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). | + | *#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). | ||
*#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 | + | **#'''NINE LIVES''': When you die, roll Body + Vigour (diff 4). If you succeed, you are barely alive instead. |
<br clear="all" /> | <br clear="all" /> | ||
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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 | + | **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 | + | **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 | + | **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 | + | **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 | + | *The cost to purchase a particular misc boon is listed next to the boon. |
− | + | **WEALTH (costs varies): See reign rulebook | |
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− | **WEALTH (costs | ||
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