Character classes

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Pick a class for your character: if none of them are to your liking, we can talk about creating others, although since these are more for fun, I will not create any "prestige" style classes that give very specific benefits tailored to what you want your character to do. If you don't like the effects I've put in, or think some of them are unbalanced, or just plain want the xp burning effects gone, post it on the discussion section: it's just an idea I had to spice things up, and I'm not particularly attached to it.


Priests: priests must take a psychological disadvantage that represents their code of faith. how frequently it triggers (8, 11, or 13-) is their casting roll for activation.
Once per session, priest characters may burn 1 or more XP to effect a "miracle": samples include rerolls for teammates, increased temporary maxima for healing or other spells, etc.
Priests suffer whatever an armor's DCV/DEX penalty is to their casting rolls.

Mages: mages DOUBLE all DCV/DEX penalties from armor. They cannot cast spells when weMagaring metal armor.
Mages may burn 1XP for 10 points of END, but only for spellcasting. the END disappears at the end of the scene. If this takes a character to below 0 END, they fall unconscious.

Paladins: Like priests, paladins can burn XP to effect a miracle, but only ONCE PER ADVENTURE (~10 sessions).
Paladins take no armor DCV penalties from armor for their spells.
Paladins must take the "destitute" disadvantage, and may not buy it off with XP.
casting is as a priest: they must take a psychological limitation to represent their code of conduct.
Paladins may not loot or buy equipment: any new gear must be given for honorable services rendered. Exception to the looting rule is made for honorably triumphing over a foe in noble (typically individual) combat.

Witches (including alchemists): Alchemists get the membership perk for free, at 2 points. Witches, druids, and other alchemists will treat them with some modicum of respect.
witches are generally insightful and shrewd: they may burn one or more XP per session for a GM clue to some riddle, puzzle, or mystery. The amount of XP required depends on the magnitude of the effect on the game.
Witches suffer the same penalties as mages for armor
All witch spells require either expendable foci, or location specific disads.

Barbarians: Barbarians may spend 1 or more XP to gain a temporary +1 to Str., Con, or Bod for the scene. These bonuses disappear at the end of the scene. If this takes the character to below 0 body, they begin to die by bleeding.
Barbarians may not buy penalty skill levels for armor.

Warriors: Warriors may burn one or more XP to gain +1 to OCV or DCV for ONE turn (ie, until post segment twelve...it does not carry over from turn to turn).

Fucking wiki crash. Anyways

Rogues: Rogues may burn an xp to get a reroll on roguish shit: sneaking, climbing, dodging (not parrying), backstabbing, etc.
Rogues cannot take double handed WF.
Rogues must take a psych. lim. for a vice of their choosing. This can't be bought off with XP.
Rogues must take at least an 8- rep for crimes committed. This may be bought off.
Rogues get the "well connected" skill mod. for free, even if not human.