EPRP - The other 2 Basic Classes

Published by Eight Star in the blog Eight Star's Work Load. Views: 272

(Due to limitations of character count, I've posted 2 here, and the other 4 basic classes in my last post.)

Performer

Performers are a must-have! They provide the spice of life which livens this world up!
What are you talking about? They do nothing but make up silly songs and dance like crazy ponies.
That’s a very simple view of their Creative nature, Chainmail! You should loosen up.
I am the Captain of Gallopmere’s Guard! I do not loosen up!
Then don’t knock what you don’t understand, you sour grape! Anyway, you can only take this class if you have at least 4 Creativity!
Starting Health: 50
Starting Stamina: 150
Starting Skills: Musical Performer Skill of Choice, Inspiring Song, Dancer


Musical Performer skills are like... Singer, Banjo, Piano, Violin, Tuba, etc. Taking the skill let's you add your stat to using the instrument properly.

Inspiring Song
Type: Active

Cost: 25 Stamina

Acquired: Performer Class

The performer goes into a hearty and helpful-sounding song and dance, (or just an instrumental!) This number lasts at least 6 rounds-worth of time.

As a result, moods are improved, spirits are lifted, and any ally who makes a defensive roll during the song will gain a bonus of the user’s Creativity. The user doesn’t get this bonus.

Outside of combat, the Inspiring Song can be used to create a performance that assists the character in getting their point across to an audience by rolling 2d12+Creativity to see how well they do. (Of course, failing this roll could put you “Over a Barrel.”)


Dancer

Type: Passive

Acquired: Performer Class

Allows the performer to use their Creativity stat as a bonus to dancing.




Stalwart
The stalwart is a must-have for larger groups, especially those who go on adventures. They keep the integrity and general health of a group up, providing moral and physical support. Because of their mental assistance and defenses, Willpower is their main stat.
To be a stalwart, a character must have at least 4 Willpower.
Starting Health: 100
Starting Stamina: 100
Starting Skills: Focus, Calm Ally, Provide Aid

Focus
Type: Instant

Cost: 10 Stamina

Acquired: Stalwart Class

Usable whenever the stalwart fails a Willpower check against a detrimental condition. This skill allows them to roll again, immediately making their next check against the status as if they made it on their next turn.


Calm Ally

Type: Active

Cost: 10 Stamina

Count: 4

Acquired: Stalwart Class

Usable on an ally within melee range. The stalwart automatically clears the ally of any Fear, Berserk, Forgetfulness, or Spacey condition the ally is afflicted with. This does not have any affect if the ally caused the condition themselves.


Provide Aid

Type: Active

Cost: 5 Stamina

Count: 4

Acquired: Stalwart Class

Usable on any ally within melee range. The stalwart picks the ally up and helps them get a small amount of respite. The user rolls 2d12+Willpower. One of the rolled dice, (user’s choice,) is applied to healing the target’s Stamina. The remaining dice and added Willpower are applied to healing the target’s Health.
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