5 or 6 as if they'd gotten a 4.

Aarakocra: You start combat with 1 Morale Fuel (1 extra, if your class gives you some already). You can fly, although it's a bit tiring. Spend 1 Morale Fuel to fly briefly-- you can reach a Far location on the battlefield immediately, or you can attack a Close or Near target from above, allowing you to roll 1 extra die to hit. Outside of combat, you can renew this 1 Morale Fuel naturally after five minutes of rest.

Gnoll: You start combat with 1 Morale Fuel (1 extra, if your class gives you some already). Gnolls are pack hunters. In combat, spend 1 Morale Fuel to Pack Hunt: If you attack a target that an ally has already attacked this round, you roll +1 die to attack that same target, and you do +2 damage if you hit. If any other allies attack the same target after you this round, they also roll 1 extra die to attack, and they do +1 damage if they hit.

Orcs: You start combat with 1 Morale Fuel (1 extra, if your class gives you some already). Orcs specializing in taking down tough opponents. Spending 1 Morale Fuel will allow you to ignore any difficulties regarding attacking armored (includes non-magical shields) or tough-skinned opponents for 1 round (that is, this round, when you spent the Morale Fuel).
This message was last edited by the GM at 15:25, Fri 11 Nov 2022.
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