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  1. [b]These homebrewed classes are not for the faint of heart, and some cannot be taken without GM permission.[/b] You have been warned.[br]
  2. [hr]
  3. [anchor||top][h2]Table of Contents[/h2]
  4.  
  5. [quote][b][row]
  6. [col3][url=#auradisciple]Aura Disciple[/url][/col3]
  7. [col3][url=#auraprojector]Aura Projector[/url][/col3]
  8. [col3][url=#aurawarrior]Aura Warrior[/url][/col3]
  9. [col3][url=#colossus]Colossus[/url][/col3]
  10. [col3][url=#doppelganger]Doppelganger[/url][/col3]
  11. [col3][url=#soldier]Soldier[/url][/col3]
  12. [col3][url=#vampire]Vampire[/url][/col3]
  13. [/row][/b][/quote]
  14. [hr][anchor|auradisciple][spoiler][b]Aura Disciple[/b][br]
  15. [Class][+Attack][br]
  16. [b]Prerequisites:[/b] Elemental Connection (Any), Novice Combat/Acrobatics[br]
  17. 1 AP - Free Action[br]
  18. [b]Effect: [/b]You learn the Move Slash. When using a damaging Move, you may spend 1 AP to change its type to match your Elemental Connection. If the move already matches your Elemental Connection, it deals +10 damage. None of the Features of the Aura Disciple class can be used with a weapon unless it is specifically built for unarmed combat.[br]
  19.  
  20. [b]Six-Starred School[/b][br]
  21. [Ranked 2][+Attack][br]
  22. [b]Rank 1 Prerequisites:[/b] Aura Disciple, Holy Fist[br]
  23. [b]Rank 2 Prerequisites: [/b]Aura Disciple, Expert Combat OR Acrobatics[br]
  24. Static[br]
  25. [b]Effect:[/b] You learn a technique of the Six-Starred School of your choice, found below.[br]
  26.  
  27. [b]Holy Fist[/b][br]
  28. [+Attack][br]
  29. [b]Prerequisites:[/b] Aura Disciple[br]
  30. Bind 2 AP - Standard Action[br]
  31. [b]Effect: [/b]Your hands and feet become hard as steel. When dealing physical damage, you reduce your target's Defense by X for three turns, where X is equal to half your Combat skill, and you also ignore 5 points of Damage Resistance. The Defense-reducing effect can stack up to three times on a single enemy.[br]
  32.  
  33. [b]Flying Swellow Flowing Dance[/b][br]
  34. [+Attack][br]
  35. [b]Prerequisites: [/b]Aura Disciple, Expert Combat OR Acrobatics[br]
  36. Static[br]
  37. [b]Effect:[/b] You learn the Move Dual Talons.[br]
  38.  
  39. [b]Talons of Destruction[/b][br]
  40. [+Attack][br]
  41. [b]Prerequisites: [/b]Aura Disciple, Master Combat OR Acrobatics[br]
  42. 2 AP - Swift Action [br]
  43. [b]Effect: [/b]When you use a damaging Melee Move, it gains the 'Pass' keyword. When you use a damaging Ranged Move, it gains the 'Line X' keyword, where X is the range of the Move.[br]
  44. [hr]
  45. [h3]Six-Starred School Techniques[/h3]
  46. [small]
  47. [b]Combusken Fist[/b][br]
  48. 1 AP - Scene - Swift Action[br]
  49. [b]Effect:[/b] A kicking style based on rapid, accurate strikes. You learn the Move Blinding Kicks. You may spend 1 AP to gain the Whirlwind Kicks Ability until the end of your turn, and it also applies to Blinding Kicks.[br]
  50.  
  51. [b]Ho-Oh Fist[/b][br]
  52. 2 AP - Daily x 1 - Swift Action[br]
  53. [b]Effect: [/b]A supreme style based on the power of the Phoenix @[monster](species:d5265a3c-a974-45c3-9bd3-95e5ab4d2cf8) . You learn the Move Star Cross. You may spend 2 AP to gain the Life Force Ability for the rest of the Scene.[br]
  54.  
  55. [b]Staraptor Fist[/b][br]
  56. 1 AP - Scene x 2 - Swift Action[br]
  57. [b]Effect:[/b] A long-range style based on slicing enemies without touching them. You learn the Move Rending Wave. As a Swift Action, you may spend 1 AP to change Rending Wave's Range to Line 6.[br]
  58.  
  59. [b]Braviary Fist[/b][br]
  60. 1 AP - Scene - Swift Action[br]
  61. [b]Effect: [/b]A focused style based on stabbing the enemy to death. You learn the Move Fury Attack. You may spend 1 AP before rolling for Five Strike to have each hit from Fury Attack apply Holy Fist while it is Bound, stacking up to five times on a single enemy.[br]
  62.  
  63. [b]Fearow Fist[/b][br]
  64. 1 AP - Scene x 2 - Free Action[br]
  65. [b]Target:[/b] Melee, 1 T[br]
  66. [b]Effect:[/b] A graceful style based on the flight of birds. You learn the Move Dragon Hand and may spend 1 AP to use it instead of a Struggle Attack during AoOs.[br]
  67.  
  68. [b]Divine Blissey Fist[/b][br]
  69. Drain 2 AP - At-Will - Free Action[br]
  70. [b]Effect: [/b]A harmless style to protect the Six-Starred Schools. You gain the Blessed Touch Ability. You may Drain 2 AP to regain 1 Daily use of this Ability.[br]
  71. [hr]
  72. [h3]Added Moves[/h3]
  73. [row][col]
  74. [b]Move:[/b] Blinding Kicks[br]
  75. [b]Type:[/b] Normal[br]
  76. [b]Frequency:[/b] EOT[br]
  77. [b]AC:[/b] 2[br]
  78. [b]Damage Base 3: [/b]1d6+5 / 9 OR [b]Damage Base 6:[/b] 2d6+8 / 15 [br]
  79. [b]Class: [/b]Physical[br]
  80. [b]Range: [/b]Melee, 1 Target, Double Strike[br]
  81. [b]Effect:[/b] If both strikes hit, the target is Blinded until the end of their next turn. [br]
  82.  
  83. [b]Move: [/b]Rending Wave[br]
  84. [b]Type:[/b] Normal[br]
  85. [b]Frequency: [/b]EOT[br]
  86. [b]AC:[/b] 3[br]
  87. [b]Damage Base 8: [/b]2d8+10 / 19 [br]
  88. [b]Class: [/b]Physical[br]
  89. [b]Range: [/b]4, 1 Target[br]
  90. [b]Effect: [/b]Rending Wave lowers the target's DEF by 1 CS on a 15+. [br]
  91.  
  92. [b]Move: [/b]Star Cross[br]
  93. [b]Type:[/b] Normal[br]
  94. [b]Frequency:[/b] Scene x 2[br]
  95. [b]AC:[/b] 4[br]
  96. [b]Damage Base 8: [/b]2d8+10 / 19 [br]
  97. [b]Class: [/b]Physical[br]
  98. [b]Range:[/b] Melee, 1 Target, Priority, Dash[br]
  99. [b]Effect:[/b] None.[br][/col]
  100. [col][b]Move: [/b]Dragon Hand[br]
  101. [b]Type: [/b]Normal[br]
  102. [b]Frequency: [/b]Scene x 3[br]
  103. [b]AC:[/b] 4[br]
  104. [b]Damage Base 4: [/b]1d8+6 / 11 [br]
  105. [b]Class:[/b] Physical[br]
  106. [b]Range:[/b] Melee, 1 Target[br]
  107. [b]Effect: [/b]Dragon Hand paralyzes the target. [br]
  108.  
  109. [b]Move: [/b]Dual Talons[br]
  110. [b]Type: [/b]Normal[br]
  111. [b]Frequency: [/b]Scene x 2[br]
  112. [b]AC: [/b]4[br]
  113. [b]Damage Base 5:[/b] 1d8+8 / 13 OR [b]Damage Base 10:[/b] 3d8+10 / 24 [br]
  114. [b]Class: [/b]Physical[br]
  115. [b]Range: [/b]Melee, Pass, Set-Up, Full Action, Double Strike[br]
  116. [b]Set-Up Effect:[/b] The user is moved 25 feet into the air.[br]
  117. [b]Resolution Effect: [/b]The user may shift until they are next to a legal target in the encounter. They may then shift again, and pass through legal targets to attack with Dual Talons. If both strikes hit a target, it suffers -2 DEF CS.[/col][/row][/small]|Aura Disciple[/spoiler][br][anchor|auraprojector][spoiler][b]Aura Projector[/b][br]
  118. [Class] [+HP][br]
  119. [b]Prerequisites:[/b] Elemental Connection (Any), Adept Focus or Intuition [br]
  120. 2 AP - Standard Action[br]
  121. [b]Effect:[/b] You may project your Aura into a physical manifestation of your spiritual essence or dismiss it as a Standard Action. It shares the same stats and move list as you, but it also shares your health points and actions - if one takes damage or is healed, the other is hurt or healed for the same amount, and if one Shifts or acts, the other may not. It also has the same type as your Elemental Connection. You may manifest your Aura up to X meters away from yourself, where X is equal to your Focus plus your Intuition ranks. Your Aura cannot travel beyond this range and dissipates when it reaches 0 HP. It may take any shape you wish and may be up to Large size. You may spend 2 AP to have you and your Aura take separate turns for one round.[br]
  122.  
  123. [b]Shaping[/b][br]
  124. [Ranked 2] [+HP][br]
  125. [b]Rank 1 Prerequisites: [/b]Aura Projector[br]
  126. [b]Rank 2 Prerequisites: [/b]Aura Projector, Expert Focus or Intuition[br]
  127. Static[br]
  128. [b]Effect: [/b]Choose a Capability that is not Delta Evolution, Keystone Warp, Marsupial, Pack Mon, Pearl Creation, Soulless, Split Evolution, Underdog, or Volatile Bomb. Your Aura gains this Capability while manifested. Once chosen, this may not be changed.[br]
  129.  
  130. [b]Spirit Specialization[/b][br]
  131. [+HP][br]
  132. [b]Prerequisites: [/b]Aura Projector[br]
  133. 1 AP - Free Action[br]
  134. [b]Effect:[/b] Choose a Specialization from the table below for your Aura. Once chosen, this may not be changed.[br]
  135. [block:21644]
  136.  
  137. [b]Signature Power[/b][br]
  138. [+HP][br]
  139. [b]Rank 1 Prerequisites:[/b] Spirit Specialization[br]
  140. [b]Rank 2 Prerequisites: [/b]Signature Power Rank 1, Expert Focus or Intuition[br]
  141. Static[br]
  142. [b]Effect:[/b] Choose a Move from the Type your Elemental Connection is, except for Transform. Your Aura learns that move. Obey level limitations according to the September 2015 Tutor Move changes and treat your Aura’s level as twice your own.[br]
  143.  
  144. [b]Self-Actualization[/b][br]
  145. [Ranked 2] [+HP][br]
  146. [b]Rank 1 Prerequisites: [/b]Signature Power, Expert Focus or Intuition[br]
  147. [b]Rank 2 Prerequisites: [/b]Self-Actualization Rank 1[br]
  148. Static[br]
  149. [b]Effect: [/b]Choose an Ability that is not Cluster Mind, Delivery Bird, Fur Coat, Imposter, Multitype, Parental Bond, Poltergeist, Huge/Pure Power, Serpent’s Mark, Sorcery, Wonder Guard, or Zen Mode. Your Aura gains that Ability. Once chosen, this may not be changed.[br]|Aura Projector[/spoiler][br][anchor|aurawarrior][spoiler][b]Aura Warrior[/b][br]
  150. [Class][+HP][br]
  151. [b]Prerequisites: [/b]Elemental Connection (Fighting), Novice Combat/Intuition[br]
  152. Static[br]
  153. [b]Effect: [/b]You learn the moves Arm Thrust and Power-Up Punch. None of the Features of the Aura Warrior class can be used with a weapon unless it is specifically built for unarmed combat.[br]
  154.  
  155. [b]Heavenly Techniques[/b][br]
  156. [Ranked 3] [+HP][br]
  157. [b]Rank 1 Prerequisites: [/b]Aura Warrior[br]
  158. [b]Rank 2 Prerequisites:[/b] Aura Warrior, Expert Combat OR Intuition[br]
  159. [b]Rank 3 Prerequisites: [/b]Aura Warrior, Master Combat OR Intuition[br]
  160. Static[br]
  161. [b]Effect: [/b]You gain a Heavenly Technique of your choice, found below.[br]
  162.  
  163. [b]God Fist[/b][br]
  164. [+HP][br]
  165. [b]Prerequisites: [/b]Aura Warrior, Adept Combat OR Intuition[br]
  166. Static[br]
  167. [b]Effect: [/b]When you attack with a move, struggle attack, or Heavenly Technique learned from Aura Warrior, you may choose to delay the effects of your attack, including damage, until the beginning of your next turn. You make your attack as normal, but the Damage Base and effect range are multiplied by 1.5 – Power-Up Punch, for example, would become Damage Base 6 and you would not gain +1 Attack until the damage takes effect. If you have moves from the Aura Guardian class, these also qualify for this Feature. God Fist's damage multipler is applied BEFORE effects that increase the damage base, such as STAB or Technician. Counter MUST be used when hit by the attack to reflect it back at the attacker and instantly damage them - God Fist can only be utilized by Aura Warriors.[br]
  168.  
  169. [b]Seven Deaths Aura[/b][br]
  170. [+HP][br]
  171. [b]Prerequisites:[/b] Aura Warrior, Expert Combat OR Intuition[br]
  172. 2 AP - Scene – Swift Action[br]
  173. [b]Effect: [/b]Unleash your fighting spirit, greatly enhancing your capabilities for one round – you gain 5 DR , +1 Rank in Combat/Athletics skills, and you gain the ability Electrodash for the rest of the scene, with an At-Will frequency. If you have 6 ranks in either skill, then gain a +3 to that skill instead.[br]
  174.  
  175. [b]Hundred Crack Fist[/b][br]
  176. [+HP][br]
  177. [b]Prerequisites:[/b] Aura Warrior, Master Combat[br]
  178. 1 AP – Scene – Free Action[br]
  179. [b]Effect: [/b]The user gains the Skill Link ability until the beginning of their next turn and when you use Arm Thrust, you may spend 1 AP to cause the target to become Vulnerable after damage is taken. Using Skill Link with God Fist causes the user to become Slowed.[br][hr]
  180. [h3]Heavenly Techniques[/h3]
  181. [row][col]
  182. [small][b]Purification[/b][br]
  183. 1 AP – Scene x1 – Standard Action[br]
  184. [b]Target: [/b]Melee, 1 T or Self[br]
  185. [b]Effect: [/b]Channeling their Aura through the target, the Aura Warrior cleanses the body of the Poison status effect and grants immunity to the Poison status for the rest of the Scene. If the target is unwilling, the Aura Warrior must make an attack roll against the target’s Physical or Speed Evasion to purify them. [br]
  186.  
  187. [b]Muscle Cutting Kick[/b][br]
  188. 1 AP – Scene x2 – Standard Action[br]
  189. [b]Target: [/b]Melee, 1 T[br]
  190. [b]Effect:[/b] A precise kick that causes the body’s muscles to spasm. Make a Struggle Attack, and after damage is resolved the target is Suppressed and Slowed.[br]
  191.  
  192. [b]Nil-Space Grasp[/b][br]
  193. Scene x2 – Standard Action [br]
  194. [b]Target:[/b] Self[br]
  195. [b]Effect: [/b]If the target uses a Ranged Move on you, you may use Nil-Space Grasp. Make an opposing Attack Roll against the move – if your roll is higher than your target’s roll, you deflect the move with your Aura-empowered body. If you crit on your Attack Roll, you may choose to deflect the move back at the enemy, using their attacking stat instead of yours.[br]
  196.  
  197. [b]Dragon Conquering Dragon[/b][br]
  198. 1 AP - Scene x2 – Standard Action[br]
  199. [b]Target:[/b] Melee, 1 T[br]
  200. [b]Effect: [/b]A blow that puts the target into a false state of death. Make a Struggle Attack, and after damage is resolved the target is put to Sleep. [/col]
  201. [col][b]Exploding Fist[/b][br]
  202. 1 AP - Scene x2 – Standard Action[br]
  203. [b]Target: [/b]Melee, 1 T[br]
  204. [b]Effect: [/b]A destructive punch that sends the target flying. Make a Struggle Attack, and after damage is resolved the target is Pushed a number of tiles up to the user's Power + X, where X is the greater of the user's Combat or Intuition skill.[br]
  205.  
  206. [b]Every-Way Beheading[/b][br]
  207. 1 AP - Scene x2 – Standard Action[br]
  208. [b]Target:[/b] Melee, Burst 1[br]
  209. [b]Effect: [/b]A ferocious spinning kick to devastate groups of enemies. Make a Burst 1, Friendly Struggle Attack.[br]
  210.  
  211. [b]Musō Tensei[/b][br]
  212. [b]Prerequisites:[/b] Master Intuition[br]
  213. Drain 3 AP – Daily x1 – Standard Action[br]
  214. [b]Target:[/b] Self[br]
  215. [b]Effect: [/b]Channel the spirits of all of the Aura Warriors that came before you in this ultimate technique. Create four copies of yourself (two mirror images on each side of you) that perfectly mimic your movement and actions – when you make an attack, you can attack through any of these images, but when you or any of your images are attacked, you can change places with an image and make it take damage instead of you. The copies look exactly like the user and cannot be told apart from one another. You may space out these images, but they must be evenly spaced, and each image disappears when it is hit by an attack. [br]
  216.  
  217. [b]Thousand Hand Destruction Fist[/b][br]
  218. [b]Prerequisites: [/b]Master Combat[br]
  219. Drain 2 AP – Scene x 1 – Swift Action[br]
  220. [b]Target: [/b]Self[br]
  221. [b]Effect: [/b]This Feature can only be activated when using Hundred Crack Fist, causing Arm Thrust to critically hit and make the user Vulnerable. Draining 1 additional AP causes the user to not be Vulnerable.[/col][/row][/small]|Aura Warrior[/spoiler][br][anchor|colossus][spoiler][b]Colossus[/b][br]
  222. [Class] [+HP][br]
  223. [b]Prerequisites:[/b] Demoralize, Adept Athletics[br]
  224. Static[br]
  225. [b]Effect: [/b]You gain the @[Overshadow](article:2f9be1ec-7bcd-4f11-9c76-7738a35970da) Ability. [br]
  226. [b]Special:[/b] You become Large size.[br]
  227.  
  228. [b]Overpowering Blow[/b][br]
  229. [+HP][br]
  230. [b]Prerequisites:[/b] Colossus[br]
  231. At-Will - Swift Action[br]
  232. [b]Effect:[/b] When you strike with a Melee move or Struggle Attack, you may initiate the Low Blow maneuver and substitute the higher of your Athletics or Intimidate for the Acrobatics Check. This maneuver automatically hits.[br]
  233. [b]Special: [/b]You deal +5 damage to Vulnerable targets.[br]
  234.  
  235. [b]Terrifying Blow[/b][br]
  236. [+HP][br]
  237. [b]Prerequisites: [/b]Colossus[br]
  238. At-Will - Swift Action[br]
  239. [b]Effect: [/b]When you strike with a Melee move or Struggle Attack, you may initiate the Terrorize maneuver and substitute your Athletics for the Intimidate Check. This maneuver automatically hits.[br]
  240. [b]Special: [/b]You gain a +2 to Opposed Skill Checks against targets smaller than you are.[br]
  241.  
  242. [b]Crush Underfoot[/b][br]
  243. [Ranked 2] [+HP][br]
  244. [b]Rank 1 Prerequisites: [/b]Colossus, Expert Athletics[br]
  245. [b]Rank 2 Prerequisites:[/b] Colossus, Master Athletics[br]
  246. Static[br]
  247. [b]Effect: [/b]You gain your choice of Stomp or Heavy Slam.[br]
  248. [b]Special:[/b] You gain +1 Power per Colossus Feature you have.[br]
  249.  
  250. [b]Overwhelming Presence[/b][br]
  251. [+HP][br]
  252. [b]Prerequisites: [/b]Colossus, Expert Athletics or Intimidate[br]
  253. Static[br]
  254. [b]Effect:[/b] You gain the Sumo Stance Ability.[br]
  255.  
  256. [b]Let Loose[/b][br]
  257. [+HP][br]
  258. [b]Prerequisites: [/b]Overwhelming Presence, Master Athletics or Intimidate[br]
  259. Bind 2 AP - Standard Action[br]
  260. [b]Effect: [/b]You gain the Reach Capability.[br]
  261. [b]Special: [/b]You gain +1 Weight Class.[br]
  262.  
  263. [b]Crushing Blow[/b][br]
  264. [+HP][br]
  265. [b]Prerequisites: [/b]Overwhelming Blow, Terrifying Blow, Master Athletics and Intimidate[br]
  266. 2 AP - Swift Action[br]
  267. [b]Effect: [/b]When you strike with a Melee move or Struggle Attack, you may initiate the Trip maneuver and substitute your Athletics or Intimidate for the Combat or Acrobatics Check. This maneuver automatically hits.[br]
  268. [b]Special: [/b]You may use the Grapple maneuver on Tripped or otherwise prone targets as a Swift Action and it automatically hits.[br]|Colossus[/spoiler][br][anchor|doppelganger][spoiler][b]Doppelganger[/b][br]
  269. [Class][br]
  270. [b]Prerequisites:[/b] Novice Guile & Stealth, GM Permission[br]
  271. Daily - Extended Action[br]
  272. [b]Effect: [/b]You are filled with an indescribable hunger that never goes away and a keen predatory instinct. When you strike a target and kill it, you may devour the corpse as an Extended Action. This can take anywhere from 10 minutes for a Small creature to an hour for Gigantic ones. Once you have fully eaten a corpse, look at the target’s highest Base Stat - you gain a permanent +1 to that Base Stat of your own. You can target any corpse with this Feature, but it cannot have died more than an hour ago. You cannot go over +10 to any Base Stat.[br]
  273. [b]Special:[/b] You learn the move Transform, but its Range is Melee, 1 Target.[br]
  274.  
  275. [b]Devour Memories[/b][br]
  276. [b]Prerequisites:[/b] Doppelganger[br]
  277. At-Will - Free Action[br]
  278. [b]Effect:[/b] When you use your Doppelganger Feature to devour a corpse, you also gain some memories of the target. This includes basic information such as their name, any major goals, highly important life events, and anything else someone might think about often. You also have perfect clarity of the previous hour of the target’s life before they died. [br]
  279. [b]Special: [/b]Instead of gaining a permanent +1 to a Base Stat when devouring someone, you may instead look at their highest Skill Rank and gain a +1 to that Skill, up to +6.[br]
  280.  
  281. [b]Detect Thoughts[/b][br]
  282. [b]Prerequisites:[/b] Doppelganger[br]
  283. Static[br]
  284. [b]Effect:[/b] You learn the move Mind Reader. If you have the Honed Mind Feature, you may use Mind Reader twice per Scene.[br]
  285. [b]Special:[/b] You gain the Telepath Capability.[br]
  286.  
  287. [b]Betrayal[/b][br]
  288. [b]Prerequisites:[/b] Doppelganger, Adept Guile or Stealth[br]
  289. Static[br]
  290. [b]Effect:[/b] You gain the Ambush Ability.[br]
  291. [b]Special: [/b]The range of your Transform move becomes X, where X is equal to your number of Doppelganger Features + 3.[br]
  292.  
  293. [b]Slippery Mind[/b][br]
  294. [b]Prerequisites:[/b] Detect Thoughts[br]
  295. 1 AP - Swift Action[br]
  296. [b]Effect: [/b]You gain +3 to Save Checks to cure yourself of Volatile Afflictions.[br]
  297. [b]Special:[/b] You gain the Mindlock Capability.[br]
  298.  
  299. [b]Polymorphic Mastery[/b][br]
  300. [b]Prerequisites: [/b]Betrayal, Expert Guile or Stealth[br]
  301. Static[br]
  302. [b]Effect:[/b] You gain the Imposter Ability, but all instances of “Ditto” are replaced with “You”.[br]
  303. [b]Special:[/b] You may devour any Size corpse as a Full Action.[br]
  304.  
  305. [b]Mental Reorganization[/b][br]
  306. [b]Prerequisites: [/b]Slippery Mind, Expert Guile or Stealth[br]
  307. Drain 2 AP - Extended Action[br]
  308. [b]Effect: [/b]You spend an hour reorganizing all the memories you’ve gathered to arrange them in a more… useful way. When doing this, choose any two Skills besides Guile or Stealth. Their Skill Ranks become permanently swapped until you reorganize them again. [br]
  309. [b]Special: [/b]When devouring a corpse, instead of gaining a permanent +1 to a Base Stat or a Skill, you may instead steal one of the target’s Edges. You may have up to 3 Edges this way. If you have the maximum number of Edges from this Feature and devour a target, you may swap out one of these Edges for your target’s. This also Drains 2 AP.[br]|Doppelganger[/spoiler][br][anchor|soldier][spoiler][b]Soldier[/b][br]
  310. [Class][+Attack][br]
  311. [b]Prerequisites:[/b] Novice Combat[br]
  312. At-Will - Extended Action[br]
  313. [b]Effect: [/b]You gain the Skill Enhancement edge, but it can only be used for Body skills. After an hour of drilling, a Soldier may change which two skills they gain a bonus to. These stack with any other instances of Skill Enhancement. The AC of all Struggle Attacks and Weapon moves is decreased by 1.[br]
  314.  
  315. [b]Weapon Training[/b][br]
  316. [+Attack][br]
  317. [b]Prerequisites:[/b] Soldier, Adept Combat[br]
  318. Static[br]
  319. [b]Effect: [/b]You treat weapons as one Quality category higher than they are - Crude becomes Simple, Simple becomes Fine, and Fine becomes Masterwork. Masterwork quality weapons grant two Adept moves at Adept Combat and one Master move at Master Combat. You also gain a bonus according to which skills you have drilled for the Soldier feature:
  320. [block:21636]
  321.  
  322. [b]Weapon Expertise[/b][br]
  323. [+Attack][br]
  324. [b]Prerequisites:[/b] Weapon Training, Expert Combat[br]
  325. Static[br]
  326. [b]Effect:[/b] You gain a bonus based on the kind of Weapon you are wielding:[br]
  327. [block:21637]
  328.  
  329. [b]Weapon Mastery[/b][br]
  330. [+Attack][br]
  331. [b]Prerequisites: [/b]Weapon Expertise, Master Combat[br]
  332. Bind 1 AP - Swift Action[br]
  333. [b]Effect:[/b] You gain an Ability based on the kind of Weapon you are wielding:[br]
  334. [block:21638]
  335.  
  336. [b]Foil[/b][br]
  337. [+Attack][br]
  338. [b]Prerequisites:[/b] Soldier[br]
  339. 1 AP - Scene x 2 - Standard Action, Interrupt[br]
  340. [b]Effect:[/b] If a foe within X meters begins to use a move with the Set-Up keyword, you may use Foil to cause the move to fail during the Resolution Effect, wasting the target's turn. X is the Soldier's Combat Skill Rank doubled. [br]
  341.  
  342. [b]Signature Weapon Move[/b][br]
  343. [+Attack][br]
  344. [b]Prerequisites: [/b]Soldier, Adept Combat[br]
  345. Static[br]
  346. [b]Effect: [/b]Choose an Adept Weapon Move. You learn that Weapon Move and may use it regardless of which weapon you are wielding or its quality, and its Range becomes WR. This Weapon Move does not count towards the usual Weapon Move limit on weapons. At Master Combat rank, you may replace your current move with a Master Weapon move OR you may choose another Adept Weapon move and combine its effects with your current Signature Weapon Move, averaging the AC & DB of the two moves. It is encouraged to give your Signature Weapon Move its own name.[br]
  347.  
  348. [b]Desperate Measures[/b][br]
  349. [+Attack][br]
  350. [b]Prerequisites:[/b] Soldier, Adept Combat[br]
  351. Bind 1 AP - Standard Action[br]
  352. [b]Effect: [/b]You gain the Last Chance ability.[br]
  353.  
  354. [b]Equipment Training[/b][br]
  355. [+Attack][br]
  356. [b]Prerequisites: [/b]Soldier, Expert Combat[br]
  357. 2 AP - Variable Action[br]
  358. [b]Effect:[/b] You may spend 2 AP to perform an action to manipulate items and equipment one step quicker: Sawing through a rope as a Full Action would become a Standard Action, swapping weapons as a Standard Action would become a Shift Action, and handing someone a small item as a Shift Action would become a Swift Action. This Feature may not be used with Swift Actions of any kind.[br]|Soldier[/spoiler][br][anchor|vampire][spoiler][b]Vampire[/b][br]
  359. [Class] [br]
  360. [b]Prerequisites:[/b] GM Permission[br]
  361. Static[br]
  362. [b]Effect:[/b] Through some profane and unknown way, you have died and come back from oblivion devoid of your humanity, but your body is beyond superhuman. You gain +2 to all your Movement Capabilities, Body Skill Checks, and Power Capability. Additionally, you have +5 DR and regenerate 1 Tick of HP every Round. This DR and regeneration is negated for one round after being struck by a Fire or Fairy-type move. You also take Super-Effective Damage from Fire and Fairy type-moves, but you resist Normal, Fighting, Steel, Poison, Ghost, Dark, and Ice-type moves. You are also immune to the Fainted condition and permanently have the Dead Silent and Gilled Capabilities.[br]
  363. [b]Special:[/b] Without blood, you will die. You must drink at least one liter of a human or Pokemon’s blood at least once per day to gain the positive effects of this class. For every day you go without feeding or for every Round in direct sunlight, you gain 1 Injury that cannot be healed in any way until you drink blood. You may feed during combat when you have Dominance during a Grapple as and hit the grappled with a Struggle Attack. After feeding this way, you regain 2 Ticks of HP and gain +5 DR for one round. [br]
  364.  
  365. [b]Neonate[/b][br]
  366. [Ranked 3][br]
  367. [b]Rank 1 Prerequisites: [/b]Vampire[br]
  368. [b]Rank 2 Prerequisites:[/b] Methuselah[br]
  369. [b]Rank 3 Prerequisites:[/b] Antediluvian[br]
  370. Static[br]
  371. [b]Effect: [/b]You begin to grow into your undeath, and the blood that has sustained you now empowers you to push your body further. Choose one effect below per Rank in this feature:[br]
  372. [ul][li]Your senses are greatly enhanced, giving you a +3 to your Perception Rolls. This bonus doubles when attempting to detect living creatures. You are also immune to the Blinded and Vulnerable afflictions. You also gain the Tracker capability.[/li]
  373. [li]Your durability is improved, doubling the DR and HP regeneration you have from the Vampire feature.[/li]
  374. [li]Your strength explodes, giving you +6 to your Attack Stat and Power Capability.[/li]
  375. [li]You adapt to an unlife in the shadows, gaining +3 to your Stealth Rolls. You also gain the Darkvision and Stealth Capabilities.[/li]
  376. [li]Your agility is like nothing you’ve ever seen, giving you a further +2 bonus to all your Movement Capabilities. You also gain the Wallclimber Capability.[/li]
  377. [li]Your body fully obeys you now and you gain the Freezer, Reach, and X-Ray Vision capabilities. Your Struggle Attacks may be a Line 8 Special attack if you choose. [/li]
  378. [li]The minds of the living are as pliable as putty to you. You gain the Illusionist and Mindlock Capabilities and learn the move Hypnosis. [/li][/ul]
  379. [b]Methuselah[/b][br]
  380. [b]Prerequisites: [/b]You have spent five levels as the Vampire Class[br]
  381. Bind 2 AP - Standard Action[br]
  382. [b]Effect: [/b]Your body becomes more powerful as your undeath continues, eventually allowing you to shrug off attacks that would harm lesser vampires. You resist all moves one step further.[br]
  383.  
  384. [b]Bloody Storm[/b][br]
  385. [b]Prerequisites: [/b]Neonate[br]
  386. Static[br]
  387. [b]Effect: [/b]You gain one of your choice of the Anger Point, Cruelty, or Defiant abilities. [br]
  388.  
  389. [b]Antediluvian[/b][br]
  390. [b]Prerequisites: [/b]You have spent fifteen levels as the Vampire Class[br]
  391. Drain 2 AP - Standard Action[br]
  392. [b]Effect: [/b]Your blood is ancient and powerful, and you demonstrate it. You gain the Phasing Capability for the rest of the Scene. If you pass through a living target while Intangible, you automatically Feed on them and deal damage as if you were using the Vampire feature.[br]|Vampire[/spoiler]
  393.  
  394. [h3][url=#top]BACK TO TOP[/url][/h3]
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