EPRP - 4 Basic Classes
Published by Eight Star in the blog Eight Star's Work Load. Views: 263
These here classes can be utelized by everypony! Though, don't take my word for it, I'll let the book narrator(s) handle it. I'll provide the mentioned skills after each class' information.
Also, let me explain what "count" means. For combat actions done on a turn, each action takes a count. Normal attacks have a count of 4, and any pony can use up to their Speed stat in "counts" on each turn. Anything that doesn't have a listed count either takes the same as a normal attack, or has special conditions of usage, (like pairing,) that are listed in the description. Inspiring Song just lasts for at least 6 rounds.
(Due to limitations of character count, I've posted 4 here, and the other 2 basic classes on my next post.)
That’s right, everypony, on to…
Classes!
I like to keep things simple, so I compiled an easy-to-read list of classes that-
*Ahem!*
Uhm… who are you?
I am Chainmail, and I believe it is I who am scheduled to read the classes section.
Aww… hayseed.
Yes, well, I am better suited for talking about these classes anyway! I’ll have you know that I’ve trained and worked with ponies of all sorts of backgrounds.
*Eye roll.* Whatever. I’ll just quietly poke at the dirt with my hoof.
As you wish! I shall make these stat explanations brief.
Worker
The most basic of classes, really. Workers can go long hours at their jobs without needing to rest. They can also put extra effort into their chores in order to endure success. Admirable is the pony workforce!
Remember, no almost racist comments!
Fine!
In a group, workers can easily haul the goods, supplies, and equipment for an entire team! Often, they will also know how to use the equipment they haul with their great Resilience!
Speaking of which, the class may only be chosen if a character has at least 4 Resilience.
Starting Health: 75
Starting Stamina: 125
Starting Skills: Tool-Use Skill of Choice, Take a Breather, Gettin’ It Done
Tool-Use Skills are basically you choose a type of tools, (like building tools, or mining tools,) and you get to add your Resilience while using these tools.
Take a Breather
Type: Active
Cost: 5 Stamina
Acquired: Worker Class
This skill allows the Worker to take a rest for a bit, and end up feeling revitalized.
If combat is going on, this skill will take 3 turns, and will only work if they reach the 3[SUP]rd[/SUP] turn uninterrupted.
Outside of combat, it just takes 10 minutes or so.
After the period, the worker will receive restored Health and Stamina as if they rested for a 4 hour period.
This skill can only be used once between actual resting periods.
Gettin’ It Done
Type: Active
Cost: 20 Stamina
Acquired: Worker Class
This skill allows the worker to add another 2d12 result to another skill that requires a roll, or any general action that requires manual labor. This cannot be used in conjunction with Willpower or Creativity based skills.
Warrior
A mighty warrior! The warrior is an actively offensive character, relying heavily on their Ferocity. Because they are often the center of attention, this class has heavy Health.
The warrior is the main combatant. However, in smaller groups they are usually not as necessary as a Guard.
This class may only be chosen if a character has at least 4 Ferocity.
Starting Health: 150
Starting Stamina: 50
Starting Skills: Power Strike, Counter, Taunt
Power Strike
Type: Active
Cost: 4 Stamina
Acquired: Warrior Class
Declared before an attack is rolled in melee. If the attack succeeds, the user may add another 1d12 to the damage. This additional damage also hurts the target’s Stamina.
Counter
Type: Instant
Cost: 5 Stamina
Acquired: Warrior Class
Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy. This can be used once between the user’s turns.
Taunt
Type: Active
Cost: 4 Stamina
Count: 6
Acquired: Warrior Class
The user rolls 2d12+Ferocity, while their target rolls 2d12+Willpower.
Inside of combat, this skill will force the user to be the target’s focus.
Outside of combat, this will increase the chance of the target initiating a combat with the user.
Bolter
We use these to get messages to and from the castle. Bolters are good for Speed, and because they often run for long times, they have high Stamina.
A bolter is often good for a group because they can often chase ponies down, and for a pegasus, they make good speed fliers.
Since a bolter should be fast, one can only consider this class if they have at least 4 Speed. Though… I would hope they have more.
Starting Health: 75
Starting Stamina: 125
Starting Skills: Dodge, Moving Dodge, Endurance Racer
Dodge
Type: Passive
Acquired: Bolter Class
Whenever defending against an attack, this skill may be used to substitute Speed in place of the Resilience stat. However, if the dodge fails, the user’s Resilience does not reduce the damage he or she takes.
Moving Dodge
Type: Instant
Cost: 5 Stamina
Acquired: Bolter Class
Whenever a dodge is successful, this skill can be activated to allow the user to move up to 10’ away from their attacker.
Endurance Racer
Type: Passive
Acquired: Bolter Class
A bolter does not need to make Resilience checks while running until they have been in gallop-speed for at least 3 consecutive rounds.
Scout
Scouts are good at keeping quiet, and… yes… scouting ahead. Their main stat is Awareness, and they have a very average mix of Health and Stamina.
Good at spotting ambushes, incoming enemies, and hidden treasures. Scouts can also hide while nopony’s looking, and lie in wait.
This class can only be chosen if the character has at least 4 Awareness.
Starting Health: 100
Starting Stamina: 100
Starting Skills: Spot Hidden, Lay in Wait, Danger Sense
Spot Hidden
Type: Passive
Acquired: Scout Class
The scout automatically gains +4 to spotting anything that has been hidden by somepony else.
This includes hidden characters, objects, traps, etc. This does not automatically give them their awareness stat as a bonus, which requires Spot.
Lay in Wait
Type: Active
Cost: 4 Stamina
Acquired: Scout Class
Hides the scout, who makes a 2d12+Creativity check. This skill only works if nobody is actually looking at the scout at the time. To be spotted by another character, the other character has to beat the scout’s initial roll.
If somepony passes close by, or looks for the scout at a distance, they may roll 2d12.
If somepony looking for the scout passes close by, or has Spot and is looking for the scout, they may roll 2d12+Awareness.
If the scout makes an action against a pony who is nearby and has not spotted the scout, they do not get a defensive roll.
If the scout makes an action against a pony at range who has not spotted them, then the stat that would normally be used for the target’s defensive roll will be the target number for the scout.
Danger Sense
Type: Passive
Acquired: Scout Class
While the scout is not in the company of allies, they are extra-aware of their surroundings. This allows them to spot enemies at a greater distance, and in a way “sense” where they are coming from. This won’t help for noiseless traps and the like, though.
However, this does allow the scout the timing needed to spot a good place to hide and Lay in Wait.
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