Classes in Zamzara, The Hollow Earth | World Anvil
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Classes

These homebrewed classes are not for the faint of heart, and some cannot be taken without GM permission. You have been warned.

Table of Contents

 

Aura Disciple
Aura Disciple
[Class][+Attack]
Prerequisites: Elemental Connection (Any), Novice Combat/Acrobatics
1 AP - Free Action
Effect: You learn the Move Slash. When using a damaging Move, you may spend 1 AP to change its type to match your Elemental Connection. If the move already matches your Elemental Connection, it deals +10 damage. None of the Features of the Aura Disciple class can be used with a weapon unless it is specifically built for unarmed combat.
  Six-Starred School
[Ranked 2][+Attack]
Rank 1 Prerequisites: Aura Disciple, Holy Fist
Rank 2 Prerequisites: Aura Disciple, Expert Combat OR Acrobatics
Static
Effect: You learn a technique of the Six-Starred School of your choice, found below.
  Holy Fist
[+Attack]
Prerequisites: Aura Disciple
Bind 2 AP - Standard Action
Effect: Your hands and feet become hard as steel. When dealing physical damage, you reduce your target's Defense by X for three turns, where X is equal to half your Combat skill, and you also ignore 5 points of Damage Resistance. The Defense-reducing effect can stack up to three times on a single enemy.
  Flying Swellow Flowing Dance
[+Attack]
Prerequisites: Aura Disciple, Expert Combat OR Acrobatics
Static
Effect: You learn the Move Dual Talons.
  Talons of Destruction
[+Attack]
Prerequisites: Aura Disciple, Master Combat OR Acrobatics
2 AP - Swift Action
Effect: When you use a damaging Melee Move, it gains the 'Pass' keyword. When you use a damaging Ranged Move, it gains the 'Line X' keyword, where X is the range of the Move.

Six-Starred School Techniques

Combusken Fist
1 AP - Scene - Swift Action
Effect: A kicking style based on rapid, accurate strikes. You learn the Move Blinding Kicks. You may spend 1 AP to gain the Whirlwind Kicks Ability until the end of your turn, and it also applies to Blinding Kicks.
  Ho-Oh Fist
2 AP - Daily x 1 - Swift Action
Effect: A supreme style based on the power of the Phoenix monster . You learn the Move Star Cross. You may spend 2 AP to gain the Life Force Ability for the rest of the Scene.
  Staraptor Fist
1 AP - Scene x 2 - Swift Action
Effect: A long-range style based on slicing enemies without touching them. You learn the Move Rending Wave. As a Swift Action, you may spend 1 AP to change Rending Wave's Range to Line 6.
  Braviary Fist
1 AP - Scene - Swift Action
Effect: A focused style based on stabbing the enemy to death. You learn the Move Fury Attack. You may spend 1 AP before rolling for Five Strike to have each hit from Fury Attack apply Holy Fist while it is Bound, stacking up to five times on a single enemy.
  Fearow Fist
1 AP - Scene x 2 - Free Action
Target: Melee, 1 T
Effect: A graceful style based on the flight of birds. You learn the Move Dragon Hand and may spend 1 AP to use it instead of a Struggle Attack during AoOs.
  Divine Blissey Fist
Drain 2 AP - At-Will - Free Action
Effect: A harmless style to protect the Six-Starred Schools. You gain the Blessed Touch Ability. You may Drain 2 AP to regain 1 Daily use of this Ability.

Added Moves

Move: Blinding Kicks
Type: Normal
Frequency: EOT
AC: 2
Damage Base 3: 1d6+5 / 9 OR Damage Base 6: 2d6+8 / 15
Class: Physical
Range: Melee, 1 Target, Double Strike
Effect: If both strikes hit, the target is Blinded until the end of their next turn.
  Move: Rending Wave
Type: Normal
Frequency: EOT
AC: 3
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: 4, 1 Target
Effect: Rending Wave lowers the target's DEF by 1 CS on a 15+.
  Move: Star Cross
Type: Normal
Frequency: Scene x 2
AC: 4
Damage Base 8: 2d8+10 / 19
Class: Physical
Range: Melee, 1 Target, Priority, Dash
Effect: None.
Move: Dragon Hand
Type: Normal
Frequency: Scene x 3
AC: 4
Damage Base 4: 1d8+6 / 11
Class: Physical
Range: Melee, 1 Target
Effect: Dragon Hand paralyzes the target.
  Move: Dual Talons
Type: Normal
Frequency: Scene x 2
AC: 4
Damage Base 5: 1d8+8 / 13 OR Damage Base 10: 3d8+10 / 24
Class: Physical
Range: Melee, Pass, Set-Up, Full Action, Double Strike
Set-Up Effect: The user is moved 25 feet into the air.
Resolution Effect: The user may shift until they are next to a legal target in the encounter. They may then shift again, and pass through legal targets to attack with Dual Talons. If both strikes hit a target, it suffers -2 DEF CS.

Aura Projector
Aura Projector
[Class] [+HP]
Prerequisites: Elemental Connection (Any), Adept Focus or Intuition
2 AP - Standard Action
Effect: You may project your Aura into a physical manifestation of your spiritual essence or dismiss it as a Standard Action. It shares the same stats and move list as you, but it also shares your health points and actions - if one takes damage or is healed, the other is hurt or healed for the same amount, and if one Shifts or acts, the other may not. It also has the same type as your Elemental Connection. You may manifest your Aura up to X meters away from yourself, where X is equal to your Focus plus your Intuition ranks. Your Aura cannot travel beyond this range and dissipates when it reaches 0 HP. It may take any shape you wish and may be up to Large size. You may spend 2 AP to have you and your Aura take separate turns for one round.
  Shaping
[Ranked 2] [+HP]
Rank 1 Prerequisites: Aura Projector
Rank 2 Prerequisites: Aura Projector, Expert Focus or Intuition
Static
Effect: Choose a Capability that is not Delta Evolution, Keystone Warp, Marsupial, Pack Mon, Pearl Creation, Soulless, Split Evolution, Underdog, or Volatile Bomb. Your Aura gains this Capability while manifested. Once chosen, this may not be changed.
  Spirit Specialization
[+HP]
Prerequisites: Aura Projector
1 AP - Free Action
Effect: Choose a Specialization from the table below for your Aura. Once chosen, this may not be changed.

Spirit Specialization


SpecializationEffect
Power OverwhelmingYour Aura gains your choice of Huge/Pure Power or Sorcery.
Your Aura’s level is equal to twice your own.
However, your Aura must always be within 1 to 2 meters of you and travels with you, sharing your movement speeds.
This limitation may be broken for 1 full round by paying 1 AP.
Distant MurmursYour Aura may travel up to X meters away from yourself, where X is equal to your Focus plus your Intuition ranks times 10.
However, it may not use Moves beyond half of X meters.
You may pay 1 AP to instantly teleport your Aura to your side.
Split PersonalityYou and your Aura no longer share health points or Injuries.
However, you have less control over it and it becomes permanently Suppressed.
You may spend 1 AP to use an EOT move as if it were At-Will, or to use a Scene move after its Frequency has been expended.
A move can only be targeted once per Scene this way.
OverspecializerYou instantly gain two free ranks of Shaping.
However, two of your Aura’s stats are permanently set to 1 and may never be raised by any means.
This limitation may be broken for 1 full round by paying 1 AP.
Unyielding WillYour Aura is not knocked out when you are and only dissipates when reaching -200% HP.
However, you cannot hold back your own power and your Aura loses a Tick of HP every time it takes a Standard Action.
You may spend 1 AP to Resist damage targeting your Aura one step further once per Scene.
Size ControlYour Aura can become any size you wish by spending 1 AP.
However, it may only change one size class at a time.
When it is targeted by a foe that is larger than it, it gains +1 Evasion per difference in size class.
When targeting a foe that is smaller than it, it gains +1 Accuracy per difference in size class.
  Signature Power
[+HP]
Rank 1 Prerequisites: Spirit Specialization
Rank 2 Prerequisites: Signature Power Rank 1, Expert Focus or Intuition
Static
Effect: Choose a Move from the Type your Elemental Connection is, except for Transform. Your Aura learns that move. Obey level limitations according to the September 2015 Tutor Move changes and treat your Aura’s level as twice your own.
  Self-Actualization
[Ranked 2] [+HP]
Rank 1 Prerequisites: Signature Power, Expert Focus or Intuition
Rank 2 Prerequisites: Self-Actualization Rank 1
Static
Effect: Choose an Ability that is not Cluster Mind, Delivery Bird, Fur Coat, Imposter, Multitype, Parental Bond, Poltergeist, Huge/Pure Power, Serpent’s Mark, Sorcery, Wonder Guard, or Zen Mode. Your Aura gains that Ability. Once chosen, this may not be changed.

Aura Warrior
Aura Warrior
[Class][+HP]
Prerequisites: Elemental Connection (Fighting), Novice Combat/Intuition
Static
Effect: You learn the moves Arm Thrust and Power-Up Punch. None of the Features of the Aura Warrior class can be used with a weapon unless it is specifically built for unarmed combat.
  Heavenly Techniques
[Ranked 3] [+HP]
Rank 1 Prerequisites: Aura Warrior
Rank 2 Prerequisites: Aura Warrior, Expert Combat OR Intuition
Rank 3 Prerequisites: Aura Warrior, Master Combat OR Intuition
Static
Effect: You gain a Heavenly Technique of your choice, found below.
  God Fist
[+HP]
Prerequisites: Aura Warrior, Adept Combat OR Intuition
Static
Effect: When you attack with a move, struggle attack, or Heavenly Technique learned from Aura Warrior, you may choose to delay the effects of your attack, including damage, until the beginning of your next turn. You make your attack as normal, but the Damage Base and effect range are multiplied by 1.5 – Power-Up Punch, for example, would become Damage Base 6 and you would not gain +1 Attack until the damage takes effect. If you have moves from the Aura Guardian class, these also qualify for this Feature. God Fist's damage multipler is applied BEFORE effects that increase the damage base, such as STAB or Technician. Counter MUST be used when hit by the attack to reflect it back at the attacker and instantly damage them - God Fist can only be utilized by Aura Warriors.
  Seven Deaths Aura
[+HP]
Prerequisites: Aura Warrior, Expert Combat OR Intuition
2 AP - Scene – Swift Action
Effect: Unleash your fighting spirit, greatly enhancing your capabilities for one round – you gain 5 DR , +1 Rank in Combat/Athletics skills, and you gain the ability Electrodash for the rest of the scene, with an At-Will frequency. If you have 6 ranks in either skill, then gain a +3 to that skill instead.
  Hundred Crack Fist
[+HP]
Prerequisites: Aura Warrior, Master Combat
1 AP – Scene – Free Action
Effect: The user gains the Skill Link ability until the beginning of their next turn and when you use Arm Thrust, you may spend 1 AP to cause the target to become Vulnerable after damage is taken. Using Skill Link with God Fist causes the user to become Slowed.

Heavenly Techniques

Purification
1 AP – Scene x1 – Standard Action
Target: Melee, 1 T or Self
Effect: Channeling their Aura through the target, the Aura Warrior cleanses the body of the Poison status effect and grants immunity to the Poison status for the rest of the Scene. If the target is unwilling, the Aura Warrior must make an attack roll against the target’s Physical or Speed Evasion to purify them.
  Muscle Cutting Kick
1 AP – Scene x2 – Standard Action
Target: Melee, 1 T
Effect: A precise kick that causes the body’s muscles to spasm. Make a Struggle Attack, and after damage is resolved the target is Suppressed and Slowed.
  Nil-Space Grasp
Scene x2 – Standard Action
Target: Self
Effect: If the target uses a Ranged Move on you, you may use Nil-Space Grasp. Make an opposing Attack Roll against the move – if your roll is higher than your target’s roll, you deflect the move with your Aura-empowered body. If you crit on your Attack Roll, you may choose to deflect the move back at the enemy, using their attacking stat instead of yours.
  Dragon Conquering Dragon
1 AP - Scene x2 – Standard Action
Target: Melee, 1 T
Effect: A blow that puts the target into a false state of death. Make a Struggle Attack, and after damage is resolved the target is put to Sleep.
Exploding Fist
1 AP - Scene x2 – Standard Action
Target: Melee, 1 T
Effect: A destructive punch that sends the target flying. Make a Struggle Attack, and after damage is resolved the target is Pushed a number of tiles up to the user's Power + X, where X is the greater of the user's Combat or Intuition skill.
  Every-Way Beheading
1 AP - Scene x2 – Standard Action
Target: Melee, Burst 1
Effect: A ferocious spinning kick to devastate groups of enemies. Make a Burst 1, Friendly Struggle Attack.
  Musō Tensei
Prerequisites: Master Intuition
Drain 1 AP – At-Will – Free
Target: Self
Effect: Channel the spirits of all of the Aura Warriors that came before you in this ultimate technique. You learn the Move Double Team EX. When using Double Team EX, if the original copy is hit, you may Drain 1 AP as a Free Action to switch places with a fake copy before taking damage.
  Thousand Hand Destruction Fist
Prerequisites: Master Combat
Drain 2 AP – Scene x 1 – Swift Action
Target: Self
Effect: This Feature can only be activated when using Hundred Crack Fist, causing Arm Thrust to critically hit and make the user Vulnerable. Draining 1 additional AP causes the user to not be Vulnerable.

Colossus
Colossus
[Class] [+HP]
Prerequisites: Demoralize, Adept Athletics
Static
Effect: You gain the Overshadow Ability.
Special: You become Large size.
  Overpowering Blow
[+HP]
Prerequisites: Colossus
At-Will - Swift Action
Effect: When you strike with a Melee move or Struggle Attack, you may initiate the Low Blow maneuver and substitute the higher of your Athletics or Intimidate for the Acrobatics Check. This maneuver automatically hits.
Special: You deal +5 damage to Vulnerable targets.
  Terrifying Blow
[+HP]
Prerequisites: Colossus
At-Will - Swift Action
Effect: When you strike with a Melee move or Struggle Attack, you may initiate the Terrorize maneuver and substitute your Athletics for the Intimidate Check. This maneuver automatically hits.
Special: You gain a +2 to Opposed Skill Checks against targets smaller than you are.
  Crush Underfoot
[Ranked 2] [+HP]
Rank 1 Prerequisites: Colossus, Expert Athletics
Rank 2 Prerequisites: Colossus, Master Athletics
Static
Effect: You gain your choice of Stomp or Heavy Slam.
Special: You gain +1 Power per Colossus Feature you have.
  Overwhelming Presence
[+HP]
Prerequisites: Colossus, Expert Athletics or Intimidate
Static
Effect: You gain the Sumo Stance Ability.
  Let Loose
[+HP]
Prerequisites: Overwhelming Presence, Master Athletics or Intimidate
Bind 2 AP - Standard Action
Effect: You gain the Reach Capability.
Special: You gain +1 Weight Class.
  Crushing Blow
[+HP]
Prerequisites: Overwhelming Blow, Terrifying Blow, Master Athletics and Intimidate
2 AP - Swift Action
Effect: When you strike with a Melee move or Struggle Attack, you may initiate the Trip maneuver and substitute your Athletics or Intimidate for the Combat or Acrobatics Check. This maneuver automatically hits.
Special: You may use the Grapple maneuver on Tripped or otherwise prone targets as a Swift Action and it automatically hits.

Doppelganger
Doppelganger
[Class]
Prerequisites: Novice Guile & Stealth, GM Permission
Daily - Extended Action
Effect: You are filled with an indescribable hunger that never goes away and a keen predatory instinct. When you strike a target and kill it, you may devour the corpse as an Extended Action. This can take anywhere from 10 minutes for a Small creature to an hour for Gigantic ones. Once you have fully eaten a corpse, look at the target’s highest Base Stat - you gain a permanent +1 to that Base Stat of your own. You can target any corpse with this Feature, but it cannot have died more than an hour ago. You cannot go over +10 to any Base Stat.
Special: You learn the move Transform, but its Range is Melee, 1 Target.
  Devour Memories
Prerequisites: Doppelganger
At-Will - Free Action
Effect: When you use your Doppelganger Feature to devour a corpse, you also gain some memories of the target. This includes basic information such as their name, any major goals, highly important life events, and anything else someone might think about often. You also have perfect clarity of the previous hour of the target’s life before they died.
Special: Instead of gaining a permanent +1 to a Base Stat when devouring someone, you may instead look at their highest Skill Rank and gain a +1 to that Skill, up to +6.
  Detect Thoughts
Prerequisites: Doppelganger
Static
Effect: You learn the move Mind Reader. If you have the Honed Mind Feature, you may use Mind Reader twice per Scene.
Special: You gain the Telepath Capability.
  Betrayal
Prerequisites: Doppelganger, Adept Guile or Stealth
Static
Effect: You gain the Ambush Ability.
Special: The range of your Transform move becomes X, where X is equal to your number of Doppelganger Features + 3.
  Slippery Mind
Prerequisites: Detect Thoughts
1 AP - Swift Action
Effect: You gain +3 to Save Checks to cure yourself of Volatile Afflictions.
Special: You gain the Mindlock Capability.
  Polymorphic Mastery
Prerequisites: Betrayal, Expert Guile or Stealth
Static
Effect: You gain the Imposter Ability, but all instances of “Ditto” are replaced with “You”.
Special: You may devour any Size corpse as a Full Action.
  Mental Reorganization
Prerequisites: Slippery Mind, Expert Guile or Stealth
Drain 2 AP - Extended Action
Effect: You spend an hour reorganizing all the memories you’ve gathered to arrange them in a more… useful way. When doing this, choose any two Skills besides Guile or Stealth. Their Skill Ranks become permanently swapped until you reorganize them again.
Special: When devouring a corpse, instead of gaining a permanent +1 to a Base Stat or a Skill, you may instead steal one of the target’s Edges. You may have up to 3 Edges this way. If you have the maximum number of Edges from this Feature and devour a target, you may swap out one of these Edges for your target’s. This also Drains 2 AP.

Soldier
Soldier
[Class][+Attack]
Prerequisites: Novice Combat
At-Will - Extended Action
Effect: You gain the Skill Enhancement edge, but it can only be used for Body skills. After an hour of drilling, a Soldier may change which two skills they gain a bonus to. These stack with any other instances of Skill Enhancement. The AC of all Struggle Attacks and Weapon moves is decreased by 1.
  Weapon Training
[+Attack]
Prerequisites: Soldier, Adept Combat
Static
Effect: You treat weapons as one Quality category higher than they are - Crude becomes Simple, Simple becomes Fine, and Fine becomes Masterwork. Masterwork quality weapons grant two Adept moves at Adept Combat and one Master move at Master Combat. You also gain a bonus according to which skills you have drilled for the Soldier feature:

Weapon Training


SkillBonus
AcrobaticsYou may use Low Blow Maneuvers as a Free Action when hitting with Struggle Attacks, and they automatically succeed to hit.
For 1 AP, you may substitute "Struggle Attacks" with "Weapon Moves".
AthleticsYou may use Hinder Maneuvers as a Free Action when hitting with Struggle Attacks, and they automatically succeed to hit.
You may use your Combat rank in place of Athletics.
For 1 AP, you may substitute "Struggle Attacks" with "Weapon Moves".
CombatYour Struggle Attacks and Weapon Moves have +1 Damage Base.
For 1 AP, you may deal Fighting-type Physical damage twice per Scene.
IntimidateYou may use Terrorize Maneuvers as a Free Action when hitting with Struggle Attacks and they automatically succeed to hit.
You may use your Combat rank in place of Intimidate or Focus.
If the target has no Temporary Hit Points, they lose a Tick of Hit Points instead.
For 1 AP, you may substitute "Struggle Attacks" with "Weapon Moves".
StealthYou may use Blind Maneuvers as a Free Action when hitting with Struggle Attacks and they automatically succeed to hit.
You may use your Combat rank in place of Stealth.
For 1 AP, you may substitute "Struggle Attacks" with "Weapon Moves".
SurvivalYou may use Disarm Maneuvers as a Free Action when hitting with Struggle Attacks and they automatically succeed to hit.
You may use your Survival rank in place of Combat or Stealth.
For 1 AP, you may substitute "Struggle Attacks" with "Weapon Moves".
  Weapon Expertise
[+Attack]
Prerequisites: Weapon Training, Expert Combat
Static
Effect: You gain a bonus based on the kind of Weapon you are wielding:

Weapon Expertise


WeaponBonus
Small Melee Weapon OnlyDeep Strike - You may take two Swift Actions in one Round once per Scene.
Large Melee WeaponAssault - You may change the range of a Struggle Attack or Weapon Move to "Burst 1" once per Scene.
Short Range Weapon OnlyTactical Finesse - You may initiate Combat Maneuvers of Melee range at your Weapon Range twice per Scene.
Long Range WeaponSteel Rain - You may make a Struggle Attack that is Line 8 once per Scene, but it must originate at your minimum range.
Dual WieldingSpring Attack - You may move, take a Standard Action to attack, and continue moving twice per Scene.
Weapon & ShieldMoving Castle - You may ready your shield as a Swift Action twice per Scene, but only while Sprinting. You do not become Slowed.
  Weapon Mastery
[+Attack]
Prerequisites: Weapon Expertise, Master Combat
Bind 1 AP - Swift Action
Effect: You gain an Ability based on the kind of Weapon you are wielding:

Weapon Mastery


WeaponAbility
Small Melee Weapon OnlyInstinct
Large Melee WeaponAnger Point
Short Range Weapon OnlyAmbush, but substitute "Melee" with "Weapon Range".
Long Range WeaponHustle
Dual WieldingPolycephaly
Weapon & ShieldBulletproof
  Foil
[+Attack]
Prerequisites: Soldier
1 AP - Scene x 2 - Standard Action, Interrupt
Effect: If a foe within X meters begins to use a move with the Set-Up keyword, you may use Foil to cause the move to fail during the Resolution Effect, wasting the target's turn. X is the Soldier's Combat Skill Rank doubled.
  Signature Weapon Move
[+Attack]
Prerequisites: Soldier, Adept Combat
Static
Effect: Choose an Adept Weapon Move. You learn that Weapon Move and may use it regardless of which weapon you are wielding or its quality, and its Range becomes WR. This Weapon Move does not count towards the usual Weapon Move limit on weapons. At Master Combat rank, you may replace your current move with a Master Weapon move OR you may choose another Adept Weapon move and combine its effects with your current Signature Weapon Move, averaging the AC & DB of the two moves. It is encouraged to give your Signature Weapon Move its own name.
  Desperate Measures
[+Attack]
Prerequisites: Soldier, Adept Combat
Bind 1 AP - Standard Action
Effect: You gain the Last Chance ability.
  Equipment Training
[+Attack]
Prerequisites: Soldier, Expert Combat
2 AP - Variable Action
Effect: You may spend 2 AP to perform an action to manipulate items and equipment one step quicker: Sawing through a rope as a Full Action would become a Standard Action, swapping weapons as a Standard Action would become a Shift Action, and handing someone a small item as a Shift Action would become a Swift Action. This Feature may not be used with Swift Actions of any kind.

Vampire
Vampire
[Class]
Prerequisites: GM Permission
Static
Effect: Through some profane and unknown way, you have died and come back from oblivion devoid of your humanity, but your body is beyond superhuman. You gain +2 to all your Movement Capabilities, Body Skill Checks, and Power Capability. Additionally, you have +5 DR and regenerate 1 Tick of HP every Round. This DR and regeneration is negated for one round after being struck by a Fire or Fairy-type move. You also take Super-Effective Damage from Fire and Fairy type-moves, but you resist Normal, Fighting, Steel, Poison, Ghost, Dark, and Ice-type moves. You are also immune to the Fainted condition and permanently have the Dead Silent and Breathless Capabilities.
Special: Without blood, you will die. You must drink at least one liter of a human or Pokemon’s blood at least once per week to gain the positive effects of this class. For every week you go without feeding you gain 1 Injury that cannot be healed in any way until you drink blood. You may feed during combat when you have Dominance during a Grapple as and hit the grappled with a Struggle Attack. After feeding this way, you regain 2 Ticks of HP and gain +5 DR for one round. While in direct sunlight, you treat all attacks against you as one step more Super Effective.
  Neonate
[Ranked 3]
Rank 1 Prerequisites: Vampire
Rank 2 Prerequisites: Methuselah
Rank 3 Prerequisites: Antediluvian
Static
Effect: You begin to grow into your undeath, and the blood that has sustained you now empowers you to push your body further. Choose one effect below per Rank in this feature:
  • Your senses are greatly enhanced, giving you a +3 to your Perception Rolls. This bonus doubles when attempting to detect living creatures. You are also immune to the Blinded and Vulnerable afflictions. You also gain the Tracker capability.
  • Your durability is improved, doubling the DR and HP regeneration you have from the Vampire feature.
  • Your strength explodes, giving you +6 to your Attack Stat and Power Capability.
  • You adapt to an unlife in the shadows, gaining +3 to your Stealth Rolls. You also gain the Darkvision and Stealth Capabilities.
  • Your agility is like nothing you’ve ever seen, giving you a further +2 bonus to all your Movement Capabilities. You also gain the Wallclimber Capability.
  • Your body fully obeys you now and you gain the Freezer, Reach, and X-Ray Vision capabilities. Your Struggle Attacks may be a Line 8 Special attack if you choose.
  • The minds of the living are as pliable as putty to you. You gain the Illusionist and Mindlock Capabilities and learn the move Hypnosis.
Methuselah
Prerequisites: You have spent five levels as the Vampire Class
Bind 2 AP - Standard Action
Effect: Your body becomes more powerful as your undeath continues, eventually allowing you to shrug off attacks that would harm lesser vampires. You resist all moves one step further.
  Bloody Storm
Prerequisites: Neonate
Static
Effect: You gain one of your choice of the Anger Point, Cruelty, or Defiant abilities.
  Antediluvian
Prerequisites: You have spent fifteen levels as the Vampire Class
Drain 2 AP - Standard Action
Effect: Your blood is ancient and powerful, and you demonstrate it. You gain the Phasing Capability for the rest of the Scene. If you pass through a living target while Intangible, you automatically Feed on them and deal damage as if you were using the Vampire feature.
 

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Comments

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Sep 5, 2019 17:05 by Jairo (Ceres) Lugilde Paz

Quick question: With soldier's weapon training, who decides what new move do the "improved" weapons grant?

Sep 6, 2019 03:31 by The Chronicler

The player, within reason. As long as it fits the weapon, IMO.