B-Grade Templates (Classes)

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CHARACTER GENERATION

  • Probably between 90d to 110d+ (for that indiana jones sort of power)
  • This initial dice is used to purchase 1 template that is the building block of creating a character. Points are then spent to purchase stats and skills, and miscellaneous advantages.
  • Steps in character creation:
  • GM sets a fixed number of points for character creation.
    1. Player chooses a single template to base their character on and spends the points. Note that it costs points for the template itself, the powers, any natural weapons, and any advantages. Also, you may get some points back due to the flaw or flaws (you must choose at least one flaw).
    2. Player spend points on stats (start with 1 in each for free) and skills (Start with a free Hammer-time dice in native language). Characters can define their profession by choosing appropriate skills.
    3. Player can fine tune character by spending any remaining points on miscellaneous boons.

1. TEMPLATES

  • Each player chooses a template for their character at character generation with an associated points cost. Alternatively, the one roll character generator can be used (unfinished).
  • Effectively a template defines both the race of the character. Class is defined by skill set.
  • A template has the following features:
    • Important: The point cost for the template as well as for any natural weapons and any powers and any advantages must be paid for at char gen. At least one flaw must be taken and returns a number of points that can be used elsewhere in character generation.
    • Name of template and Point Cost
    • Description: General description of the template.
    • 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.
    • Main Flaw: powerful flaws that help offsets the cost of the benefit. Also define the template. You must choose the main flaw but can also choose any number of optional flaws. You gain a certain number of points due to having the flaw to help offset the cost of creating a monster character.
    • Optional Flaws: You can choose all, some or none of these flaws., with the associated gain in points
    • Advantages: These are special abilities that can be purchased at character generation. There is some overlap with advantages. i.e. some advantages are available to multiple templates. Also, these advantages can be purchased later during the game itself by spending xp.


Catpeople.jpg

CAT PERSON (costs 8 points)

A race of people who could transform themselves into cats. Displays catlike behavior while in human form, depending on pedigree, some can transform into a black panther for brief periods of time when aroused.

    • Natural Weaponry: None unless in panther form
    • Powers: INTUITION (costs 20 points): +1 Hammer-time dice to SENSE.
    • Main Flaw: CURIOSITY KILLED THE CAT:
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. LANDS ON FEET (costs 2 points): You never take any damage from long falls, and you always land on your feet.
      2. NIMBLE:
      3. PANTHER FORM (costs 5 points): Can transform into a panther (or similar sleek big cat) for a limited amount of time. Roll SPIRIT + Faith. 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.
      4. NINE LIVES:


Quasi.jpg

DEFORMED HUNCHBACK (costs 1 point)

Misshapen horribly at birth. Often finds employment at funeral homes and grave sites. Makes a fantastic faithful servant

    • Natural Weaponry: None
    • Powers: ANTICIPATION (costs 5 points): The perfect servant is the one that anticipates their master's every desire. You always declare your actions last in the round.
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
      1. MOROSE:
      2. STUTTERER:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. EXTRA TOUGH SKIN AND FUSED BONE (costs 2 points): You have extra tough skin. Each location has the equivalent of light armour 2.
      2. IMPRESSIVE LUMP (costs 1 point): You have an extra wound box for the torso location.


Frankenstein.jpg

FRANKENSTEIN (costs 8 points)

About eight feet in height, with translucent yellowish skin that barely disguised the workings of the vessels and muscles underneath, watery, glowing eyes, flowing black hair, black lips, and white teeth. eg. frankenstein's monster, hermann munster, bride of frankenstein

    • Natural Weaponry (costs 1 point): Hands are hardened and calloused dead skin, do width killing
    • Powers:UNSTOPPABLE (costs 20 points): +1 Hammer-time dice in BODY
    • Main Flaw: SLOW (gain 15 points): Always the last to act due to being cumbersome in mind and body. Always declares first in a round and always acts last in a round (initiative area always = 1).
    • Optional Flaws:
      1. SWAYED BY BEAUTY:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. HARD-TO-KILL (costs 5 points): You have an extra wound box in every hit location.
      2. THICK-HEADED (costs 1 point): You have an extra wound box for the head location.
      3. FEARSOME (costs 3 points): When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to width of the hitting blow.
      4. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.


Golembest.jpg

GOLEM (Costs 8 points)

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

    • Natural Weaponry (costs 2 points): Fists of stone, gold or bronze do width +2 killing
    • 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 10 points): You can never succeed at a skill that requires CHARM.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. HARD-TO-KILL (costs 5 points): You have an extra wound box in every hit location.
      2. FEARSOME (costs 3 points): When facing unworthy foes, in the first round of combat that you hit, you automatically also make a morale attack of intensity equal to height of the hitting blow.
      3. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.


Leprechaun.jpg

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

    • Natural Weaponry: None
    • Powers: DAMN QUICK (costs 20 points): +1 Hammer-dice in DEXTERITY.
    • 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:
      1. ALWAYS DRUNK:
      2. SURLY:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. SPELLCASTING: Abra cadabra. You can cast spells
      2. HOARDER (costs 3 points): 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.
      3. VANISH (costs 7 points): As long as you have something to hide behind, you can vanish and re-appear a short distance away. Roll SPIRIT + COOL. Width of success = number of times you can disappear and reappear. Height of successes is the maximum distance (in metres) from your starting point that you can vanish too. Area of success = number of hours before you can use this power again.


Alien.jpg

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.

    • Natural Weaponry: None
    • Powers: SUPERBRAIN (costs 20 points): +1 Hammer-time dice in BRAINS.
    • Main Flaw: NOT OF THIS WORLD (gain 4 points): 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.
    • Optional Flaws:
      1. AQUA-PHOBIA: You are scared of water.
    • Advantages: These are special abilities that can be purchased at character generation.
      1. GADGETEER: Can make and use pulp gadgets.
      2. TELEPATH: You can skim thoughts.
      3. MANY SENSES: You have 5 normal sense and 4 extra martian ones (working on other dimensions)
      4. :


Mummy.jpg

MUMMY (costs 8 points)

    • Natural Weaponry: None
    • Powers: IMPERVIOUS (costs 8 points): You are unnaturally impervious to damage. Each location has the equivalent of heavy armour 2.
    • Main Flaw: SHAMBLER (gain 10 points): Cannot move faster than a walk.
    • Optional Flaws:
      1. WEAKNESS: FIRE
    • Advantages: These are special abilities that can be purchased at character generation.
      1. MUMMY'S CURSE:
      2. RESILIENT: After the end of combat, all shock damage you suffered evaporates.


Harvey.jpg

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

    • Natural Weaponry: None
    • Powers: TOTEM (costs 20 points): +1 Hammer-time dice in SPIRIT
    • Main Flaw: MISCHIEVOUS:
    • Optional Flaws:
      1. EASILY DISTRACTED:
      2. VANDAL:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. SPELLCASTING: Abra cadabra. You can cast spells
      2. INVISIBILITY (costs 10 points): Very limited invisibility. Roll SPIRIT + Faith. Width of success = number of minutes you can stay invisible. Height of successes is the maximum number of people that you can elect to be invisible from at any one time. Area of success = number of hours before you can use this power again. e.g. You are hiding in a small broom closet from a group of ninjas sent out to kill you. You roll 3x6 on your dicepool and so can hide from a maximium of 6 people at a time, and your power will last for 3 minutes. Having exited the closet, you turn the corner to find yourself facing 8 ninjas, 2 of which have your friend, Wolfman Jackson, grappled. You can elect to be invisible to 6 ninjas or if you would prefer to abandon Wolfman, could be invisible from 5 ninjas and Wolfman too.
      3. DANGER-SENSE:
      4. PROPHECY (costs 7 points): You can see YOUR future. Any time you are engaged in a dynamic contest, you receive a bonus expert die (you still can never have more than one special die in a pool). This applies only to you, not your companions.
      5. SHAPE CHANGE:


Drac.jpg

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

    • Natural Weaponry (costs 2 point): Fangs does Width +1 killing.
    • Powers: HYPNOTIC (costs 20 points): +1 Hammer-dice in CHARM.
    • Main Flaw: BLOODLUST (gain 10 points): Once you see blood, you want a taste. If you haven't drunken human blood that day, 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 stop what you are doing, attack the blood source and attempt to suck them dry.
    • Optional Flaws:
      1. WEAKNESS: SUNLIGHT:
      2. WEAKNESS: DIVINE POWER:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.
      2. COMMAND THE BEASTS: Natural animals always heed your call and will never attack you.
      3. BLOOD REGENERATION (costs 5 points): Drinking Blood heals you. For every round spent drinking you can heal either 1 point of killing or 2 points of shock.
      4. BAT-FORM (costs 5 points): You can turn into a bat for a limited amount of time.


Werewolf.jpg

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.

    • Natural Weaponry (Costs 2 point for both): Claws do Width +1 killing or Bite does Width killing.
    • Powers: REGENERATION (costs 20 points): Heal 1 killing or 2 shock per round.
    • Main Flaw: FRENZY (gain 10 points): 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 attacked 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.
    • Optional Flaws:
      1. WEAKNESS: SILVER:
    • Advantages: These are special abilities that can be purchased at character generation..
      1. PREDATOR (costs 3 points): You can track anything. You gain a hammer-time dice in Survival (only for tracking).
      2. WOLF-FORM (costs 5 points): You can turn into a wolf for a limited amount of time.


Snowman.jpg

YETI (costs 8 points)

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

    • 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.
    • Main Flaw: :
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. SURVIVALIST (costs 3 points): Can withstand extreme natural conditions. Immune to extreme hots up to 80C and subzero temperatures up to -80C. Can hold breath indefinitely.
      2. TERRAIN MASTER(costs 3 points): You can never fail swim and climb checks.
      3. RARELY SEEN (costs 5 points): You could hide in an empty room. Gain a Hammer-time dice in STEALTH
      4. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.
      5. EXTRA TOUGH HIDE (costs 2 points): You have extra tough hide. Each location has the equivalent of light armour 2.


Zombie.jpg

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.

    • 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.
    • Main Flaw: HUNGER:
    • Optional Flaws:
      1. HEADSHOTS:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. LIMB-FU: The art of hitting people with your detached limbs. You've learned how to use one of your detached arms effectively in combat - sometimes its a club, sometimes a choker. You can practice martial arts, but only the 'art of detachment'.
      2. RESILIENT (costs 5 points): After the end of combat, all shock damage you suffered evaporates.
      3. :


THE FOLLOWING CHARACTERS ARE OPTIONAL. THE TEMPLATES ABOVE ARE SHUNNED BY THE MASSES AND HAVE BECOME BITTER AND JEALOUS OF THE FOLLOWING CHARACTERS AS THEY REPRESENT THE BEST THAT HUMANITY OFFERS - THEY ILLUSTRATE JUST HOW FAR REMOVED FROM SOCIETY'S IDEALS THE TEMPLATES ABOVE REALLY ARE. IT IS OFTEN THE CASE THAT THEY REFUSE TO WORK WITH SUCH PERFECT HUMANS

Shaolin.jpg

KUNG FU WARRIOR (costs 1 points)

Your english is poor, but your fighting kicks ass

    • Natural Weaponry: Fists of rock
    • Powers: :
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. MARTIAL ARTIST: Can practice martial arts.
      2. :


OCCULTIST (costs 1 points)

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

    • Natural Weaponry: None
    • Powers: :
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      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


Rocket.jpg

PULP ACTION HERO (costs 1 points)

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

    • Natural Weaponry: None
    • Powers: JACK OF ALL TRADES: Always has some tidbit of knowledge on all subjects. If you have no dice in a skill, you are assumed to have one dice instead.
    • Main Flaw: ONLY HUMAN (gain 0 points): Nobody's perfect...but no major flaws.
    • Optional Flaws:
    • Advantages: These are special abilities that can be purchased at character generation.
      1. LUCKY (costs 1 point): Once per session you can reroll a pool only when NO matches turn up.
      2. GADGETEER: Can make and use pulp gadgets.



STATS AND SKILLS

  • Each character starts with 1 in each stat.
  • Each character starts with a HT dice in their character's native language.
  • Increasing a stat by 1 costs 5 points (maximum score for each stat is 5 normal dice and a special dice)
  • Increasing a skill by 1 costs 1 point (maximum score for each skill is 5 normal dice and a special dice)
  • Promoting a normal skill die to an expert die costs 1 point. Note that stats CANNOT have expert dice.
  • Promoting an expert die to a hammer-time die costs 5 points.
  • Also note that only monsters can have HT dice in stats.
  • See the stats and skills section on the main page for more details

MISCELLANEOUS ADVANTAGES

  • Includes generic boons, and advantages that any player using any template may choose:
  • The cost to purchase a particular misc boon is listed next to the boon.
    • WEALTH (costs varies): See reign rulebook