Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

31 July 2018

Metatoy System: Magic User Class

Akira Toriyama's artwork from Dragon Quest

It's a must to have a Magic User in a party. This class is made akin to D&D class with a different twist by using Magic Points. (I heard D&D5E uses Spell Slots that is similar to MP) 

Since I made the spells almost similar to OD&D spell, it is possible (with some kind of tweaking) to use OD&D spells for Metatoy System.

I was tempted to use Action Roll as an option for Magic Points but I guess I have to put that in the back burner.

MAGIC USER
The Sorcerer, the Spellcaster, the Gifted.

Starting class stats: 2 to Intellect or Willpower; 1, 1, 0 distributed however you wish.

Starting HP: 1d3+3

Resting: 1d6

Special Abilities

Magic Points (MP): Magic User starts with 2+Intellect MP. This is used to fuel the spell. He gains 2 more MP every level. MP can only be replenish to full when the caster takes a Long Rest.

Spells: Magic User starts with 2 level 1 spell. During level up, he may pick 1 spell level higher than his current level or 2 spells equal to or less than his current level.

Power Blood: When MP is exhausted Magic User may sacrifice his HP to cast spell.

25 July 2018

Metatoy System: Rogue Class

Art from Capcom's D&D Shadow Over Mystara

Rogue or Thief is a specific class that is sneaky. For those who likes to do sneaky stuff, this class is for you.

ROGUE
The sneaky, self-important, roguish character. 
Starting class stats: 2 to Agility or Intellect; 1, 1, 0 distributed however you wish.

Starting HP: 1d3+5

Resting: 1d6+1

Special Abilities:

Quick Reflexes: Rogue is good at avoiding hits. Rogue can impose numbers of Disadvantage roll on attack against him per combat equal to his Level.

Roguish Stuff: During non-combat scene, he gets Advantage roll for sneaking, hiding, climbing and opening locks.

Focus: Once in combat, Rogue can focus on a target. When attacking the focused target, Rogue received Advantage attack roll.

Lucky: Rogue gets +1 Luck Point and another +1 when he reaches level 5.


17 July 2018

Metatoy System: Warrior Class

Art by Akira Toriyama (Taken without permission)

Today we are going talk about the meat of the game. Classes. there will be 3 basic classes in the game which can be found in many RPG. GMs are encouraged to modify thess basic classes to make up their character classes as they see fit in their game world. 

Today's class is the Warrior. A warrior can be a soldier, mercenaries, etc. Anything that warrior like can be a Warrior Class. Heck they could be Pure Human in a post apocalypse RPG.

WARRIOR

The soldier, combative and physical character. 

Starting class stats: 2 to Might or Agility; 1, 1, 0 distributed however you wish.

Starting HP: 1d3+7

Resting: 1d6+2

Special Abilities:

Combat Superiority: Warrior gets extra attack per round equal to difference between his level and the highest number of HD on the opponent side.

Heavy Hitter: Warrior deals +1 melee damage. It increases to +2 when he reaches Level 5.

Favoured Weapon: Choose 1 weapon. That weapon received Advantage attack roll. He can pick another weapon when he reaches Level 5.

Tough Guy: Once per adventure upon reaching 0 HP, Warrior immediately gain 1d6+Level of HP.

18 May 2017

Road Warrior


Road Warrior
Pet Name given to character who can drive greatly using ground vehicle. They sacrifice their health just to modify their vehicle as good as possible.

HP: 1d6+8
Skill: Pick 2
Reserved skill:
[Ace Driver] Always roll advantage whenever manoeuvring ground vehicle. (If opponent vehicle is faster than pc vehicle, they still roll advantage).
[HFS]* +1(+1 more) to any one ability. Ability score cannot go above the value of 3 for starting character.
[Radiation Resistance] roll advantage whenever dealing with radiation roll.
Tech Adapt: roll advantage whenever interacting or operating computer, ancient tech and robot.

Starting Equipment: 15 VP vehicle, shotgun (3d6, always burst Ammo: Lots TN:5) and Light Armour (+1 DEF)

08 March 2017

Duckling

created by Gusko


Duckling
No one laughs at the master of Quack Fu!

Known also as Crazy Duck, Wild Duck (more or less all affectionately derisive), Duck Person, Duck People, etc. They are not ducks actually, but short, greedy and tough platypus-like small humanoids. They are oviparous, venomous, have brown coat coverage, leathery duck-bills, small dew claws, but no beaver tails. Duckling war-chiefs and shamans use custom clothes covered with saurian bird's feathers which strengthen the false belief that they are somewhat related to ducks. They have a knack for fighting taller creatures and a notorious mean streak.

HP: 1d6+8
Skill: Small and pick 1 skill (reserved or common)
Reserved skill: Quack Attack, Berserker Rage

[Berserker Rage] +1 to melee attack.

[Quack Attack] Duckling can redo any one roll by unleashing an angry storm of quacks to the GM. The new roll stands, even if the result is worse. This can be done once per scene.

[Small] Small character cannot use 2 handed weapon. +1 to attack and defend against enemies larger than human.


as a creature


DUCKLING
Combat 1
Ability 1
DEF 8
HP 9
Damage: Claw (2, Poison), Spear (1d6) or Saber (1d6)

Duckling also usually equip with small shield (reduce 1 damage)

[Poison] Whenever Duckling successfully hits a target, the target must make PHYSICAL roll (TN 8) or loses another 1d6 damage.

Note: Gusko has sent me a lot of character classes, in fact he send me another Heroes Folio which he called Heroes Folio Addendum. All I need to do is edit this thing into a readable pdf (as everyone knows, this needs time). Thanks again Gusko. I might put some classes on the blog if you don't mind.

Also this class could be used for Mutants & Machineguns Evolved Animal class and I am working on Mutants & Machineguns right now.

Well that's enough of duck for this week, next stop finishing Mutants & Machineguns.

16 June 2016

[Savage Flower Kingdom Class] Halfling


Halfling

Small and cheerful, Halflings are curious, suspicious and extremely courageous Beings.  When They hear the call of adventure your stealth skill and luck make Them great adventurers.

HP : 1d6 + 8 CP : 7
Skill : Small, and Pick 1 skill (reserved or common)
Reserved Skills : Stealth, Bravery, Drunken Master, Negotiator, Lucky One

New Skills
* Stealth- Add +1 Physical rolls to hide, move in silence and surprise others (+2 When mastered).
* Bravery- +1 Add to Mental rolls against fear effects (+2 When mastered).
Small-Small character can not use 2 hand weapons and add +1 to attack and defense against enemies larger than the human.

Note: Felippe created this missing Halfling for Savage Flower Kingdom and I found it in his rpg blog. Thanks for letting me put this in epgames! I've been meaning to create Halfling since Savage Flower Kingdom v2 but decided to put it away as my Halfling is kind of weird. Whatever it is, Game on!

18 May 2016

[Sprawl Class] TechDoc

created by Hiram Vazquez

TechDoc: In the 21 st century you have a “simple” job, you’re the one that everyone calls when someone needs medical assistance, a new implant or when the microwave stopped working. TechDoc starts with 1d6+8 HP, picks 2 medtechs and 1 implant.

Medical Techniques (Medtechs)
During advancement you may spend 3 XP to gain 1 new medtech.
You can use Medtechs whenever it is your turn. You need to make a mental roll against the medtech’s TN. If you fail, the technique is not done and your turn ends.

Patch Up (TN 7, 1 target) the target heals 1d6 HP.

Patch Up All (TN 11, 3 targets) 3 target heal 1d6 HP.
Requirement: Must pick Patch Up medtech first before acquiring this medtech.

Create Medstim (TN 9)  During a non-combat scene you may create a medstim. Reduce 1 item/1HP, and then 1 medstim is created. Use it to heal 1d6 HP.

Scavenge (TN 13, 1 target) After a combat you may search target dead enemy for free implants (ask GM if he [she] has). One implant per enemy; per success roll. Free implants have -1 in their traits (Remember, they are used implants).

Implant Surgery (TN 11, 1 target)  During a non-combat scene you may  use you own XP points to buy an implant for the target. Free implants can be use for this technique instead of your XP. (Optional: you can charge credits for the service. Remember this is a cyberpunk world everything has its price.)

Improve Implant (TN 9, 1 target) +1 to any of the implants of your choice that gives pluses (+) for 1 turn.

Hyper Sludge Syrup (TN 9, 1 target) +1 to any abilities of your choice for 1 turn.

Note: I had received an e-mail from Hiram Vazquez a week ago. He sent me a character class for Sprawl rpg. In his word "Hi, my name is Hiram Vazquez and I’m from Arecibo, Puerto Rico. I really like the work all of you are doing. I already have printed some of EP games and I enjoy playing them with my brother, my girlfriend and friends. I started a Sprawl game as a GM with some friends and I noticed that it needed a healer. So I decided to try to make a version of a healer for Sprawl. This class is a mash up of the Psychic, the Priest class from SFK, some of the maid, a bit of research from Cyberpunk 2020, Shadowrun and d20 Modern. I hope this lil bit of effort works well." It isn't just work well, it is GREAT STUFF!

21 July 2015

[Savage Flower Kingdom Class] Gunner

created by Marco Santaro

Gunner: Starts with 1d6+8 HP, 7 CP and pick 1 reserved skill and 1 more skill (reserved or common)

Reserved skills: 
Dual wielding (refer to Heroes Folios page 7)

Slow-mo dodge: Before attacking add a number to Def (max equal to your Combat ability score), and the attack roll(s) is lowered by the same number.

Sharpshooter: +1 to hit with firearms (+2 if mastered).

Firearms
A gunner must have 1 or more of these weapons
  • Handgun 1 hand, range: 2, Dmg: d6 (on a critical hit damage x2), Pr: 5
  • Revolver 1 hand, range: 2, Dmg: d6+1 (on a critical hit damage x2). Pr: 8
  • Rifle 2 hands, ranged: 3, Dmg: d6+3 (on a critical hit damage x2), Pr:10
Ammo?
If the GM permits, instead of tracking each ammo. If your character FUMBLE when rolling to hit, the GM can rule out that the character is out of ammo or the weapon is jammed (it can be fixed by taking the next action by making a physical or mental roll (TN7) whichever higher). If your character has 'reload', you may ignore the fumble and continue to use your weapon.
  • Reload Pr:5

16 August 2014

[Savage Flower Kingdom Bestiary] Kobold




KOBOLD (created by Pierrot)
A small dog creature living in the mountains. They are weak, but they are maaaaany (usually party will encounter number of player + 1d6 kobolds). Sometime 2 in 6 chance, a hunting group is followed by a shaman.

Combat 0            
Ability 1
Defence 6            
HP 2
Damage Bite (d6-1), Mace (1d6)

[Shaman] If a shaman is present, he will have 3 MP and can cast the following spells:
Boost (TN7): All kobolds in the fight get +1 to their Initiative rolls until the end of the fight.
Alarm (TN10) Invoke d6 more Kobolds.
Fury (TN9) All Kobolds in the fight get +1 to their combat rolls until the end of the fight.

DONAM KOBOLD as a class (created by Richard Hendrick)
Kobolds lived in Donam Forests before The Vegebattle. When the forests became barren they adapted themselves in Donam Desserts,some lives coexist in cities with humans and dwarves. They’re having a hard time wearing iron and steel armor mainly because no one makes it for them and it’s just too heavy. They are cute and usually can get away from any trouble.

Starting  Kobold  gets
HP:  1d6+10
CP:  8
MP:  2
Skill: Lucky One

---

Designer's note: I prefer if everyone uses d6 as a probability equipment. So a 2 in 6 chance would mean if you roll a 1 or 2 on a d6, that thing will happen.1 in 6 chance mean it will happen on a roll of 1, etc.

15 December 2013

[Savage Flower Kingdom Class] Priest


Priest: Starts with 1d6+10 HP, 6 MP, 8 CP and picks 3 prayers. 

PRAYERS
During advancement you may spend 3 XP to gain 1 new prayer.
To make a prayer, reduce 1 MP and make a Social roll against the prayer TN.

Bless (TN 9, 1 target) +1 to any abilities of your choice for 1 turn.

Bless All (TN 11, many target) all ally +1 to any abilities of your choice for 1 turn. Requirement: Must pick Bless prayer first before acquiring this prayer.

Blind (TN 13, many targets) 1d6 target is blind for 1d6 turn. Targets cannot move or attack during those turn.

Create Food (TN 7) create a meal. If consume it will heal 1d6 HP.

Create Holy Water  (TN 7) create holy water. Holy water when sprinkle (melee) to an undead target, it will suffer 1d6 damage.

Detect Magic (TN 7) Caster detects magic around him/her.

Detect Undead (TN7) Caster detects undead around him/her

Glow (TN 7, 1 target) Caster touches an item or person and makes it glow for 1d6 turns.

Healing (TN7, 1 target) the target heals 1d6 HP.

Purify Food or Water (TN 7) purify food from poison or strange anomaly.

Smite Beast (TN11, beastly target) when this spell is cast, beastly creature suffers 2d6 damage.

Smite Undead (TN11, 1 undead target) when this spell is cast, undead creature suffers 2d6 damage.

13 December 2013

[Savage Flower Kingdom Class] Maid


Maid: Starts with 1d6+10 HP, 6 CP and picks 2 skills. A maid must have a master (pick one party member). She serves the master to death and must protect the master at all cost or else she will suffer -4 to all her roll. She also gets to pick one of the skills below for free:

Throw! During combat maid can throw 1 or more items to a target. Make a combat roll against target DEF. If you're successful, roll 1d6 plus number of item thrown for damage.

Make a Sandwich! During a non-combat scene you may make a sandwich. Reduce 1 item/1 HP and choose which sandwich you wanted to create and make a Social roll against the sandwich TN. Choripán Sandwich (TN 7, when consume heals 1d6 HP) or Barros Jarpa Sandwich (TN 7, when consume recovers 1d6 MP) or Vegemite Sandwich (TN 9, when consume gives a different result, see table below).

Roll
Effect
1
This sandwich is rotten and bad. If consume, -1d6 HP
2-3
Similar to Choripán Sandwich
4-5
Similar to Barros Jarpa Sandwich
6
This sandwich give the user 1 random skill for 1 scene. The skill is forgotten after that scene.

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