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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**#'''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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**Passing off as human: Very hard unless you are clothed head to toe.
 
**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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**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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**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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==''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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