Editing B-Grade Templates (Classes)
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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. |