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\chapter{Classes}\label{ch:class}
\begin{multicols}{2}
Classes are divided into two categories: combat classes and non-combat classes. Your character is not limited to one category, in fact, it might be a good idea to pick one class from each category.
The combat classes focus on dealing physical damage, either using their weapons, or by magical means.
Non-combat classes are more adept at negotiations and using their skills to advance their goals.
Each class grants three stat increases, depending on what stats are appropriate to the class. Classes also grant weapon and armor proficiencies.
Classes also grant proficiencies in certain skills.
\end{multicols}
\section{Class Descriptions}
Classes are described in \cref{ch:combat-classes,ch:noncombat-classes}. The description preceding each class describes the general ``feel'' of each class. Your character is not required to conform with it; if you feel like the stats and abilities of a given class are appropriate for your character, go with it.
\begin{multicols}{2}
\subsection{Stats}
The stat list shows which stats your character gains from this class.
\subsection{Standard weapons}
Standard weapons are weapons a given class would generally be expected to use. These are ideas for what a character of this class would normally wield, however, you can pick something more appropriate to your character's backstory. As long as your character is proficient in their weapons, they will be just as effective.
\subsection{Weapon proficiencies}
This is the list of classes of weapons a class is proficient in. As described in \cref{ch:equipment}, a class of weapons can mean many different kinds of weapons. All classes can use simple weapons, but those not proficient in their use cannot use them to their full potential.
\subsection{Armor proficiencies}
Armor proficiencies are the different kinds of armor a class can use. Ordinary clothes offer no protection, but can be worn by any character.
\subsection{Skills}
Each class also grants a set of skills that the character becomes proficient in. Some skills have specializations and in some cases, the player can decide what to specialize in. For instance, a witch knows Lore (\_), which means that the player gets to decide what area their character is particularly knowledgeable in.
\subsection{Abilities}
As part of an encounter or in certain circumstances, a character can use their class abilities to achieve their goals. Abilities marked with \textit{reaction} can be used in reaction to another character's action. Abilities marked with \textit{passive} have effects that are always active.
\end{multicols}
\chapter{Combat Classes}\label{ch:combat-classes}
\begin{firstpar}
The first set of classes focuses on combat. Each of them specializes in their own way of dealing damage and controlling the battlefield. From the stalwart guard, to the roguish swashbuckler, to the mysterious witch, their unique skills let them swiftly defeat their enemies, or protect their allies.
\end{firstpar}
\section{Fighter}
Fighters are trained in the use of melee weapons and can use them to great effect. This often puts them in the front line, where their role is to prevent enemies from hurting their more vulnerable allies.
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Sure Strike} Remove up to your \stat{STR} dice from your dice pool. Deal damage appropriate to the number of successes equal to half the removed dice. Can only be used with non-ranged weapons.
\end{multicols}
\subsection{Guard}
A guard's main job is to protect their allies from attacks. They may not be trained in the fine points of sword-fighting, but their ability to control a crowd is second to none.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{STR} +1, \stat{CON} +1, \stat{STB} +1 \\
\textsf{\textbf{Standard weapons}} & Halberd/Spear, Shortsword \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons, Pole Weapons \\
\textsf{\textbf{Armor proficiencies}} & Light Armor, Medium Armor, Heavy Armor \\
\textsf{\textbf{Skills}} & Intimidation, Perception
\end{tabular}
\subsubsection{Abilities}
\nopagebreak
\begin{multicols}{2}
\paragraph*{Knock out} Roll an opposed test with \stat{DT} $6-\stat{str}$. The opponent must win with \stat{DT} $6-\stat{stb}$, or become \textbf{\sffamily unconscious} for a number of turns equal to the difference in margins.
\paragraph*{Trip -- \textit{reaction}} If a target moves within range of your weapon, roll a test against \stat{DT} $6-\stat{dex}$. The target must win an opposed test with \stat{DT} $6-\stat{dex}$ or be knocked \textbf{\sffamily prone}.
\paragraph*{Prevent Escape -- \textit{reaction}} If a target leaves your attack range, you may perform an attack or use an ability against that target.
\paragraph*{Hold the Line} Roll a test with \stat{DT} $6-\stat{stb}$ and note the margin of success. Next time someone within your range rolls a test, you may reduce the number of successes in their test by up to the number of successes you received, but not below 0.
\paragraph*{Sweep} Make an attack against a primary target. Divide up to your \stat{STR} of the successes as damage rolls between targets adjacent to the primary target, as if you were attacking those targets.
\end{multicols}
\subsection{Knight}
The noble knight is trained in the art of swinging their sword with great efficiency. They can quickly disarm and subdue their opponent.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{STR} +1, \stat{STB} +1, \stat{CHA} +1 \\
\textsf{\textbf{Standard weapons}} & Longsword \\
\textsf{\textbf{Weapon proficiencies}} & Bladed Weapons \\
\textsf{\textbf{Armor proficiencies}} & Light Armor, Medium Armor, Heavy Armor \\
\textsf{\textbf{Skills}} & Riding
\end{tabular}
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Disarm} Roll a test with \stat{DT} $6-\stat{dex}$. The opponent must win with \stat{DT} $6-\stat{str}$, or their weapon is removed and placed in a random spot, the difference between margins meters away from the attacker.
If the defender is using a weapon that cannot reasonably be removed, such as claws or their fists, they are immune to being disarmed.
\paragraph*{Trip -- \textit{reaction}} If a target moves within range of your weapon, roll a test against \stat{DT}~$6-\stat{dex}$. The target must win an opposed test with \stat{DT}~$6-\stat{dex}$ or be knocked \textbf{\sffamily prone}.
\paragraph*{Hard Strike} Choose a number up to \stat{STR} and roll for an attack. On success, add the chosen number to the margin. Remove at least twice as many dice from the pool (this includes the failure dice that would be removed anyway.)
\paragraph*{Parry -- \textit{reaction}} On being attacked with a weapon that is not thrown or ranged, you may select a number of dice from your dice pool, up to $2 \cdot \stat{DEX}$. Roll a test with \stat{DT}~$6-\stat{dex}$ and remove the number of successes you get from your attacker's successes. Remove the selected dice from your dice pool.
\paragraph*{Press Advantage} Roll a test with \stat{DT}~$6-\stat{str}$. The opponent must win with \stat{DT} $6-\stat{str}$ or both characters move up to a difference in margins meters in a straight line going through both characters in a direction away from the attacker.
\paragraph*{Flurry} You may split your dice pool into a number of smaller pools equal to 1 + weapon proficiency, and use each one to attack a different target. After all attacks are resolved, remove failure dice from all pools and join the remaining dice back into one pool.
\end{multicols}
\subsection{Brawler}
When, at the end of the evening, the landlord wishes to empty his tavern of the increasingly unfriendly drunks, he employs a brawler. Using raw power and whatever weapon is at hand, the brawler can empty a room in short order.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{STR} +1, \stat{DEX} +1, \stat{CON} +1 \\
\textsf{\textbf{Standard weapons}} & Brass Knuckles, Knife, Mace \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons, Blunt Weapons, Thrown Weapons \\
\textsf{\textbf{Armor proficiencies}} & Light Armor, Medium Armor \\
\textsf{\textbf{Skills}} & Athletics, Intimidation
\end{tabular}
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Juggernaut} Roll a \stat{DT}~$6-\stat{stb}$ test. On success, move the margin of success meters in a straight line. Note: you may not move less than the margin, unless you hit an obstacle.
While moving, the character is immune to Trip and has +1 \stat{AC} to any attacks.
Any characters you move through must succeed a \stat{DC}~$6-\stat{stb}$ test by a margin larger than the distance already traveled, or be knocked \textbf{\sffamily prone}.
\paragraph*{Toss} Roll a test with \stat{DT}~$6-\stat{str}$ opposed by a \stat{DT}~$6-\stat{str}$ or $6-\stat{dex}$ test from the target. On a win, the target is moved up to the difference in margins, reduced by the target's \stat{STB}, meters away from the attacker.
\paragraph*{Leer} Roll a test with \stat{DT}~$6-\stat{cha}$ and note the margin of success. The target is \textbf{\sffamily paralyzed} until the accumulate as many successes as your original margin. They may roll one test with \stat{DT}~$6-\stat{KND}$ immediately, then one test per turn after that, accumulating the positive margins of success.
\paragraph*{Hard Strike} Choose a number up to \stat{STR} and roll for an attack. On success, add the chosen number to the margin. Remove at least twice as many dice from the pool (this includes the failure dice that would be removed anyway.)
\paragraph*{Knock out} Roll an opposed test with \stat{DT} $6-\stat{str}$. The opponent must win with \stat{DT} $6-\stat{stb}$, or become \textbf{\sffamily unconscious} for a number of turns equal to the difference in margins.
\end{multicols}
\section{Rogue}
If fighters use power to gain the upper hand, rogues rely on finesse to dispatch their opponent, or, if the situation suggests it, run away.
\subsubsection{Abilities}
\nopagebreak
\begin{multicols}{2}
\paragraph*{Volt} When you attack, you may spend up to \stat{DEX} successes to move after the attack (\SI{1}{\meter} per success), instead of doing damage. This movement does not trigger reactions. If you do, remove at least that many dice from your dice pool -- dice removed as failures are included in this number.
\end{multicols}
\subsection{Thief}
The stealthy thief would rather avoid a fight, if possible. However, when cornered, they can fight like a cat.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{Dex} +1, \stat{int} +1, \stat{cmp} +1 \\
\textsf{\textbf{Standard weapons}} & Dagger, Cosh, Throwing Knife \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons, Ranged Weapons, Thrown Weapons \\
\textsf{\textbf{Armor proficiencies}} & \\
\textsf{\textbf{Skills}} & Athletics, Stealth, Mechanism Operation
\end{tabular}
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Backstab} If \keyword{hidden} from target, attacks deal additional \stat{DEX} successes of damage.
\paragraph*{Disappear} Roll a test with \stat{DT}~$6-\stat{dex}$. Depending on the number of successes you can become \keyword{hidden}. The required margin depends on the hiding spots available within your movement range:
\begin{itemize}
\item 1 -- Wall, door, large pillar, wardrobe, large bush.
\item 2 -- Sofa, tree trunk, crate, low wall.
\item 6 -- Ceiling, tree canopy, large candelabrum, tall grass.
\item 10 -- Disappear in plain sight.
\end{itemize}
After disappearing, you move into the chosen hiding spot.
Any character that attacked you since your previous turn, or has not attacked anyone since their previous turn, may make an opposed test with \stat{DT}~$6-\stat{INT}$. If their margin exceeds the difference between your margin and the requirement of the hiding spot, you are not \keyword{hidden} from them.
\paragraph*{Pick Pocket} \tochange{Pick pocket}
\paragraph*{Cat's Grace} When moving you may roll a test with \stat{DT}~$6-\stat{dex}$. You may spend successes to traverse obstacles:
\begin{itemize}
\item 1 -- Low wall, box, chair, cooperative character.
\item 2 -- Table, moderately wide stream, climbing a rock wall, pulling yourself up a ledge.
\item 4 -- Uncooperative character, climbing a brick wall.
\end{itemize}
The cost is per \SI{1}{\meter} of movement through the space occupied by the obstacle. Any damage taken while moving cancels the remaining successes.
\end{multicols}
\subsection{Swashbuckler}
Debonair and nimble, the swashbuckler is a master of flair, their flashing sword feared by who dare impugn their honor. They are not, however, above using their crossbow to settle a dispute quickly and efficiently.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{Str} +1, \stat{dex} +1, \stat{cha} +1 \\
\textsf{\textbf{Standard weapons}} & Rapier, Throwing Knife, Crossbow \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons, Bladed Weapon, Thrown Weapons \\
\textsf{\textbf{Armor proficiencies}} & Light Armor \\
\textsf{\textbf{Skills}} & Athletics
\end{tabular}
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Disarm} Roll a test with \stat{DT}~$6-\stat{dex}$. The opponent must win with \stat{DT} $6-\stat{str}$, or their weapon is removed and placed in a random spot, the difference between margins meters away from the attacker.
If the defender is using a weapon that cannot reasonably be removed, such as claws or their fists, they are immune to being disarmed.
\paragraph*{Flunge} Move up to 1 + proficiency meters without triggering any reactions, and perform an attack.
\paragraph*{Parry -- \textit{reaction}} On being attacked with a weapon that is not thrown or ranged, you may select a number of dice from your dice pool, up to $2 \cdot \stat{DEX}$. Roll a test with \stat{DT}~$6-\stat{dex}$ and remove the number of successes you get from your attacker's successes. Remove the selected dice from your dice pool.
\paragraph*{Leap} Roll a test with \stat{DT}~$6-\stat{dex}$ and move up to the margin of success meters without triggering any reactions.
\paragraph*{Flurry} You may split your dice pool into a number of smaller pools equal to 1 + weapon proficiency, and use each one to attack a different target. After all attacks are resolved, remove failure dice from all pools and join the remaining dice back into one pool.
\end{multicols}
\section{Ranger}
Rangers prefer the quiet of the wilderness, to the bustle of a big city. They can survive in a forest for extended periods of time. Spending time outside also makes them a well of knowledge regarding the local fauna, flora and geography.
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Lay of the Land -- \textit{passive}} When in a familiar environment, rangers can move $1.5\times$ as fast as other characters.
Familiar environments naturally include a forest, where a ranger regularly explores, but can also include the city quarter where they live, or a castle where they work.
\end{multicols}
\subsection{Survivalist}
The survivalist strives to be one with nature; living off the land, foraging, and finding shelter -- without leaving a trace.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{dex} +1, \stat{con} +1, \stat{int} +1 \\
\textsf{\textbf{Standard weapons}} & Knife, Machete, Javelin \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons, Thrown Weapons \\
\textsf{\textbf{Armor proficiencies}} & \\
\textsf{\textbf{Skills}} & Survival, Lore (nature), Track
\end{tabular}
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Soothe} \tochange{Soothes an animal or of relevant human}
\paragraph*{Cat's Grace} When moving you may roll a test with \stat{DT}~$6-\stat{dex}$. You may spend successes to traverse obstacles:
\begin{itemize}
\item 1 -- Low wall, box, chair, cooperative character.
\item 2 -- Table, moderately wide stream, climbing a rock wall, pulling yourself up a ledge.
\item 4 -- Uncooperative character, climbing a brick wall.
\end{itemize}
The cost is per \SI{1}{\meter} of movement through the space occupied by the obstacle. Any damage taken while moving cancels the remaining successes.
\paragraph*{Shelter} \tochange{Find or build shelter in a real hurry}
\paragraph*{Resist the Elements -- \textit{passive}} \tochange{Some resistance to hot, cold, wet, dry}
\paragraph*{\tochange{Throat Punch}} \tochange{Unarmed strike that temporarily disables opponent}
\paragraph*{Blind} \tochange{Blind opponent}
\end{multicols}
\subsection{Hunter}
With their trust animal companion, the hunter stalks the local forests for game. In a forest, a hunter can disappear and remain completely unseen until they strike.
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{dex} +1, \stat{con} +1, \stat{knd} +1 \\
\textsf{\textbf{Standard weapons}} & Knife, Spear, Bow, Sling \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons, Ranged Weapons \\
\textsf{\textbf{Armor proficiencies}} & Light Armor \\
\textsf{\textbf{Skills}} & Animal Handling, Lore (geography), Stealth, Track
\end{tabular}
\subsubsection{Abilities}
\begin{multicols}{2}
\paragraph*{Lucky Shot} Remove up to \stat{DEX} dice from your dice pool. Deal damage appropriate to the number of successes equal to half the removed dice. Can only be used with ranged weapons.
\paragraph*{Camouflage} Roll a test with \stat{DT}~$6-\stat{knd}$ and note the result. You may become \keyword{hidden} from any character who is not currently present.
Movement does not automatically break \keyword{hidden}. When you move, you move at $1/4$ your normal speed. While moving, any character you are \keyword{hidden} from may make a \stat{DT}~$6-\stat{knd}$ test opposing your original test.
\paragraph*{Command Companion} \tochange{Make animal companion do thing}
\paragraph*{Hamstring} Roll a test with \stat{DT}~$6-\stat{DEX}$. Apply \keyword{hamstrung X} to target where X is the margin of success you rolled. The target may make their first roll to reduce \keyword{hamstrung} immediately.
\paragraph*{Trap} Roll a test with \stat{DT}~$6-\stat{knd}$. You may use the margin to set a trap in a designated spot (if playing on a grid, the spot is one square):
\begin{itemize}
\item 1 -- Trip -- target is knocked \keyword{prone}.
\item 2 -- Hamstring -- target gets \keyword{hamstrung X} where X is up to the number of remaining successes.
\item 4 -- Damage -- target receives $(\text{successes} - 4)$\dc{4} damage.
\end{itemize}
If a character sees the hunter setting the trap, they may roll a test with \stat{DT}~$6-\stat{DEX}$ to avoid it. The margin must exceed the hunter's margin, reduced by the cost of the trap, to succeed.
\end{multicols}
\section{Mage}
Magic users weave arcane forces present in the world into powerful magicks. Each magic user draws spells from a specific tradition, or school, of spellcasting.
\subsection{Witch}
The effects of the witch may be subtle, but they are powerful. Let the wizards have their flashes and bangs, the witch's rituals bend reality itself to their advantage.
\paragraph*{Schools} Nature, Demonology, Elemental, Mesmerism, Necromancy
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{int} +1, \stat{knd} +1, \stat{cmp} +1 \\
\textsf{\textbf{Standard weapons}} & Knife, Stick \\
\textsf{\textbf{Weapon proficiencies}} & Simple Weapons \\
\textsf{\textbf{Armor proficiencies}} & \\
\textsf{\textbf{Skills}} & Lore (arcane), Lore (\_), Empathy
\end{tabular}
\subsection{Wizard}
The wizard controls the forces of nature and reality around them to weave displays of absolute power.
\paragraph*{Schools} Elemental, Illusion, Force, Transmutation, Physiology
\begin{tabular}[h!]{rl}
\textsf{\textbf{Stats}} & \stat{int} +1, \stat{knd} +1, \stat{cha} +1 \\
\textsf{\textbf{Standard weapons}} & Dagger, Staff \\
\textsf{\textbf{Weapon proficiencies}} & \\
\textsf{\textbf{Armor proficiencies}} & \\
\textsf{\textbf{Skills}} & Lore (arcane), Research (arcane)
\end{tabular}
\chapter{Non-Combat Classes}\label{ch:noncombat-classes}
\section{Craftsman}
\subsection{Builder}
% - Building big strong things
% - _Build (wood)_
% - _Build (stone)_
% - _Build (metal)_
\subsection{Tinker}
% - Building small precise things
% - _Craft (wood)_
% - _Craft (metal)_
\subsection{Artist}
% - Build arts
% - _Create (draw)_
% - _Create (music)_
% - _Create (sculpture)_
% - _Create (writing)_
% - _Perception_
\section{Intellectual}
\subsection{Historian}
% - _Lore (history)_
% - _Lore (social)_
% - _Research (history)_
\subsection{Scientist}
% - _Lore (science)_
% - _Lore (alchemy)_
% - _Research (science)_
% - _Research (alchemy)_
\subsection{Occultist}
% - _Create (draw)_
% - _Lore (arcane)_
% - _Research (arcane)_
% - _Create (writing)_
\section{Leader}
\subsection{Trader/Diplomat}
% - _Research (social)_
% - _Create (writing)_
% - _Lore (social)_
\subsection{Priest}
% - _Lore (social)_
% - _Lore (history)_
% - _Persuasion_
% - _Empathy_
% - _Create (oration)_
\section{Laborer}
\subsection{Farmer}
% - Moving light stuff, animal care
% - _Animal handling_
% - _Survival_
\subsection{Stevedore}
% - Moving heavy stuff
%