B-Grade Templates (Classes)

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TEMPLATES

  • Each player chooses a template for their character at character generation. Alternatively, the one roll character generator can be used (unfinished).
  • Effectively a template defines both the race and class for a PC.
  • A template has the following features:
    • Name of template:
    • Description:
    • Benefits: a single powerful benefit that is automatically given with the template. They are very powerful, define the template and are unique for each template.
    • Flaw: a powerful flaw that offsets the benefit. Also define the template and are unique to each template.
    • Boons: special abilities that are not automatically given at character generation. The player may choose 1 boon at chargen from the list of boons available. The rest may be purchased with experience. There is some overlap with boons. i.e. some boons are available to multiple templates.

FRANKENSTEIN

Any large and overtly strong and slow creature. Often created with 'artificial life' and occult sience. eg. frankenstein's monster, hermann munster

    • Benefits:UNSTOPPABLE: +1 Hammer-time dice in BODY
    • Flaw: SLOW: Always the last to act due to being cumbersome in mind and body. Always declares first in a combat round and always acts last in a round (initiative area always = 1). Also, can never use any weapon skill. only can use simple weapons (Fight skill)
    • Boons: Choose only 1 boon at chargen
      1. POWERFUL:
      2. :

WOLFMAN

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.

    • Benefits: REGENERATION: Immune to shock. Whenever you take shock, ignore it.
    • Flaw: FRENZY: 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 wounded 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.
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience.
      1. :
      2. :

NOSFERATU

Feeds on blood and is master of macabre seduction. Sunlight does no damage but many of the nosferatu's boon are more effective at night

    • Benefits: HYPNOTIZE: +1 Hammer-dice in CHARM.
    • Flaw: BLOODLUST: Once you see blood, you want a taste. If you haven't had blood recently, 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 attack the blood source and attempt to suck them dry.
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. RESILIENT: You heal faster and wounds never seem so grave after combat as they did during combat.
      2. :

GREAT AMERICAN HERO

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

    • Benefits: JACK OF ALL TRADES: Always has some tidbit of knowledge on all subjects. Can always roll (even when you have no appropriate skill)
    • Flaw: :
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. LUCKY: Always round up when rounding averages (such as when determining threat and resist values)
      2. GADGETEER: Can make and use pulp gadgets.
      3. PRODIGY: only can be chosen at char gen. Choose one skill. You start with 5 dice in it.
      4. NO SWEAT: You never lose your composure in a gunfight. You don't have to dive for cover when shot at.
      5. EVIL KNINEVAL: Master behind the wheel.

YETI

Rarely seen and adapted for particular climates. Lives in remote rugged terrain. eg the abominable snowman, sasquatch

    • Benefits: CONCEALMENT: 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.
    • Flaw: :
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. SURVIVALIST-Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely can never fails swim and climb checks.
      2. :

GOLEM

Made from occult ritual and let loose. Looks like a statue made from stone, gold or bronze.

    • Benefits: IMPERVIOUS: Starts with permanent heavy armour. Can never be degraded.
    • Flaw: NO EMOTION: You can never succeed at a skill that requires CHARM.
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. :
      2. :

ALIEN

The typical over large head and large eyes, with a small lithe body. Child-like in size. Having crashed on this planet, you are alone.

    • Benefits: SUPERBRAIN: +1 Hammer-time dice in BRAINS.
    • Flaw: NOT OF THIS WORLD: You can never seem to gain a human's trust. Even small animals shirk away from you. You are disconnected from this world. Can never achieve more than a minimal success on CHARM based rolls.
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. :
      2. :

GENIE

From araby nations. Generally a bit cruel and sadistic. Often blue in colour and slightly larger than man-size

    • Benefits: :
    • Flaw: :
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. :
      2. :

LEPRECHAUN

Agile, swift and cunning. Small and secretive. Likes to hoard things. Prefers to wear greenery. eg rumpelstilskin

    • Benefits: DAMN QUICK: +1 Hammer-dice in DEXTERITY.
    • Flaw: PILFER: 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.
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. SPELLCASTING: Abra cadabra. You can cast spells
      2. HOARDER: 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.

POOKA

Pooka. From old Celtic mythology. A fairy spirit in animal form. 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.. eg Harvey, Frank from Donnie Darko

    • Benefits: TOTEM: +1 Hammer-time dice in SPIRIT
    • Flaw: MISCHIEVOUS:
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. SPELLCASTING: Abra cadabra. You can cast spells
      2. INVISIBILITY:

RITUALIST

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

    • Benefits: :
    • Flaw: :
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      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

CAT PEOPLE

Part cat, part human. Cannot change into a cat or revert to a full human.

    • Benefits: INTUITION: +1 Hammer-dice to SENSE.
    • Flaw: :
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. LANDS ON FEET: You never take any damage from long falls, and you always land on your feet.
      2. NIMBLE: You can balance on anything



  • SPARE

    • Benefits: :
    • Flaw: :
    • Boons: Choose only 1 boon at chargen. The rest can be bought with experience
      1. :
      2. :