Saturday, April 4, 2020

Once More 2: Unto The Breach


Once More 2: Unto The Breach is a combat-heavy OSR-adjacent system designed for relatively murderous gameplay and Wuxia nonsense. If you're in the mood for sending faceless murderhobos directly into the jaws of death, then you've come to the right place.

Each character starts with two random classes, roll 2d66 (d6 for domain, d6 for class) and gain the benefits listed. Reroll duplicate classes. Choose two abilities from each class to start with, you might be able to gain more later. The starting stats are:

Hitpoints (HP) = 4
Mana (MP) = 2
Attack (ATK) = 2
Defence (DEF) = 2
Speed (SPD) = 1
Luck (LUK) = 1

Endurance tasks like swimming a river, climbing a cliff, digging a trench without a shovel etc. have a HP cost. Characters automatically know pretty much anything to do with their domains, and almost nothing outside of them.

Roll +d6 and roll a 6 or more to succeed at an average check. Roll +SPD to go first in combat, do fine-motor things quickly, and flee combat. Roll +LUK when determining loot, springing traps, and suffering curses/mutations/diseases. 6 always succeeds, 1 always fails.

All classes use the same type of MP. Supplies and Sleep each restore 1d6 HP or 1d6/2 MP, resting in a safe place for a full day restores all.

If an ability has a stat included, you must succeed on the check to use it. If an ability has a mixed cost (so, HP or MP) you can pay it in a mix of both.

You can grant MP to an ally as an action if it makes sense:
"I will protect you, focus on your magic!"
"Here, I made this for you, drink it"
"Praise the Sun!"

There are other ways to restore MP, depending on risk and investment:

  • Have a bath
  • Enjoy delicious food
  • Take drugs
  • Pray at an altar / honour the old ways
  • Study ancient ruins
  • Fancy gear and jewellery
  • Blood sacrifices

Enemies have HP, normal DMG dealt, and a level which is added to the difficulty of checks against them (LVL 0 = roll 6 or more). LVL doesn't apply to all checks, only relevant ones. Enemies also have moves they can take when you miss checks against them. Moves only apply if they could conceivably happen. No matter what, something always happens after a roll.

Goblin
1 HP, 1 DMG, LVL -1
Miss ATK - Swarm, steal something from you and hit you with it
Miss DEF - Grapple, knock prone
Unless expressly killed and burned, goblins frequently crawl away and stuff their guts back in.

Bandit
2 HP, 1 DMG, LVL 0
Miss ATK - Setup another bandit to deal 2 DMG
Miss DEF - Kick while down

Dragon
10 HP, 3 DMG, LVL 3
Miss ATK - Breath fire, wing storm, tail whip
Miss DEF - Bite, swallow

Start with three important items of your choice.
Big Weapons = +1 DMG
Shield = +1 DEF
No armour = +1 SPD, -1 DEF
Heavy armour = -1 SPD, +1 DEF
Robes = +1 MP, -1 DEF

Death:
For each damage you take while at 0 HP, roll Xd6s, take the lowest
  1. Dead
  2. Major injury
  3. Minor injury
  4. Setback
  5. You're fine
  6. Gain 1 HP

Options for gaining new abilities:
  • Don't. Pick a power-level for the whole team and stay there until you get bored and want to try something new
  • Unlock one per session
  • Every time you retire after an adventure, your next character is one stronger
  • If in a dangerous locale with no home-base, spend 10 MP to unlock

Chargen:
Randomly select two classes, rerolling duplicates, take the bonus listed and two powers from each class. The automatic character generator selects two abilities at random from each list of powers, swap them out as preferred.


Include extra classes:

Diplomat Warlock

HP: 5
MP: 3
ATK: 2
DEF: 2
SPD: 2
LUK: 3

- Break Bread (If you bring a former enemy to a meal, everyone involved recovers an extra 1d6 HP or 1d6/2 MP)
- Strings Attached (If you do someone a favour, you have +1 against them until they pay you back)
- Debt (Recover or spend any amount of MP from your patron. If you can't repay it, they will take your collateral instead)
- Instrument (+1 to do anything your patron asks you to do)



1 - WAR

11. Warlord (+1 ATK, +2 MP)
  • Command (1 MP: Ally can make an attack)
  • Rally (X MP: X allies heal 1 HP and can roll to escape grapples, against fear etc)
  • Spot Opportunity (1 MP: Random ally gets +2 ATK against random enemy)
  • Just As Planned (If a battle turns the way you predicted earlier, gain 1 MP)
  • Pride Goeth (1 MP: An enemy that would rout instead grovels before you)
  • Graceful (1 MP: +1 DEF against a specific enemy until you attack someone else or are knocked prone)
  • Reposition (1 MP: Swap the positions of two willing allies, at least one of them must be upright and free to move)
  • Warden of Battle (2 MP: Safely remove an ally from battle)

12. Warrior (+1 ATK, +2 HP)
  • Notches (When you kill a notable enemy or win a major battle, mark your weapon. Once you reach 5 marks, learn a new ability with that weapon)
  • Parry (1 HP: Block an attack)
  • Rend (If you hit two attacks in a row, make an additional attack)
  • Flurry (All MP: Keep making attacks until you miss)
  • Batter Up (2 MP: Target must be in the air when hit by attack, send them flying out of the area)
  • Army of One (All MP: make one attack against all adjacent targets)
  • Threat Assessment (If you look into someone's eyes, you can tell how many people they have killed in terms of None, One, or Many. +1 max MP)
  • Grit (1 MP or HP: Reroll a failed ATK roll)
  • This Is Mine (So long as you are conscious, your weapon cannot be taken from you or broken. +1 max MP)
  • Weapon Specialist (If you have a significant situational bonus on an ATK roll using your chosen weapon, you automatically hit)

13. Knight (+1 ATK, +1 DEF)
  • Challenge (Choose an enemy, deal and take +1 DMG from them)
  • Steel Heart (1 HP: Reroll failed check against a status effect)
  • Trample the Weak (If you charge and knock someone prone, deal +1 DMG)
  • Hard Marcher (You can sleep in full armour and are alert immediately upon waking. +1 max HP)
  • No Further (2 MP: Choose an ally you are protecting, anyone trying to attack them is subject to a free attack from you first)
  • Heavyweight (+1 DMG against prone targets)
  • Bulwark (2 MP: Any attack that tries to go past you fails)

14. Gunslinger (+1 ATK, +1 SPD)
Ammo: If a Gunslinger is missing an ingredient, spend 1 MP per bullet
  • Deadeye (Spend an action aiming for +2 ATK)
  • Fast Hands (1 MP: Instantly reload a gun)
  • Ricochet (2 MP: If you miss an attack or are trying to shoot around a corner, make another attack)
  • Explode (All MP: Deal +2 DMG)
  • Impossible Reflexes (2 MP: Shoot a bullet and block an attack)
  • Overwatch (1 MP: Name a target, action, condition, location etc. make an attack immediately when that occurs, before anything else)
  • Artillery (2 MP: Takes an action to setup, then next attack is +area)
  • Trick Shot (1 MP: Bounce a bullet around a corner, or perform some other feat of skill)

15. Pugilist (+1 ATK, +3 HP, -1 MP)
Fists, feet, head, knees, elbows, all deal 1 DMG so long as not wielding a Big Weapon
  • Lightweight (While wearing no armour and not using big weapons, +1 DEF)
  • Bone Crunch (1 MP: Against a grappled target, if you succeed on an attack, break a limb and drop the grapple)
  • Tough Guts (1 MP: Delay the effects of a hit until end of combat)
  • Shoulda Seen the Other Guy (+1 DMG while under half HP, +2 at 0 HP)
  • Relentless (X HP: Make X unarmed attacks, use at any time)
  • One-Two (1 MP: Make an unarmed attack, use at any time)
  • Reflect Projectile (1 HP or 1 MP: A projectile you can see coming is sent in a random direction. x2 cost if magical or a bullet)
  • Spear Kick (1 MP: Flying kick in any direction, land prone)
  • Disrupt (2 MP: Prevent struck target from using a power you've seen)
  • Centre Self (Regain 1 MP as an action in combat)

16. Duelist (+2 ATK)
All Duelist abilities require a free hand
  • En Guarde! (2 MP: Until the target hits you with an attack, deal +1 DMG)
  • Flawless Strike (2 MP: Instantly hit an attack, can use this out of turn)
  • Flawless Defence (2 MP: Block an attack)
  • Lunge (1 MP: Move next to a target you can see and make an attack, -1 DEF for a round)
  • Know Thine Enemy (1 MP: Know what action target is going to take next)
  • Know Thine Self (1 MP: Undo the move you just made, max once per turn)
  • Cut the Wind (2 MP: Make an attack with x10 the normal range)

2 - FAITH

New stat - Faith (FTH) starts at 2, roll 6 or more to cast. +1 FTH in a devoted area, +1 FTH if you have been blessed today, -1 FTH if you have sinned and not atoned. All other classes have 0 FTH and sinned recently by default. FTH attempts cannot be rerolled.

21. Zealot (+1 MP, +1 HP, +1 ATK)
  • Smite (X MP: +X DMG to evil target)
  • Repel (1 MP, FTH: Target or all evil targets take 2 DMG if they approach you)
  • Last Stand (All HP: Refill MP to full and gain +1 DMG until you next heal)
  • Parry Spell (FTH: Spell flies off in a different direction)
  • Mortification (2 HP: End a spell or gain +1 FTH)
  • Sanctified (2 MP: Choose a small location, anyone within it takes +1 DMG from you)

22. Invoker (+3 MP, +1 HP)
  • Soul Burn (1 HP, 1 MP: Target is set alight with silver flame, 1 DMG / round)
  • Imbue Strength (X MP: Target can ignore a debility for X rounds, returns with great intensity when Imbue ends)
  • Divine Law (X MP: A specific action is forbidden, anyone doing it takes X DMG)
  • Miracle (3 MP, FTH: Something happens. -1 FTH if you are abusing your powers)
  • Avatar (1 HP / round, refill all MP each round. Must be cast with a set goal, cannot end until the goal is complete)

23. Saint (+1 MP, +3 HP)
Many Saint abilities have a [cost]. This is only paid if the FTH roll is failed (the ability still doesn't work)
  • Heal (FTH [1 MP]: Restore 2 HP of the target, or 1 HP for yourself)
  • Share Burden (Move any amount of HP between two willing participants)
  • Cleanse (FTH [1 MP]: An effect is ended)
  • Commune (FTH [1 MP]: A question is answered, precise questions have vague answers, vague questions overly specific answers)
  • Last Rites (Prevent corpses rising as undead)
  • Compel (FTH [2 MP]: Force someone to do a good deed)

24. Sacrifice (+1 MP, +1 HP, +1 DEF)
  • Bleed With Me (2 HP: Target takes +1 DMG from all sources)
  • Fall With Me (1 HP: Target suffers all status effects you suffer)
  • I Can See You (1 MP, FTH: See invisible undead, feel shimmers around invisible spells, and hear loudly beating hearts)
  • Witness Me! (All HP: Allies regain 2 MP, full HP if you die after using this)

25. Inquisitor (+1 MP, +1 HP, +1 SPD)
  • Exploit Weakness (Deal +1 DMG if you know a targets weak spot, above any extra effects)
  • Bind Them (FTH, 1 MP: Target takes 2 DMG if they take an action)
  • Warded Soul (X MP: All spells targeting you cost +X MP)
  • Execute (1 MP: Deal +2 DMG if you know they have committed a major crime)
  • Detect Lie (1 MP, FTH)
  • Soul Gaze (The first time you stare into somebody's eyes, you can ask their unconscious mind one question. They can ask your one back)

26. Warlock (+1 MP, +1 HP, +1 LUK)
  • Debt (Recover or spend any amount of MP from your patron. If you can't repay it, they will take your collateral instead)
  • Favour (1 MP: Your patron takes an action for you, you must do the same for them before using this again)
  • Fate Sealed (X MP: Something bad will happen in 1d6-X rounds)
  • Malfeasance (X MP: Deal X-1 DMG with a glance)
  • Luck of the Devil (1 MP: +1 LUK so long as you obey a condition set by your patron)
  • Instrument (+1 to do anything your patron asks you to do)
  • Minion (Another of your patron's followers will come find you soon)

3 - WILD

31. Berserker (+6 HP, -1 DEF)
  • Rage (While at 0 MP, block any 1 DMG attacks)
  • Cleave (Make an extra attack after each kill)
  • Sunder Limb (Break a limb to block all attacks this round)
  • Unbound Fury (3 HP: Break all grapples and status effects)
  • Titanic Grip (Hold two-handed weapons in one hand)
  • Wild Blow (Deals x2 damage, next attack against you deals x2 damage)

32. Wanderer (+2 HP, +1 DEF)
  • Weather Eye (1 MP: predict the weather for the day)
  • Fortune (3 MP: Predict somebody's fortune, only works once per person)
  • Discipline (Deal -1 DMG to knock target prone or disarm)
  • Sturdy (1 MP: You can't be moved from a stance you take until you move yourself)
  • Hardy (1 MP: Ignore a penalty from lack of food, water or sleep)

33. Shaman (+2 HP, +2 MP)
  • Ancient Spirits (1 MP: Conjure an ancient spirit of this place, if any exist. You may just get dust and dead leaves)
  • Beast Totem (Choose an animal, so long as you never allow one to come to harm, take on some of their essence)
  • Thousand Tongues (1 MP: Speak the language of a beast or plant)
  • I Sense a Foul Presence (Gain 1 MP when you say so in a new place)
  • Transform (3 MP: Shift to an animal form you know. To learn one, defeat and/or eat one hand-to-hand and alone. You can always transform into your Totem)
  • Return What Was Stolen (Break a magic item or burn a spell to gain the favour of the wilds)
  • Haruspex (1 MP: Examine the entrails of a slain enemy to learn a dreadful truth)

34. Hunter (+2 HP, +1 ATK)
  • Mark Prey (1 MP: +1 ATK against them, lose 1 HP if they escape you)
  • Leave No Trace (2 MP: Choose a non-sight sense, you can't be detected by it)
  • Go Unseen (3 MP: Turn invisible for a round)
  • The Path (X MP: Grant +1 SPD to yourself and X that follow you)
  • At One With The Arrow (1 MP: Ignore something that would impair your attack with a bow)
  • Snicker-Snack (Against enemies larger than you, holding two small weapons allows you to make two attacks)

35. Scout (+2 HP, +1 SPD)
  • Prioritise (If you have both hands free and aren't wearing armour, gain +1 SPD or DEF)
  • Run (1 MP: +1 SPD until you stop moving)
  • Double-Jump (1 MP: Jump a second time while in mid-air, can't be used until you are back on solid ground)
  • Swim (Swim as well as you can run)
  • Climb (Climb as well as you can run)
  • Nimble as Heck (1 MP: +1 DEF until you are hit)

36. Fae-Touched (+2 HP, +1 LUK)
  • Reappear (Teleport a short distance when nobody is looking, you must have been able to walk there)
  • "Blessing" (1 MP: Target is blessed with poetic thoughts, they can only communicate in rhyme or song)
  • Fateful Curse (2 MP: Declare a foul fate that will befall a target. It will, eventually, but it might take a while or be metaphorical when it hits. Cannot declare a new one till the old comes to pass)
  • Fade (1 MP: Nobody can notice you unless they are specifically looking for you. 1 MP to deactivate)
  • Me, Myself, and I (2 MP: Summon an illusory duplicate. By default, it is doing whatever you are doing when summoned. 1 MP to give it a new action)
  • Lost and Found (3 MP: Reveal something the target thought they had lost forever, once per target ever)
  • Malleable Form (2 MP: Change something about your body, gain an additional fae trait, the touch of iron burns you like acid)

4 - CUNNING

41. Thief (+2 SPD)
  • Three Handed (Equip a third hand-held item)
  • Second Story Work (Climb as well without climbing gear as with it)
  • Fast and Precise (1 MP: Take a non-combat action or move, no matter whose turn it is)
  • I Know A Guy (You always know at least someone in a new town or location)
  • Speak with Locks (Free for ordinary locks but they aren't that talkative, 1 MP for magical)
  • Last Gasp (All MP: Dodge an attack, trap or spell)
  • Jack of All Trades (1 MP: Declare that you've had past experience dealing with something)

42. Assassin (+1 SPD, +1 ATK)
  • Surprise Entrance (2 MP: You can go "offstage", then later reveal you have been disguised as a background character all along!)
  • Improvise (1 MP: A mundane item now deals 1 DMG in your hands)
  • Falling with Style (1 MP: Take no falling damage, 2 MP if you were pushed)
  • Touch of Death (X MP: Target takes X DMG when they eat, drink, wear or grab something you have touched)
  • Murder (X MP: Deal +X DMG so long as it is from behind or surprise)
  • Target Sighted (2 MP: Pick a target who doesn't know you can see them, take +1 against them)

43. Tinker (+1 SPD, +1 DEF)
  • Mental Link (1 MP: Trigger a device you can see)
  • Always Ready (2 MP: produce a useful item)
  • Oftener Right (Giving good advice grants them +1 to the attempt)
  • Custom Job (Reveal the custom items you've been secretly making for everyone, +1 to a random stat)
  • Spit and Prayers (1 MP: Ignore one requirement for a design)
  • Quick Fix (2 MP: Fix something. You have to actually fix it before using the ability again)
  • Disbelief Suspender (4 MP: A ludicrous invention or procedure works, just this once)

44. Alchemist (+1 SPD, +2 MP)
All potions start with distilled water. Add reagents that match the interested outcome to discover a recipe
  • Enhance Potion (3 MP: Move a potion up a tier without a reagent)
  • Arterial Supply (2 MP: Turn magical blood directly into a basic potion, some side-effects may remain)
  • Transmute (1 MP: +2 MP for permanent, +2 MP if product more valuable than reagent, +2 MP if living target)
  • Kludge (Turn a single potion into three doses with halved effect)
  • Here's One I Prepared Earlier (2 MP: Reduce the time taken to a brew a potion down to one round)

45. Diplomat (+1 SPD, +1 LUK)
  • Renegotiate (2 MP: 1 DMG, area, target can choose to surrender/retreat instead of taking damage)
  • Shards of Promises (If someone breaks a promise with you, you know immediately)
  • Civilian (2 MP: +1 DEF until you attack somebody)
  • Break Bread (If you bring a former enemy to a meal, everyone involved recovers an extra 1d6 HP or 1d6/2 MP)
  • Analyse (2 MP: Learn a random useful fact about somebody)
  • Strings Attached (If you do someone a favour, you have +1 against them until they pay you back)

46. Squire (+1 SPD, +2 HP)
  • Now, Milord! (2 MP: Allow someone to take an action of your choice)
  • Get Up Milord! (1 MP: Give someone prone a move action)
  • Get Down Milord! (1 MP: Knock an ally prone to give them +1 DEF)
  • Milord, Take This! (1 MP: Heal target 1 HP, requires two actions)
  • AHHHHH! (1 MP: +1 DEF until you stop running away)

5 - POWER

51. Arcanist (+6 MP, -2 HP)
  • Book Casting (Use scrolls as if they were wands)
  • Deep Memories (1-in-6 chance of knowing a random fact when you concentrate on a situation. X MP for +X to roll)
  • Magic Missile (1 MP: 1 DMG, unblockable)
  • Light (1 MP: Lasts until you take damage, 2 MP to blind someone)
  • Alarm (1 MP: Ward a room against entry, alarm can be loud or in your mind)
  • Lock (1 MP: Seal a door, it cannot be opened without a given password or smashed down)
  • Featherweight (1 MP: Make something light as a feather for 1d6 minutes)
  • Mage Hand (1 MP: Grab something you can see and use it)
  • Shield (2 MP: Block one attack, or as a floating disc)
  • Dancing Sword (2 MP: Sword attacks each round until grabbed)
  • Acid Arrow (2 MP: 1 DMG, metal armour or item is destroyed)
  • Shocking Grasp (2 MP, ATK: 2 DMG and stun)
  • Fireball (3 MP: 1 DMG area, sets things on fire)
  • Lightning Bolt (3 MP: 2 DMG)
  • Meteor (5 MP: 2 DMG area)

52. Elementalist (+4 MP, -2 HP, +1 DEF)
Choose two: Fire, Water, Earth, Air, Lightning, Ice, Metal, Void
  • Command [Element] (X MP: 0 MP - Speak with element, 1 MP - instruct it to move, 2 MP - control it directly, 3 MP - create a wall or large area, 4 MP - summon a cataclysm in 1d6 rounds, deals 2 DMG / round while exposed )

53. Enchanter (+4 MP, -2 HP, +1 LUK)
  • Charm Person (2 MP: Target regards you as a good friend until they are given a reason not to)
  • Illusion (X MP: Create something, decide X details about it)
  • Blink (2 MP: Teleport somewhere you can see with a flash of light)
  • Power Word Sleep (3 MP: 1d6 targets in a group fall asleep, starting with the sleepiest)
  • Animate Furniture (1 MP fast, 2 MP slow but permanent)
  • Nightmare Beast (X MP: Pull a nightmare out of the targets head, it'll be bigger with more MP, but otherwise unknown)
  • Inner World (Your internal mindscape is strong and self-sustaining, bring others into it for 1 MP, they could cause serious damage while inside)
  • Distraction (1 MP: Create a random irritating illusion. Multiple can be cast at once)

54. Necromancer (+4 MP)
  • Speak with Dead (Free for magical corpses, 1 MP for mundane)
  • Raise Undead (X MP, 1 HP: Raise a corpse with X HP. The HP can come from a living target)
  • Explode Corpse (X MP, 1 HP: Cause a corpse to explode, dealing X damage. X is limited by the size of the body)
  • Power Word Kill (5 MP: 3 DMG)
  • Revenant (X MP, 2 HP: Bring back a soul that has recently passed. It has X HP. You cannot regain that MP until they pass on)
  • Death Scythe (1 MP: Turn a corpse into a weapon that has +1 and +1 DMG against creatures of the corpses type)
  • Last Breath (Spend a round absorbing the life of a dying creature to recover 2 HP or 2 MP. You can ask their spirit three questions)

55. Witch (+4 MP, -2 HP, +1 SPD)
  • Familiar (Feed familiar 1 MP or 1 HP for a random gift: 1. Wisdom, 2. Power, 3. Pain, 4. Secrets, 5. Treasure, 6. Pleasure)
  • Ironic Hex (2 MP: Target either cannot or can only use the same move as last round)
  • Cruel Hex (2 MP: Every time the target takes an action or moves this round, they take 1 DMG)
  • Evil Eye (2 MP: Target fails their next roll)
  • Blood Rite (4 MP: Target is branded with strange symbols, from now on MP and HP are interchangeable)
  • Flight (1 MP to take-off or change direction, roll SPD to land safely)
  • Wither (3 MP: Target has -1 to everything and shrinks in size)
  • Ritual (1 MP: Next magical effect that hits the target is halved or doubled)

56. Summoner (+4 MP, -2 HP, +1 LUK)
  • Summon Imp (1 MP: Does whatever would be most annoying)
  • Summon Hell-Hound (2 MP: Big burny doggo)
  • Summon Fiend (3 MP: Wants fresh souls)
  • Summon Angel (3 MP: Wants you to do good deeds)
  • Summon your own ghost (2 MP, 1 HP: From an alternate reality, slightly in the future, maybe you can learn how they/you died?)
  • Summon Gremlins (X MP: Xd6 gremlins, here for mischief. Make sure you aren't their target)
  • Summon Slime (X MP: Xd6 barrels of wriggling ooze)
  • Summon Useless Fish (2 MP: Summon an inedible fish the size of a cow
  • Summon Dark Knight (4 MP: Will pursue one target without mercy)
  • Powerful Soul (If you die, you can be summoned back)
  • Name Binding (2 MP: Requires the targets true name, force them to obey a command or take 3 DMG. Only works once either way)

6 - WEIRD

61. Undead (+1 LUK, +1 DEF)
  • Come On Back (Lose 1 max HP, return to full HP, takes some time)
  • Bring Your Friends (2 MP: Summon a random ghost)
  • Devour (3 MP: Spend an hour draining d6 max HP from a healthy target, regain 1 max HP)
  • Squelch (1 MP: Help a severed body part reattach, or have it take an action)

62. Gremlin (+3 LUK, -1 ATK)
  • Pratfall (1 MP: Knock an adjacent target prone, not on your turn)
  • Mimicry (X+1 MP: Use the same ability someone else did that cost X MP)
  • Disarm (1 MP: Grab something someone else is holding, not on your turn)
  • Highly Distracting (2 MP: Takes a whole round, if you are hit take no damage and gain 1 MP)
  • Causing Problems On Purpose (Regain MP when you inconvenience anyone)

63. Chosen-One (+1 LUK, +1 ATK)
  • NOOOOOO! (All HP: If someone would die from a blow, you can take the hit instead)
  • Power of Friendship (Gain 1 MP each time you help an ally)
  • Dramatic Return (If you would die or go missing under mysterious circumstances, you can reveal yourself at a later time)
  • I've Just Met You But I Trust You Completely (2 MP: Improve the attitude of someone you just met by one step)
  • Unbound Potential (One game rule doesn't apply to you, or applies to you in a drastically limited way)

64. Dungeon-Master (+1 LUK, +2 MP)
  • Map (2 MP: Know the shape of a room and any connections it has)
  • Lock (1 MP: Lock or unlock a mundane door. To create a lock, +2 MP)
  • Light (1 MP: Turn the light sources of a room on or off. If none exist, +2 MP to create some)
  • Secret (2 MP: Ask 1d6 yes/no questions about something)
  • Trap (2 MP: The trigger of a trap you can see changes)
  • Transport (4 MP: A transport network you have used, minecart rail, tele-portal etc now has a node in this room)
  • Progression (10 MP: Cannot be used unless on an Adventure. Unlock a new ability. MP can be supplied from multiple sources. Once per target, ever)

65. Merchant (+1 LUK, +1 SPD)
  • Curse Proof (So long as you don't use an item, you are immune to any negative effects of carrying it)
  • Duplicate (2 MP: Make a copy of an item, non-magical, only one copy per original item)
  • Scarcity (1 MP: Break an item to break a similar one you can see)
  • Swap (2 MP: Trade abilities between two willing targets)
  • Treasurer (Immediately know how much something is worth at a glance, +1 max MP)
  • Porter (Carrying a priceless artefact counts as a shield)

66. Monster-Eater (+1 LUK, +2 HP)
  • Strip the Flesh! (2 MP, All HP: If you kill an enemy this round, regain all HP)
  • Salt the Wound! (2 HP: Deal +1 DMG with your next attack)
  • Manifestation (3 MP: Turn a curse or other debility into a mutation)
  • Mother's Flesh (2 MP, 2 HP: Crawl inside a monster corpse to inhabit and control it)
  • Satiated (Heal 1 HP per round of fresh flesh and blood consumed)
  • Drink Deep, Friend (1 MP, 1 HP: Grant an ability you have to an ally)

1 comment:

  1. Optional extra classes added. Most have abilities that are not yet filled in, left as an exercise to the reader!

    ReplyDelete