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A humble listing of female characters from a variety of media, whose kiss produces adverse effects on their victims.
 
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 Open RPG-Classes and Subclasses

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Caustic_Clown




Posts : 593
Join date : 2013-06-28

Open RPG-Classes and Subclasses Empty
PostSubject: Open RPG-Classes and Subclasses   Open RPG-Classes and Subclasses EmptyWed Feb 04, 2015 12:46 pm

Here is the infodump with class and subclass abilities. Gets expanded constantly.

Hub 1 classes:

Journeyman(starter class):
Fresh-faced adventurers, eager to take on the world. They're still trying to find their fighting style.

Level 1-
Dual Strike-action-costs 3 Stamina
Attack twice! The second attack has a -2 penalty to the total Aim score.

Nimble-passive-
If you roll a 5 or higher on the dice roll for Reflex, you gain a +1 bonus to your next total Reflex score.

Temper-passive-
If you suffer Stamina damage, you'll gain a +2 bonus to the total Power score of your next attack.

Tackle-action-costs 2 Stamina
Your attack has the chance to Wind the target(Ailment 6, can't take action the next turn other than defend or use items) on an Aim roll of 4 or higher.

Sharpen Sight-action-costs 2 Willpower
You observe the movements of the opponent carefully, giving you a +2 bonus to your total Aim score on your next two turns!

Level 3-
Whirlwind-action-costs 4 Stamina
Hit all opponents for 2/3 of your total Power score for this attack. Due to the wildness of this attack, any succesful dodge by a target exhausts your
Stamina for another point.

Artful Dodger-action-costs 3 Stamina
Add a +2 bonus to all your total Reflex scores next turn. On any succesful dodge, the opponent that targeted you suffers 1 Stamina damage that ignores
Toughness score(but not damage prevention of other abilities).

Angry Assault-action-
This attack does damage equal to the difference between your maximum and current Stamina. However, you suffer 1/2 of said number as Stamina damage yourself.

Powerhold-action-costs 3 Stamina
Your attack has the chance to Constrict the target(Ailment 6, target can't take action until a succesful dice roll or the user takes another action, target suffers
-4 penalty to total Reflex score) on an Aim roll of 4 or higher.

Steel Will-action-costs 2 Willpower
You steel your will, giving you a +2 bonus to your Focus score for the next two turns!

Level 5-
Combo Carnage-action-costs 4 Stamina
Keep attacking a single target until you miss an attack. However, every additional attack after the second costs one more Stamina(so the ability costs 5 on
the third attack, 6 on the fourth attack and so forth), and this goes on until the Stamina cost for the next attack would knock you unconscious!

Acrobatics-action-costs 2 Stamina
Add a +2 bonus to your total Aim score on the next attack. If you succesfully do Stamina damage to the opponent, said opponent will have to target you with
an action on the next turn, and suffers a -2 penalty to the total Aim score of said action, if applicable.

Cruelty-passive-
Your attack gains +1 Power for each person that has done Stamina damage to your target since your previous turn. This only goes for the initial attack.

Slam-action-costs 4 Stamina
Your attack has the chance to make the target Prone(Ailment 8, target has a 1/3 lower Tougness and Focus for the next three turns) on an Aim roll of
4 or higher.

Purge System-costs 3 Willpower
You shake off any nasty symptoms, gaining +6 to your total Recovery score for the next three turns.

Despair Attack(4 or more abilities in the class chosen, needs to be Lvl. 5 or higher)-Second Wind(only available once per battle after your Stamina or Willpower is below 1/3 of maximum)
Divide 6 bonus points between your Power, Sensuality, Toughness, Focus, Aim and Reflex, with no more than 3 points per stat. These bonuses stay in effect for the next three turns.


Subclass: Animist-

Animism is a tradition of listening to the spirits of the world, and sometimes even speaking to them! Contrary to folk belief, anyone with an open mind can learn it, though actually commanding the spirits takes time to master.

Herb Hunt-Level 1-Hub Action-
In between quests, the user may listen to the local spirits to point them to useful medicinal herbs. A roll is made, and if it is 4 or higher, Herbs are added to the inventory. You may only use one Hub Action between Quests.

Natural Science-Level 2-passive
The user has some knowledge of nature, and thus can better stand their ground against midara of the Wild Ones faction. In battle against such an opponent, the user gains a bonus of +2 Sensuality and +2 Focus on their respective total scores.

Boon of Nature-Level 3-action-
The user calls up the spirits in the environment to morph the battlefield to their advantage. What happens depends on the environs:
Near rivers/lakes/shores:
Mist-action-5 Willpower
Blankets the area in fog, given all combatants a -2 penalty to their total Aim score. This Field effect lasts 3 rounds, unless it is replaced by another Field effect in the meantime.
In forests/jungles/plains:
Overgrowth-action-5 Willpower
A wild growth of plants and vines covers the ground, given all combatants a -2 penalty to their total Reflex score. This Field effect lasts 3 rounds, unless it is replaced by another Field effect in the meantime.
In caves/mountains/deserts:
Groundbreaker-action-costs 5 Willpower
Ruptures the earth, creating outcroppings for the combatants to hide behind, giving them a +2 bonus to their total Toughness score. This Field Effect lasts 3 rounds, unless it is replaced by another Field effect in the meantime.
In holy sites and the like:
Mood Lighting-action-5 Willpower
Bends the light of the battlefield to become intimate and romantic, giving all combatants a +2 bonus to their total Sensuality score. This Field effect lasts 3 rounds, unless it is replaced by another Field effect in the meantime.
In cursed places and the like:
Fumes of Fornication-action-5 Willpower
Plumes of gas spring forth from the ground, blanketing the battlefield in aphrodisiac aromas and giving all combatants a -2 penalty to their total Focus score. This Field effect lasts 3 rounds, unless it is replaced by another Field effect in the meantime.
In human settlements/battlefields:
Spirit of Slaughter-action-5 Willpower
Creates a red aura over the field that summons the subconscious aggression all humanoids hold in them forth. All combatants gain +2 bonus to their total Power score. This Field effect lasts 3 rounds, unless it is replaced by another Field effect in the meantime.

Wrath of Nature-Level 4-action-
The user calls upon the spirits in the environment to savagely attack all opponents. What happens depends on the environs:
Near rivers/lakes/shores:
Flood-action-costs 6 Willpower
An attack that manipulates nearby water into a devastating torrent. It hits all opponents and adds +2 to the basic Power score. If the Aim roll is a 5 or higher, targets get Drenched(Ailment 6, targets must make an Aim roll of 3 or higher when using recovery items to make sure they aren't spoiled, and midara suffering from the Ailment get a wet look, doing 1 direct Willpower damage per turn to each opponent).
In forests/jungles/plains:
Briar Bonds-action-costs 6 Willpower
An attack that manipulates nearby vegetation into a constricting mass. It hits all opponents and adds +2 to the basic Power score. If the Aim roll is a 5 or higher, targets get Bound(Ailment 10, targets cannot take action until they free themselves and total Reflex score is halved, but can opt to use their basic Power score instead of their basic Recovery score for the Recovery roll) for 3 turns.
In caves/mountains/deserts:
Tremor-action-costs 6 Willpower
An attack that breaks the very earth apart. It hits all opponents and adds +3 to the basic Power score. If the Aim roll is a 5 or higher, targets must choose to discard a consumable item from their inventory(it can't be used for the remainder of the quest, but it is given back at the end of it no matter the quest's outcome).
In holy sites and the like:
Purge-action-costs 6 Willpower
An attack that releases a  painful wave of purifying magic. It hits all opponents and adds +4 to the basic Power score. If the Aim roll is a 5 or higher, struck targets lose any Buffs they currently have on themselves.
In cursed places and the like:
Taint-action-costs 6 Willpower
An attack that releases a wicked burst of ill intent. It hits all opponents and adds +4 to the basic Power score. If the Aim roll is a 5 or higher, struck targets go into a lustful Frenzy(Ailment 12, targets can only use Sensuality attacks) for 3 turns.
In human settlements/battlefields:
Madmasher-action-costs 6 Willpower
An attack that channels the raw power of a population's psyche into a kinetic blast. It hits all opponents and adds +3 to the basic Power score. If If the Aim roll is a 5 or higher, struck targets turn Berserk(Ailment 12, targets can only use Sensuality attacks) for 3 turns from the pure id that just hit them.

Natural Disaster- Lv. 5- Despair Attack(only available once per battle after your Stamina or Willpower is below 1/3 of maximum)
Forcibly become a funnel for the spirits of nature, raining down chaos upon your opponents. The user loses all control over actions. Instead, a dice is rolled at their turn, with the number corresponding to an environmental attack(1=Flood, 2=Briar Bonds, 3=Tremor, 4=Purge, 5=Taint, 6=Madmasher). The rolled attack is then used on opponents at 2 Willpower cost. If the attack correspond to the environment of the current battlefield, however, the user regains 6 Willpower instead. Still, for every opponent it misses, the user suffers -1 Willpower and -1 Stamina damage. This state continues until the user is at 0 Stamina or Willpower.  The user is immune to Ailments that prevent using an environmental attack, such as Frenzy and Berserk.
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