B-Grade Templates (Classes)

From RPGnet
Jump to: navigation, search

CHARACTER GENERATION[edit]

  • Probably 100 points to spend on char gen. (for that indiana jones sort of power)
  • This points are used to purchase a cahracter template - the building block of creating a character. Points are then spent to increase stats and skills, buy powers, and advantages.
  • Steps in character creation:
  • GM sets a fixed number of points for character creation.
    1. Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself (compulsory), the powers (compulsory), any natural weapons (compulsory), and any advantages (optional). Also, you may gain points due to the major flaw (compulsory) and optional flaws (optional).
    2. Player spend points on stats (a character starts with 1 in each stat for free) and skills (Start with a free Hammer-time dice in their native language. All other skills start at 0). Characters can define their profession by choosing appropriate skills.
    3. Player can fine tune the character further by spending any remaining points on miscellaneous boons.

1. TEMPLATES[edit]

  • Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished).
    • Name of template and Point Cost
    • 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.
    • 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.
    • Main Flaw: A Powerful flaw that help offsets the cost of the power. Also defines the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw.
    • Optional Flaws: You can choose all, some, or none of these flaws (with the associated gain in points).
    • Advantages: These are special abilities that can be purchased at character generation. Some advantages are available to multiple templates. Advantages can be purchased in-game by spending xp.
Catpeople.jpg

CAT PERSON (costs 8 points)[edit]

A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.

    • Passing off as human: Very easy. You look human.
    • Natural Weaponry: None unless in panther form
    • Powers: INTUITION (costs 20 points): +1 Hammer-time dice to Sense.
    • Main Flaw: CURIOSITY KILLED THE CAT: If there is a button on the console, you want to press it. There's a door...you want to open it. At GM's discretion, roll Spirit + Willpower to stop yourself from acting.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. LANDS ON FEET (costs 2 points): You never take any damage from long falls, and you always land on your feet.
      2. NIMBLE:
      3. PANTHER FORM (costs 5 points): Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll Spirit + Cool. Width of success = number of minutes you can stay in panther form. Difficulty to transform is based on how aroused you are. Diff9 = not aroused/ recently awoken, diff 7 = normal, diff 4 = a fight is coming , diff2 = highly aroused sexually or just wounded. Area of success = number of hours before you can use this power again (if successful).
      4. NINE LIVES (costs 9 points): When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.


Quasi.jpg

DEFORMED HUNCHBACK (costs 1 point)[edit]

Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant

    • Passing off as human: Easy, though you look deformed.
    • Natural Weaponry: None
    • Powers: ANTICIPATION (costs 5 points): The perfect servant is the one that anticipates their master's every desire. You always declare your actions last in the round.
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
      1. MOROSE:
      2. STUTTERER: You have a lisp or something similar. -1d on Charm based skills.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points): You have extra tough skin. Each location has the equivalent of light armour 2.
      2. IMPRESSIVE LUMP (costs 1 point): You have an extra wound box for the torso location.


Frankenstein.jpg

FRANKENSTEIN (costs 8 points)[edit]

About eight feet in height, with translucent yellowish skin that barely disguises the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein's monster, hermann munster, bride of frankenstein

    • Passing off as human: If it's dark and you have some head gear, you can pass yourself off as a very tall human.
    • Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing
    • Powers:UNSTOPPABLE (costs 20 points): +1 Hammer-time dice in Body
    • Main Flaw: SLOW (gain 15 points): Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1).
    • Optional Flaws:
      1. SWAYED BY BEAUTY: Charm based skills used on you by women are more effective on you. Treat these sets as 1 width wider.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. HARD-TO-KILL (costs 5 points): You have an extra wound box in every hit location.
      2. THICK-HEADED (costs 1 point): You have an extra wound box for the head location.
      3. FEARSOME (costs 3 points): When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.
      4. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.


Golembest.jpg

GOLEM (Costs 8 points) [edit]

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
    • 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
    • Main Flaw: NO EMOTION (gain 15 points): You can never succeed at a skill that requires CHARM.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. HARD-TO-KILL (costs 5 points): You have an extra wound box in every hit location.
      2. FEARSOME (costs 3 points): When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.
      3. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.


Leprechaun.jpg

LEPRECHAUN (costs 8 points)[edit]

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
    • Powers: DAMN QUICK (costs 20 points): +1 Hammer-dice in Coordination.
    • Main Flaw: PILFER (gain 5 points): Always trying to steal things...it's a compulsion. Whenever a fellow character needs an item in a critical situation (such as drawing a holstered gun at the start of a gunfight), roll Spirit + Cool. If you get no successes then temptation got the better of you. The item in question is down one of your many deep pockets instead.
    • Optional Flaws:
      1. ALWAYS DRUNK:
      2. SURLY:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. SPELLCASTING: Abra cadabra. You can cast spells
      2. HOARDER (costs 3 points): You always seem to have handy some sort of item that would help. Whenever you need some small, obscure item (such as a lockpicking tool when you have been thrown into a jail), roll Spirit + Wealth. If you succeed then you have the item you need in your pocket.
      3. VANISH (costs 7 points): As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + Willpower. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again.


Alien.jpg

MARTIAN (costs 8 points)[edit]

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
    • Powers: SUPERBRAIN (costs 20 points): +1 Hammer-time dice in Brains.
    • Main Flaw: NOT OF THIS WORLD (gain 8 points): You can never seem to gain a human's trust. Whenever someone first meets you, the Gm rolls their Sense + Intuition. If they get a success, then something about you creeps them out. You can still win them over with Charm based skills, but you start with one social strike against you.
    • Optional Flaws:
      1. AQUA-PHOBIA (gain 3 points): You are scared of large bodies of water (Must have GM's approval as GM may be planning a water based adventure). When large bodies of water are a threat to you, all actions are at -1d.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. GADGETEER: Can make and use pulp gadgets.
      2. TELEPATH: You can skim thoughts.
      3. MANY SENSES: You have 5 normal sense and 4 extra martian ones (working on other dimensions)
      4. :


Mummy.jpg

MUMMY (costs 8 points)[edit]

    • Passing off as human: You can pass off as a burns victim or leper.
    • Natural Weaponry: None
    • Powers: IMPERVIOUS (costs 8 points): You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2.
    • Main Flaw: SHAMBLER (gain 10 points): Cannot move faster than a walk. Under review
    • Optional Flaws:
      1. WEAKNESS: FIRE (gain 2 points): Fire does an extra K per attack.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. MUMMY'S CURSE:
      2. RESILIENT: After the end of combat, all shock damage you suffered evaporates.
      3. FEARSOME (costs 3 points): When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.


Harvey.jpg

POOKA (costs 8 points)[edit]

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
    • Powers: TOTEM (costs 20 points): +1 Hammer-time dice in Spirit
    • Main Flaw: MISCHIEVOUS:
    • Optional Flaws:
      1. EASILY DISTRACTED:
      2. VANDAL:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. SPELLCASTING: Abra cadabra. You can cast spells
      2. INVISIBILITY (costs 10 points): Very limited invisibility. Roll Spirit + Willpower. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too. Also, you will have to wait 3x6=18 hours before you can use this power again.
      3. DANGER-SENSE:
      4. PROPHECY (costs 7 points): You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.


Drac.jpg

VAMPIRE (costs 8 points)[edit]

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.
    • Powers: HYPNOTIC (costs 20 points): +1 Hammer-dice in Charm.
    • Main Flaw: BLOODLUST (gain 10 points): Once you see blood, you want a taste. If you haven't drunken human blood that day, and you see an open wound on a friend or foe, roll SPIRIT + Cool with a difficulty equal to the amount of blood you can see (diff3 = an open wound, diff5 = major wound, diff7 = on the floor dying) or lose control. You stop what you are doing, attack the blood source and attempt to suck them dry.
    • Optional Flaws:
      1. WEAKNESS: SUNLIGHT (gain 2 points): If you fail an action during the day, you take 1 Shock to any location.
      2. WEAKNESS: DIVINE POWER (gain 2 points): Powers of Faith (such as miracles), and blessed objects do an extra 1 K damage.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.
      2. COMMAND THE BEASTS: Natural animals always heed your call and will never attack you.
      3. BLOOD REGENERATION (costs 5 points): Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.
      4. BAT-FORM (costs 5 points): You can turn into a bat for a limited amount of time. The bat cannot attack but can fly.


Werewolf.jpg

WOLFMAN (costs 8 points)[edit]

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.
    • Powers: REGENERATION (costs 20 points): Heal 1 killing or 2 shock per round.
    • Main Flaw: FRENZY (gain 10 points): Once you get started killing, it's hard for you to stop. After all foes are defeated, roll Spirit + Cool to stop fighting with a difficulty equal to the number of different foes you attacked this combat. If you don't succeed you attack the nearest creature (whether it is a knocked out and helpless foe or a fellow player character or a large animal such as a horse). Keep rolling every round until you regain control.
    • Optional Flaws:
      1. WEAKNESS: SILVER (gains 2 points): When attacked by silver objects, take an extra 1 K damage.
    • Advantages: These are special abilities that can be purchased at character generation..
      1. PREDATOR (costs 3 points): You can track anything. You gain a hammer-time dice in Survival (only for tracking).
      2. WOLF-FORM (costs 5 points): You can turn into a wolf for a limited amount of time. Height of the roll determines the number of rounds you can transform into a wolf. Area determines the number of hours you must wait before you can change into a wolf again.


Snowman.jpg

YETI (costs 8 points)[edit]

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;
    • 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.
    • Main Flaw: :
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. SURVIVALIST (costs 3 points): Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely.
      2. TERRAIN MASTER(costs 3 points): You can never fail swim and climb checks.
      3. RARELY SEEN (costs 5 points): You could hide in an empty room. Gain a Hammer-time dice in STEALTH
      4. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.
      5. EXTRA TOUGH HIDE (costs 2 points): You have extra tough hide. Each location has the equivalent of light armour 2.


Zombie.jpg

ZOMBIE (costs 8 points)[edit]

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
    • 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.
    • Main Flaw: BRAINSSS!!!: At the end of combat, roll Spirit + Cool to see if you feast on a dead friend or foe's brains.
    • Optional Flaws:
      1. WEAKNESS: HEADSHOT (gain 3 points): If you are hit in teh head, you take an extra K in the head.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. LIMB-FU (costs 2 points): The art of hitting people with your detached limbs. You've learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the 'art of detachment'.
      2. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.
      3. FEARSOME (costs 3 points): When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.


THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY'S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS

Shaolin.jpg

KUNG FU WARRIOR (costs 1 points)[edit]

Your english is poor, but your fighting kicks ass

    • Natural Weaponry (2 points): Fists of rock. Your fists do Width K.
    • Powers: :
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. MARTIAL ARTIST: Can practice martial arts.
      2. :


OCCULTIST (costs 1 points)[edit]

Any human that can cast rituals. eg shamans, priests, gurus, cthulhu occultists

    • Natural Weaponry: None
    • Powers: :
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. RITUAL CASTING: The charm of making. I will teach you...Anáil nathrach orth bhais betha, do cheol déanta. You can perform rituals.
      2. MIRACLE WORKER: Blessed be his name.... You can perform mircales


Rocket.jpg

PULP ACTION HERO (costs 1 points)[edit]

The great action hero. Decisive and brave with true grit and determination. eg John McClane, Indian Jones, Alan Quartermain, McGuyver, and Schwarzeneggar

    • Natural Weaponry: None
    • Powers: JACK OF ALL TRADES (costs 10 points): You get a bonus of +1d in any skill that you do not have 3 or more dice in already.
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. LUCKY (costs 1 point): Once per session you can reroll a pool only when NO matches turn up.
      2. GADGETEER: Can make and use pulp gadgets.



STATS AND SKILLS[edit]

  • Each character starts with 1 in each stat.
  • Each character starts with a HtD dice in their character's native language.
  • Increasing a stat by 1 costs 5 points (maximum starting score for each stat is 5 normal dice and a special dice for a monster; maximum starting score for each stat is 5 normal dice for a human).
  • Increasing a skill by 1 costs 1 point (maximum starting score for each skill is 5 normal dice and a special dice)
  • Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.
  • Promoting an expert die to a hammer-time die costs 5 points.
  • Also note that only monsters can have HtD dice in stats.
  • See the stats and skills section on the main page for more details

MISCELLANEOUS ADVANTAGES[edit]

  • Includes generic boons, and advantages that any player using any template may choose:
  • The cost to purchase a particular misc advantage is listed next to the advantage.
    • ESOTERIC PATHS (cost equals the level of esoteric technique learnt)
      • For the details of specific esoteric paths, see B-Grade Esoteric and Martial Paths
      • Each Esoteric path has about 5 esoteric techniques in it.
      • A character can only learn a maximum of 15 different esoteric techniques (unless the template specifies different).
      • Points Cost to learn an esoteric technique is equal to the level you want to attain. eg to attain a 4th level esoteric technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 esoteric technique until you have attained levels 1,2 and 3 on that martial path.
    • MARTIAL PATH (cost equals the level of martial technique learnt)
      • For the details of specific paths, see B-Grade Esoteric and Martial Paths
      • Each martial path has about 5 martial techniques in it.
      • A character can only learn a maximum of 15 different martial techniques (unless the template specifies different. eg the martial artist).
      • Points Cost to learn a martial technique is equal to the level you want to attain. eg to attain a 4th level martial technique costs 4 points at char gen. Futhermore, you must have all lower techniques on that path beforehand. eg. you cannot learn a level 4 martial technique until you have attained levels 1,2 and 3 on that martial path.
    • SPELLS (costs vary)
      • 1 point cost: one spell at intensity 2 OR two spells at intensity 1
      • 2 point cost: one spell at intensity 3 OR two spells at intensity 2
      • 3 point cost: one spell at intensity 4 OR two spells at intensity 3
      • 4 point cost: one spell at intensity 5 OR two spells at intensity 4
      • 5 point cost: one spell at intensity 6 OR two spells at intensity 5
      • Starting characters can't know spells above intensity 6.
      • This advantage can be bought multiple times.
    • WEALTH (costs vary from 0 to 10):
      • See reign rulebook
      • Can drop wealth by 1 point for 1 xp (only in plausible situations)