EPRP - 4 Advanced Classes

Published by Eight Star in the blog Eight Star's Work Load. Views: 260

Guard
A personal favorite of mine. This class’ main stat is Resilience, and has a good mix of Health and Stamina.
A guard is the main protector of a group, taking on many enemies on at a time in melee, and standing in the way of many of their attacks.
Because of this, the class may only be chosen if a character has an 8 Resilience.
Starting Health: 125
Starting Stamina: 75
Starting Skills: Iron Pony, Protect, Guard Duty

Iron Pony
Type: Passive
Acquired: Guard Class
The owner of the skill gains +1 Resilience for every enemy facing him or her in melee combat.

Protect
Type: Active
Cost: 4 Stamina
Acquired: Guard Class
Usable when an adjacent ally is under attack. The user is able to make that one-space movement and push their ally out of the way, then becoming the enemy’s target and making the defensive roll instead.

Guard Duty
Type: Passive
Acquired: Guard Class
During rest periods, a guard can stay up and keep watch without losing any stamina due to lack of sleep. A guard may miss up to two consecutive rest periods. After that, they must rest, or face sleep depravity penalties.




Berserker
A scary, but sometimes necessary class. Berserkers hold nothing back as they charge into the midst of their enemies and wreak havoc. Ferocity is their main stat, and they benefit from a high speed to keep their damage coming.
To be a berserker, a character must have an 8 Ferocity.
Starting Health: 100
Starting Stamina: 100
Starting Skills: Crazed Charge, Fury, Ferocious Yell

Furious Charge
Type: Active
Cost: 5 Stamina
Acquired: Berserker Class
During a gallop-speed movement, this skill may be used to violently collide with an enemy. This allows the user to make a normal melee attack, but Speed is added to the roll.

Fury
Type: Active
Cost: 50 Stamina
Count: 2
Acquired: Berserker
Using this skill sends the user Berserk, and immediately applies 50 points to their current Health. These 50 points can go over the maximum.
This Berserk condition lasts 5 turns, or until the end of combat. While Berserk is active, the user gains 2 Speed.

Ferocious Yell
Type: Instant
Cost: 10 Stamina
Acquired: Berserker Class
Able to be used once every turn. The user rolls 2d12+Ferocity. Any non-ally within hearing distance rolls 2d12+Willpower. If they roll lower than the user, then they lose 2 points of Resilience and Willpower until the end of their next turn.




Speedster
This character is fast. Just, really quite fast. Usually with this speed comes arrogance, or so they say. Speedsters are usually racers, or… racers.
Really, do I need to spell it out? Speed is in their name, after all. To be a speedster, a character needs to have an 8 Speed.
Starting Health: 50
Starting Stamina: 150
Starting Skills: Backing Dodge, Full Throttle, Acrobatic Run

Backing Dodge
Type: Passive
Acquired: Speedster Class
Whenever defending against an attack, the owner may use Speed instead of Resilience. As long as they succeed, they will be forced into a 5’ move away from the enemy.
If they fail their roll, no Resilience is applied to reduce the damage dealt.

Full Throttle
Type: Passive
Acquired: Speedster Class
When in galloping-speed, the user is able to transition up into Full Throttle speed, moving their modifier up to *3. They must still transition back down to gallop speed before they can stop.

Acrobatic Run
Type: Passive
Acquired: Speedster Class
During galloping-speed, the owner of this skill is able to react and use non-attack active skills.




Treasure Hunter
Those who search after the hidden treasures of ruins, castles… somepony’s home. Treasure Hunters have a great knack for finding and identifying interesting things, making Awareness their main stat.
They have the uncanny ability to disable traps and open locks, as well as making items vanish right out in the open. Though, they’d only take something if they’ve discerned it to be valuable enough to them, first.
In fact, to be a treasure hunter, a character needs to have an 8 Awareness.
Starting Health: 100
Starting Stamina: 100
Starting Skills: Disable Device, Identify, Pilfer

Disable Device
Type: Active
Cost: 5 Stamina
Acquired: Treasure Hunter Class
With this skill, the user can try to open a lock, or disable a trap, or other mechanical device, (without smashing it,) by rolling 2d12+Awareness. This roll goes against the device’s complexity.

Identify
Type: Passive
Acquired: Treasure Hunter Class
This allows the owner of the skill to identify items on a roll of 2d12+Awareness. Successful identification tells of what the item does, and how much it is worth.

Pilfer
Type: Active
Cost: 10 Stamina
Acquired: Treasure Hunter Class
This skill is used to take a loose object without anypony noticing that the user took it, rather just making it disappear without the user needing to go into hiding.
The user of this skill rolls 2d12+Creativity. Anyone around the user rolls 2d12+Awareness.
As long as nobody rolls above the user, they get away with it.
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