Sketchwork - Classes

Character Creation Process

1) Pick a Class

2) How do you persuade people? Pick one from Persuade, Orator, or Deceiver.

3) What was your parent's trade? Pick one from the following:
Archivist
Armorer
Baker
Brewer
Carpenter
Cartographer
Engineer
Harvester
Miller
Potter
Smith
Stonemason
Weaver

4) In which to you naturally shine? Put six ranks into any of the following
Administrator
Archivist
Armorer
Baker
Brewer
Carpenter
Cartographer
Cook
Deceiver
Engineer
Fighter
Haggler
Harvester
Healer
Hunter
Instructor
Laborer
Lore
Militarist
Miller
Orator
Pathfinder
Persuader
Potter
Scientist
Scout
Smith
Stonemason
Survivalist
Weather Watcher
Weaver

5) In which have you trained? Put ranks into the following dependent on your class;
Administrator
Engineer
Fighter
Healer
Hunter
Instructor
Lore
Pathfinder
Persuader
Scout
Survivalist
Weather Watcher

6) What do you know? Pick knowledge ranks as determined by your class

7) Tally everything up, add +1, and those are your skill ranks!

Potential Class Abilities

Alchemist

Health - 3
Will - 5
Skills - 5
Knowledge - 6

Glove Proficiency - Alchemists know how to use Alchemical gloves, which let them attack with Frost, Fire, or Volt attacks! When making an Attack or Feint with a glove during a Fight conflict, they must choose an element for the attack.

ENCOUNTER ATTACK: Elemental Blast - When making an Attack action with a glove in a fight or chase conflict you get a +2D bonus to your action, and impede your opponent's next action (-1D penalty).

Dark Hunter

Health - 4
Will - 4
Skills - 7
Knowledge - 4

Learned Binder - Whenever you make a disarm or bind as part of a maneuver against a monster in a Fight or Chase conflict, you also impede your opponent.

ENCOUNTER ATTACK: Ecstasy - When making an attack against a monster, you get +2D bonus for each binded ability or body part, up to a +6D bonus.

Gunner

Health - 4
Will - 4
Skills - 5
Knowledge - 3

Rifle Training - You get a +1D bonus when making an attack or feint action with a rifle.

ENCOUNTER ATTACK: Alchemical Bullet - When making an attack action with a rifle during a fight conflict, you may choose to imbue a bullet with Fire, Electric, or Frost damage.

Hexer

Health - 3
Will - 5
Skills - 5
Knowledge - 3

Disabler - During Chase and Fight conflicts, using an Impede action as part of a maneuver grants a -2D penalty instead of a -1D penalty.

ENCOUNTER ATTACK: Evil Eye - When making an attack action with your Evil Eye, you may opt to take a -2s penalty. If you do, your attack causes that team's next action to become 'Defend'.

Warrior

Health - 5
Will - 3
Skills - 4
Knowledge - 1

Warrior Training - Pick Swords, Axes, or Spears. You get +1D and +1s to Attack actions when using that weapon. You may ignore the 'Heavy' detriment from light armor.

ENCOUNTER ATTACK: Riskcut - When using an attack action with a weapon, you may declare a riskcut. If you do, you get a +3s bonus to your roll, but take double damage during that turn.

Medic

Health - 4
Will - 4
Skills - 5
Knowledge - 6

Healer Training - Add a check to Healer during creation. In addition, you get a +1D and +1s bonus when making Healer checks.

ENCOUNTER DEFENSE: Salve - You get a +3D bonus to a defense action.

Protector

Health - 6
Will - 3
Skills - 5
Knowledge - 2

Heavy Training - You ignore the 'Heavy' and 'Clumsy' detriments from weapons and armor.

ENCOUNTER MANEUVER: Protect - Whenever you use a maneuver to grant Gain Position in a fight conflict, that ally heals by his margin of success during that roll.

Survivalist

Health - 5
Will - 3
Skills - 9
Knowledge - 4

Maneuverability - You get a +1s bonus to maneuvers in fight and chase conflicts. Allies get a +1D bonus to pathfinder and scout checks during chase conflicts.

ENCOUNTER FEINT: Ambush - You double the number of successes on a successful feint. If the feint is countered by an attack, your team is not prohibited from performing a defense or attack action next action, but does so at a -2s penalty.

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