Character class master list
Explanation: quick on it’s feet and devastating at range they are good for recon. They can quickly learn their way around and it will become your problem, or your game plan.
Favored weapons: light guns (revolvers, musket, rifle) daggers
Level 1: CARRIER ANIMAL~ a small animal with deliver messages for you, time depends on distance. (Your choice of dog, bird, or rat)
Level 5: ADRENALINE(speed) you gain an extra die in your speed rolls for the scene combat included/DOGE ROLL- you can contest a roll (we both role a d20 and the higher wins)
Level 10: PARRY- when attacked a contested d20 roll can do 1/4th of the damage to the the opponent/ SPREAD SHOT- spend a point to gain an extra permanent projectile so any shots hit multiple targets 4 ONLY
Level 15: PASSIVE AGGRESSIVE- use a combat pool instead of a passive for a modifier but you have to make a case for it/GET TO THE POINT- all damage can use the sharp pool for the rest of the scene
Level 20: REGIMENT’S CALL- use a major action to summon 2 fellow scouts to act on your turn with knives and bayonets (20 health three d8 sharpness and two d6 speed two d6 durability one d6 every other stat) they use your combo points but all are treated as minor actions
Specialty stat: durability
Explanation: endurance is its game. be it taking a hit for the team, bowling over something or stopping something dead in it’s tracks, it does not move unless it wants you to move
Favored weapons: bare hands, hammers, axes, shields, ton blades and fort shields
Level 1: NO ESCAPE- advantage on all initial grabs
Level 5: ADRENALINE(durability)- you gain an extra die in your durability rolls for the
scene combat included/INTIMIDATE- inflict fear in a target so they attack you less
Level 10: TANK IT- when attacked you can take a certain amount of level scaled (5 per level) damage with no damage to health/ FREIGHT TRAIN- run through an obstacle roll your durability and multiply by half your speed (for our purposes half of 5 is 3 no decimals
Level 15: PASSIVE AGGRESSIVE- use a combat pool instead of a passive for a modifier but you have to make a case for it/TO BE BLUNT- all damage can use the blunt pool for the rest of the scene
Level 20: NOW I BREAK YOU - lift someone over your head and slam them over your knee for as many actions as you have left a minor action deals 5 and a major is 10
Explanation: you do not see it, you do not hear it, you feel a breeze and then a trickle. it’s too late to call for help you couldn’t if you tried now. Don’t worry you didn’t slip up, you didn’t see them slip by but it wouldn’t matter if you did
Favorite weapons: anything really aside from tons and fort shields
Level 1 CHAMELEON: As long as nobody is looking directly at the you can become completely hidden but it doesn’t help with sneak attacks
Level 5: SMOKE BOMBS- 1AP = 3 smoke bombs that blind if a D20 roll fails and makes you hidden (you can only hold 10)/ SWIFT AND QUIET- double movement speed as long as your hidden (all speed rolls X2)
Level 10: THROWING KNIVES- 1AP= 3 knives with 2 sharp and 2 speed/ VOICE MANIPULATION- you can throw your voice to draw someone to another location
Level 15: AFTER IMAGE DODGE- a successful D20 roll means you can dodge leaving an after image and appear behind your foe/RICOCHET- chuck a little metal ball that bounces off of any walls to hit foes not doing much damage (1 blunt) but drawing attention
Level 20: THE DARK TAKES YOU- draw someone into darkness and take them out permanently
Explanation: the truest nothingness, an obscurity that twists what is natural, nullification is the only constant. It is blank, uncanny, unnatural. It’s limits are yours to decide
Favorite weapons: literally anything except ton blades and fort shields
Level 1: Light of haven~ when in the presence of enough natural light to cover you you will be turned translucent (you’d be invisible at a distance but close up you’d be clear / Home in shadow~ become translucent when cloaked in shadow (your choice, only lasts a for a short time but can be prolonged with more health ) (HP COST: 2 for initial use and renewal)
Level 5: Walking obscurity~ change all enemy advantages aimed at you (like a behemoths grab or scouts shot) to a disadvantage for the foe but all advantages for you are turned into disadvantages. always active (HP COST: 0)/ Eden’s arrow~ fire a projectile made of light (HP COST: 3)
Level 10: Binding chain ~ long range grapple with advantage where walking obscurity doesn’t apply (HP COST: 5) / astral projection~ move outside of your body for a limited time your chosen level one doesn’t apply (HP COST 5)
Level 15: Nullify~ cancel a foes ability temporarily as a reaction (HP COST: 10)/ smiting volley~ fire up to 10 Eden arrows that do a flat 5 damage at either a single target or a group (HP COST 10)
Level 20: Impervious~ you cannot be harmed by abilities from foes (HP COST: 0)
Explanation: like it’s defensive counterpart the behemoth the berserker is usually massive, unlike the behemoth this is a walking onslaught. All out assault is all it knows in combat.
Favorite weapons: reinforced gauntlets, knuckle dusters, bare fists
Level 1: I AM THE WEAPON ~All hand to hand strikes (punches, kicks, knees, elbows, tackling and such) will get an extra point of damage every 5 levels (HP COST: 0)
Level 5: RAZOR KNUCKLE~ add your sharp pool to a bare attack (HP COST: as many die as are in your sharp pool) \COUNTER PUNCHER~ if an attack hits you you can attack in return adding the damage you just took to your punch AS LONG AS THE ATTACK DID NOT KILL YOU (HP COST: 5)
Level 10: COMBOIST: you can add an increasing penalty for your foe on every consecutive hit in your combo making it harder for them to escape (HP COST: 3 per hit)/ GIVE AND TAKE~ any lost health is added to your bare damage until you regain it ( this will automatically happen out of combat, the amount of time it takes depends on the severity) (HP COST: damage dependent)
Level 15: QUICK RECOVERY~ you can still use 2 of your 4 combo points when stunned (HP COST: 10)/ JAW OF MANY VICTORIES~ you can avoid being stunned but you take extra damage on the hit that would stun you (HP COST: full damage of the attack +5)
Level 20: THE DEVASTATOR~ you can use all your actions at once to throw a massive bomb of a punch for massive damage, if it’s a surprise attack it will instantly kill anyone of a lower level (HP COST: the damage boost you want is what you give up in health)
Stat specialty: knowledge
Explanation: the arcane knowledge housed in their minds is powerful but valuable to those who call them compatriots. They rely upon power beyond the knowledge of many.
Favorite weapons: anything but ton blades and fort shields
Level 1: BOLTUM ARCANA~ a ranged attack that can use any combat pool with a knowledge modifier (HP COST: 3)
Level 5: GLYPHS OF SIGHT~ place a small seal anywhere in your sight, you are able to see through it like a spy camera and can use one to get sight on a better place for one. While you can have up to 3 you can only see through one at a time (HP COST: 5)/GLYPH OF SOUND~ let’s you listen to something from further away, must be placed somewhere you can see (HP COST: 5)
Level 10: RENEWAL OF FLESH~ heal a level scaling amount of HP, base 10 with a +2 every level (NO HP COST) /PURE FLESH DAMNED SOUL~ take 10 damage to infect your opponents turn, any actions they take will inflict damage 8 for a major action 4 for each minor action
Level 15: TUMOR BOMB~ leave a clump of flesh that can detonate on command doing your projectile and sharp pools (HP COST 12)/BLOOD LIGHTNING~ hits multiple targets. The damage is a flat 14 but -2 for each person it hits
Level 20: KNOWLEDGE OF THE FLESH- contested roll of your knowledge die, if successful you will be given important information to help with the task at hand
It’s a monster of flesh, hunger and impulse. It craves it consumes its a conscious and efficient predator. The flesh has overgrown the single piece of armor that informs its body shape slowly incorporating more armor. It is a body snatcher
It can consume a foe once every 5 levels and gain an ability