Editing B-Grade Templates (Classes)

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**''Name of template and Point Cost''
 
**''Name of template and Point Cost''
 
**Description: General description of the template.
 
**Description: General description of the template.
**Passing off as human: How easy it is to pass off as a human.
 
 
**Natural Weaponry: With an associated point cost.
 
**Natural Weaponry: With an associated point cost.
 
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.
 
**Powers: a single powerful benefit that must be purchased with the template. They are very powerful, define the template and are unique for each template.
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===='''GOLEM  (Costs 8 points)  '''====
 
===='''GOLEM  (Costs 8 points)  '''====
 
''Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.  ''
 
''Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.  ''
**Passing off as human: Very hard unless you are clothed head to toe.
 
 
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing
 
**Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing
 
**Powers: '''UNFLINCHING (costs 25 points)''': Blows don't disrupt your actions. You do not lose a die from a set in your dicepool when you are hit  
 
**Powers: '''UNFLINCHING (costs 25 points)''': Blows don't disrupt your actions. You do not lose a die from a set in your dicepool when you are hit  
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===='''LEPRECHAUN (costs 8 points)'''====
 
===='''LEPRECHAUN (costs 8 points)'''====
 
''Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin''
 
''Leprechauns (Cluricauns) are agile, swift and cunning, Small and secretive, and sometimes surly. They may steal or borrow almost anything, creating mayhem in houses during the hours of darkness, raiding wine cellars and larders.  Likes to hoard things. Prefers to wear greenery. These apparently aged, diminutive men are frequently to be found in an intoxicated state, caused by home-brew poteen. They enjoy riding sheep and dogs at night. eg rumpelstilskin''
**Passing off as human: FAirly easy. You can pass off as a midget without much problem.
 
 
**Natural Weaponry: None
 
**Natural Weaponry: None
 
**Powers: '''DAMN QUICK (costs 20 points)''': +1 Hammer-dice in Coordination.
 
**Powers: '''DAMN QUICK (costs 20 points)''': +1 Hammer-dice in Coordination.
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===='''MARTIAN (costs 8 points)'''====
 
===='''MARTIAN (costs 8 points)'''====
 
''An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.''
 
''An inhabitant of the planet Mars. You consider the human race inferior and are both interested and amused by human behaviour. Having crashed on this planet, you are now alone.''
**Passing off as human: Easy if your head is fully covered.
 
 
**Natural Weaponry: None
 
**Natural Weaponry: None
 
**Powers: '''SUPERBRAIN (costs 20 points)''': +1 Hammer-time dice in Brains.
 
**Powers: '''SUPERBRAIN (costs 20 points)''': +1 Hammer-time dice in Brains.
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===='''MUMMY (costs 8 points)'''====
 
===='''MUMMY (costs 8 points)'''====
 
''  ''
 
''  ''
**Passing off as human: You can pass off as a burns victim or leper.
 
 
**Natural Weaponry: None
 
**Natural Weaponry: None
 
**Powers: '''IMPERVIOUS (costs 8 points)''':  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2.  
 
**Powers: '''IMPERVIOUS (costs 8 points)''':  You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2.  
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===='''POOKA (costs 8 points)'''====
 
===='''POOKA (costs 8 points)'''====
 
''A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko''
 
''A fairy spirit in animal form (animal must appear harmless). Always very large. The pooka appears here and there, now and then, to this one and that one at his own caprice. A wise but mischievous creature. Very fond of rum-pots, crack-pots..some have a tendency to vandalise property. No fairy is more feared in Ireland than the pooka. This may be because it is always out and about after nightfall, creating harm and mischief, and because it can assume a variety of terrifying forms eg Harvey, Frank from Donnie Darko''
**Passing off as human: Very hard. Better go invisible. May pass yourself as a giant pet.
 
 
**Natural Weaponry: None  
 
**Natural Weaponry: None  
 
**Powers: '''TOTEM (costs 20 points)''': +1 Hammer-time dice in Spirit
 
**Powers: '''TOTEM (costs 20 points)''': +1 Hammer-time dice in Spirit
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===='''VAMPIRE (costs 8 points)'''====
 
===='''VAMPIRE (costs 8 points)'''====
 
''Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire's boon are more effective at night''
 
''Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the Vampire's boon are more effective at night''
**Passing off as human: Very easy. You look human.
 
 
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.
 
**Natural Weaponry (costs 2 point): Fangs do Width +1 killing.
 
**Powers: '''HYPNOTIC (costs 20 points)''': +1 Hammer-dice in Charm.
 
**Powers: '''HYPNOTIC (costs 20 points)''': +1 Hammer-dice in Charm.
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===='''WOLFMAN (costs 8 points)'''====
 
===='''WOLFMAN (costs 8 points)'''====
 
''Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.''
 
''Part man, part wolf. Suffers from lycanthropy though in a permanent state of wolfman. Cannot change into a wolf or normal man. Full moon has no effect. Hair and nails can be shaved and cut, but will grow back rapidly when asleep.''
**Passing off as human: Very easy if you have a shave.
 
 
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.
 
**Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing; Bite does Width killing.
 
**Powers: '''REGENERATION (costs 20 points)''': Heal 1 killing or 2 shock per round.
 
**Powers: '''REGENERATION (costs 20 points)''': Heal 1 killing or 2 shock per round.
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===='''YETI (costs 8 points)'''====
 
===='''YETI (costs 8 points)'''====
 
''Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch''
 
''Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg abominable snowman, sasquatch''
**Passing off as human: Very hard. Need to cover yourself head to toe. Better off hiding.
 
 
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;
 
**Natural Weaponry (costs 2 point):  Claws do Width +2 killing;
 
**Powers: '''SURPRISE ATTACK''': If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.
 
**Powers: '''SURPRISE ATTACK''': If prepared to ambush (at least 3 rounds unnoticed before combat begins), can add tactics+knowledge to combat dicepool in first round of combat only.
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===='''ZOMBIE (costs 8 points)'''====
 
===='''ZOMBIE (costs 8 points)'''====
 
''Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone's direct control. They typically have very limited intelligence, and hunger for the flesh of the living.''
 
''Zombies are generally undead corpses brought back from the dead by supernatural or scientific means, and are rarely under anyone's direct control. They typically have very limited intelligence, and hunger for the flesh of the living.''
**Passing off as human: Easy if any decayed flesh is covered. Better wear perfume as the stench is strong.
 
 
**Natural Weaponry: None
 
**Natural Weaponry: None
 
**Powers: '''DETACHABLE (costs 10 points)''': Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to 'observe'. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.
 
**Powers: '''DETACHABLE (costs 10 points)''': Can remove body pieces that have a semi-sentient life of their own and can be given simple orders. However, what a detachable body part observes is not known until re-integrated with the rest of the body. eg. you can detach your head and leave it in a room with the instruction to 'observe'. When you finally re-atttach the head to the rest of the body, everything that was observed by the head will now be revealed. Note that you are not unconscious if your head fills up with shock damage. Also note that having no limb does not mean you take no damage if hit at that location. Apply the damage to teh torso instead.

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