Earthling-at-Arms
HD: d8
Starting HP: 1d8+4
HP per Level/Resting: 1d8
Maximum Armor: Heavy
Attack Damage: 1d8/1d6 unarmed
Trained Fighter. You can make 1 attack per Level.
Rally. Once per day per Level, you can recover 1d8 HP mid-battle.
Sunder Shield. You can sacrifice a shield to negate the damage from a failed Defense roll.
Background. Round out the character of your Earthling-at-Arms with a single word descriptor: this might be an occupation, association, environmental or cultural milieu, or just a special hobby. Write this word next to one Attribute.
When this Background descriptor is relevant to a non-combat use of that Attribute, it is an Advantaged roll.
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for STR and DEX.
Scholar
HD: d6
Starting HP: 1d6+4
HP per Level/Resting: 1d6
Maximum Armor: Medium
Attack Damage: 1d6/1d4 unarmed
Specialty. You are dedicated to a particular subject of research, such as:
Studied Blow. Once per day per Level, scholars get Advantage on an Attack if they have a chance to study their opponent first. This requires one round per opponent HD of observation. The attack does 2d6+Level damage.
Inspirational Quote. You have a favorite book outside your specialty. Once per game-day, the player may attempt to recite a passage from this book appropriate to the character’s circumstances. If the GM agrees that the quote is apt, then one of the character’s companions gains Advantage on 1 roll. A given line is only good for one use.
Roll 1d12, or, if you have any of these on your bookshelf, pick one.
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for INT or WIS.
Inventor
HD: d6
Starting HP: 1d6+4
HP per Level/Resting: 1d6
Maximum Armor: Light
Attack Damage: 1d6/1d4 unarmed
Technical Skill. Advantaged in all non-combat rolls where knowledge of Mechanics, Electronics, and Engineering are relevant, including repairing equipment and defusing mechanical traps.
Gadgets. Starting at your second Level, you invent a gadget that lets you use a Power. You invent 1 new gadget every other Level. You may select what Power each gadget has. A gadget takes up 1 Encumbrance slot. Gadgets that are lost or destroyed may be rebuilt at the end of an adventure.
Your gadgets all share a power source or necessary resource. Roll dR after each usage. When the dR is exhausted, so are all of your gadgets until the next day.
Gadget Use
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for INT or WIS.
+1 Invention every even-numbered Level
NOTE: The "Powers" alluded to are, or course, based on the traditional Spells list. However, they're level-less (ala Wonders & Wickedness), so each one scales up as the Inventor gains experience.
Robot
HD: d10
Starting HP: 1d10+4
HP per Level/Resting: 1d10
Maximum Armor: Heavy
Attack Damage: 1d8/1d6 unarmed
Mechanical. Robots benefit from rest in order to repair and recharge. They do not need to eat or breathe. Robots are generally treated as property, or, at best, second-class citizens.
Combat Surge. Once per day per Level, you can recover 1d8 HP mid-battle.
Upgrades. You can have one new item per Level built into your body. This includes weapons and armor. Installed weapons still require ammo. Upgrades do not count against Encumbrance.
Radio-Telepathy. You are capable of communicating with other robots and intelligent machines through instant radio bursts.
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for STR or INT.
There are aliens, too. The Moon Frog Duelists, Martian Tiger-folk, and the Plutonian Shoggoths. Still working on Selenites and something saurian from Venus.
HD: d8
Starting HP: 1d8+4
HP per Level/Resting: 1d8
Maximum Armor: Heavy
Attack Damage: 1d8/1d6 unarmed
Trained Fighter. You can make 1 attack per Level.
Rally. Once per day per Level, you can recover 1d8 HP mid-battle.
Sunder Shield. You can sacrifice a shield to negate the damage from a failed Defense roll.
Background. Round out the character of your Earthling-at-Arms with a single word descriptor: this might be an occupation, association, environmental or cultural milieu, or just a special hobby. Write this word next to one Attribute.
When this Background descriptor is relevant to a non-combat use of that Attribute, it is an Advantaged roll.
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for STR and DEX.
HD: d6
Starting HP: 1d6+4
HP per Level/Resting: 1d6
Maximum Armor: Medium
Attack Damage: 1d6/1d4 unarmed
Specialty. You are dedicated to a particular subject of research, such as:
Life Science: Advantaged in all non-combat rolls where knowledge of Biology, Botany, Zoology, and Medicine are relevant.
Hard Science: Advantaged in all non-combat rolls where knowledge of Mathematics, Astronomy, Physics, and Chemistry are relevant.
Social Science: Advantaged in all non-combat rolls where knowledge of Sociology, Anthropology, Archaeology, and Linguistics are relevant.
Studied Blow. Once per day per Level, scholars get Advantage on an Attack if they have a chance to study their opponent first. This requires one round per opponent HD of observation. The attack does 2d6+Level damage.
Inspirational Quote. You have a favorite book outside your specialty. Once per game-day, the player may attempt to recite a passage from this book appropriate to the character’s circumstances. If the GM agrees that the quote is apt, then one of the character’s companions gains Advantage on 1 roll. A given line is only good for one use.
Roll 1d12, or, if you have any of these on your bookshelf, pick one.
1
|
A Tale of Two Cities, Dickens
|
5
|
Gulliver’s Travels, Swift
|
9
|
The Jungle Book, Kipling
|
2
|
Alice’s Adventures in Wonderland, Carrol
|
6
|
Paradise Lost, Milton
|
10
|
The Odyssey, Homer
|
3
|
Don Quixote, Cervantes
|
7
|
Pride and Prejudice, Austen
|
11
|
The Rubáiyát of Omar Khayyám, Fitzgerald
|
4
|
Frankenstein, Shelly
|
8
|
The Confessions of St. Augustine
|
12
|
The Tempest, Shakespeare
|
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for INT or WIS.
Inventor
HD: d6
Starting HP: 1d6+4
HP per Level/Resting: 1d6
Maximum Armor: Light
Attack Damage: 1d6/1d4 unarmed
Technical Skill. Advantaged in all non-combat rolls where knowledge of Mechanics, Electronics, and Engineering are relevant, including repairing equipment and defusing mechanical traps.
Gadgets. Starting at your second Level, you invent a gadget that lets you use a Power. You invent 1 new gadget every other Level. You may select what Power each gadget has. A gadget takes up 1 Encumbrance slot. Gadgets that are lost or destroyed may be rebuilt at the end of an adventure.
Your gadgets all share a power source or necessary resource. Roll dR after each usage. When the dR is exhausted, so are all of your gadgets until the next day.
Gadget Use
Level
|
dR
|
1
|
0
|
2
|
1d4
|
5
|
1d6
|
9
|
1d8
|
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for INT or WIS.
+1 Invention every even-numbered Level
NOTE: The "Powers" alluded to are, or course, based on the traditional Spells list. However, they're level-less (ala Wonders & Wickedness), so each one scales up as the Inventor gains experience.
Robot
HD: d10
Starting HP: 1d10+4
HP per Level/Resting: 1d10
Maximum Armor: Heavy
Attack Damage: 1d8/1d6 unarmed
Mechanical. Robots benefit from rest in order to repair and recharge. They do not need to eat or breathe. Robots are generally treated as property, or, at best, second-class citizens.
Combat Surge. Once per day per Level, you can recover 1d8 HP mid-battle.
Upgrades. You can have one new item per Level built into your body. This includes weapons and armor. Installed weapons still require ammo. Upgrades do not count against Encumbrance.
Radio-Telepathy. You are capable of communicating with other robots and intelligent machines through instant radio bursts.
Leveling Up. Roll to see if Attributes increase. Roll with Advantage for STR or INT.
There are aliens, too. The Moon Frog Duelists, Martian Tiger-folk, and the Plutonian Shoggoths. Still working on Selenites and something saurian from Venus.
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