Editing B-Grade Templates (Classes)

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*Steps in character creation:
 
*Steps in character creation:
 
*GM sets a fixed number of points for character creation.
 
*GM sets a fixed number of points for character creation.
*#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).
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*#Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself  
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(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).
 
*#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.
 
*#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.
 
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.
 
*#Player can fine tune the character further by spending any remaining points on miscellaneous boons.
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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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**#'''NIMBLE''':
 
**#'''NIMBLE''':
 
**#'''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).  
 
**#'''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).  
**#'''NINE LIVES (costs 9 points)''': When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.
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**#'''NINE LIVES''': When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead.
 
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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  
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**Powers: '''UNFLINCHING (costs 20 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.
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**Main Flaw: '''NO EMOTION (gain 10 points)''': You can never succeed at a skill that requires CHARM.
 
**Optional Flaws:  
 
**Optional Flaws:  
 
**Advantages: ''These are special abilities that can be purchased at character generation.''
 
**Advantages: ''These are special abilities that can be purchased at character generation.''
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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.
**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.  
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**Main Flaw: '''PILFER (gain 10 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:  
 
**Optional Flaws:  
 
**#'''ALWAYS DRUNK''':
 
**#'''ALWAYS DRUNK''':
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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.
**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.  
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**Main Flaw: '''NOT OF THIS WORLD (gain 6 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:  
 
**Optional Flaws:  
 
**#'''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.
 
**#'''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.
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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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==''MISCELLANEOUS ADVANTAGES''==
 
==''MISCELLANEOUS ADVANTAGES''==
 
*''Includes generic boons, and advantages that any player using any template may choose:''
 
*''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.
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*The cost to purchase a particular misc boon is listed next to the boon.
**ESOTERIC PATHS  (cost equals the level of esoteric technique learnt)
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**WEALTH (costs varies): See reign rulebook
***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)
 

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