Animorph Character Class.   Posted by GM.Group: 0
GM
 GM, 5 posts
Thu 6 Dec 2018
at 02:53
Animorph Character Class
Names

Use these for inspiration, but choose your own name.

Human: Jake, Cassie, Rachel, Tobias, Marco.

Andalite: Aximili-Esgarrouth-Isthill, Aldrea-Iskillion-Falan, Alloran-Semitur-Corrass, Elfangor-Sirinial-Shamtul

Look

Briefly describe how you look. Hairstyle, height, typical clothing choices, demeanor, etc.

Stats

Your maximum HP is 6+Constitution.

Your base damage is d6.

Starting Moves

Choose a race and gain the corresponding move:

Human
Once per battle you may reroll a single damage roll (yours or someone else’s).

Andalite
You can use your Thought Speech move even when not in a morph. Additionally, your natural form qualifies as "something dangerous" for the "Red of Tooth and Claw" move.



You start with these moves:

Acquire
You can acquire the DNA of any creature you physically touch, skin to skin. The creature usually goes into a slight trance as you acquire it. If the creature you wish to acquire does not want to be touched and is able to react, Roll plus Dex or Cha.

10+ the creature goes into a trance and you can acquire it safely. Add it to your list of morphs.
7-9 you acquire it, but not without the possibility of consequences.
6- you may or may not still acquire it, but there are definitely consequences you will have to deal with.

Morph
You may become any creature you have Acquired. Or, if you are already in a morph, you may revert to your natural form. If you ever try to morph in a situation where you may be discovered, the environment is precarious, or you are in any other form of danger, Roll plus Con or Wis.

10+ You successfully change forms as desired.
7-9 you morph successfully, but not without the possibility of consequences.
6- something goes awry.

If you stay in a morph for more than two hours, you are trapped in that form. Additionally, every time you Morph, regain all of your HP. It takes a minute or two to change forms. Only skin-tight clothing will change shape with you, and morphing is generally horrifying to experience or witness. Repeated morphing in a short time span may tire you out.

Thought Speech
While in a morph, you can speak to others telepathically. You can direct your thoughts to individuals, specific groups, or everyone within range. The range for Thought Speech is Far, and objects do not interfere with it.

Red of Tooth and Claw
When you are in an appropriate animal form (something dangerous) increase your damage dice by one size. (d6 becomes d8, d8 becomes d10, etc)

Knacks

Choose one knack.

The Scales of Life and Death
When someone takes their last breath in your presence, they take +1 to the roll.

A Little Help From My Friends
When you successfully aid someone you take +1 forward as well.

What are you Waiting for?
When you cry out a challenge to your enemies, roll+Con.

On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them.
On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.

Tech Savvy
When you have time to spend studying a technology you haven't encountered before, you can figure out how it operates, and maybe even get it to do what you want. Take +1 forward when interacting with that technology.

Owe you One
You start play with three useful contacts. When you call on one of them for a favor, mark it down and tell us who they are and how they can help you.

Hearty
Gain 4 HP

Familiar Prey
When you spout lore about a foe you use WIS instead of INT.

Devoted Healer
When you are in your natural form and heal someone else of damage (with items or first aid), add your level to the amount of damage healed.

Wide Wanderer
You’ve traveled the wide world over (or at least read about it). When you arrive someplace ask the GM about any important traditions, rituals, and so on, they’ll tell you what you need to know.

Logical
When you use strict deduction to analyze your surroundings, you can discern realities with INT instead of WIS.

Animal Lore
When you first encounter an important creature (your call) you can ask the GM any one question about it; the GM will answer truthfully. The GM may then ask you a question in return.

Battle-Trained
Increase your damage dice by one size. (d6 becomes d8, d8 becomes d10, etc)

Tricks of the Trade
When you pick locks or pockets or disable traps, roll+DEX.

✴ On a 10+, you do it, no problem.

✴ On a 7–9, you still do it, but the GM will offer you two options between suspicion, danger, or cost.

Other
If you have a different idea for a Knack for your character, let's discuss it. We can probably come up with a good compromise.



Alignment

Choose an alignment:

Good
Risk your own safety to help another.

Neutral
Avoid a conflict or defuse a tense situation.

Chaotic
Get someone else to suffer the consequences of your actions in your stead.

Lawful
Restore order to a messy situation.

Evil
Deny mercy when mercy is a viable option.



Gear

Your load is 7+Str. You have 20 Money. Choose one Morphing Suit, all are 0 weight for you:
Wetsuit
Leotard
Bicycle shorts and t-shirt
Skintight swimsuit
Wrestling uniform
Spandex Halloween costume

Then, Choose 1 of the following:
60 Money (0 weight)
Morphable Cellphone (1 weight)
A shredder or dracon beam (3 ammo, 1 weight, messy or stun)
Bandages (3 uses, slow, 0 weight)
Kevlar vest (1 armor, 1 weight)
Tasty Snacks (ration, 1 use, 1 weight)



Bonds

Work with the other player to create at least one, and up to five bonds with each other. You may have more than one bond per person.

1.

2.

3.

4.

5.



Advance Moves

When you gain a level from 2-5, choose from these moves.

Got a Knack for that
Gain an second Knack.

Mind Over Matter
When you morph a creature you have morphed before, you will not lose control of its instincts.

Genetic Memories
When you morph a creature, you may ask The GM one question about its capabilities. The GM will answer you truthfully.

Marathon Morpher
You can change forms repeatedly without getting tired.

Ties that Bind
You may make up to two additional Bonds with characters.

Tougher Than You
When in a morph that seems tougher than average, You gain an additional 4 HP,

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head
✴ 10+: As 7–9, plus your damage
✴ 7-9: They do nothing but stand and drool for a few moments.

Arms
✴ 10+: As 7-9, plus your damage
✴ 7-9: They drop anything they’re holding.

Legs
✴ 10+: As 7-9, plus your damage
✴ 7-9: They’re hobbled and slow moving.

Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str.

✴ On a 10+, choose 3.
✴ On a 7-9 choose 2.

It doesn’t take a very long time
Nothing of value is damaged
It doesn’t make an inordinate amount of noise
You can fix the thing again without a lot of effort

Backstab
When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX.

✴ On a 10+ choose two.
✴ On a 7–9 choose one.

You don’t get into melee with them
You deal your damage+1d6
You create an advantage, +1 forward to you or an ally acting on it
Reduce their armor by 1 until they repair it

Fount of Knowledge
When you spout lore about something no one else has any clue about, take +1

Setup Strike
When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage.

Estreen
You have learned to control the morphing process and can change shape in the way you desire. Morphing does not look horrifying when you do it, and precarious locations do not pose a problem for you when you morph.

Morph Affinity
Choose one of the categories below. When you acquire or morph an animal from the category, take +1 on your roll. You may choose this move multiple times, selecting a different choice each time.

Fish, Dolphins, and Whales
Rodents, rabbits, koalas, and similar little critters
Bears, Canines, Felines and other predators
Birds and Bats
Reptiles and Amphibians
Invertebrates
Large Grazers
Sentient beings, primates

Iron Hide
You gain +1 armor.

Scent of Blood
When you hack and slash an enemy, your next attack against that same foe deals +1d4 damage.

Seeing Red
When you discern realities during combat, you take +1.

Interrogator
When you parley using threats of impending violence as leverage, you may use STR instead of CHA.

Merciless
When you deal damage, deal +1d4 damage.

Shoot First
You’re never caught by surprise. When an enemy would get the drop on you, you get to act first instead.

Underdog
When you’re outnumbered, you have +1 armor.

Hunt and Track
When you follow a trail of clues left behind by passing creatures, roll+WIS.

✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴ On a 10+, you also choose 1:

-Gain a useful bit of information about your quarry, the GM will tell you what.
-Determine what caused the trail to end.

Blot Out the Sun
When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.

Follow Me
When you undertake a perilous journey you can take two roles. You make a separate roll for each.

A Safe Place
When you set the watch for the night, everyone takes +1 to take watch.

Exterminatus
When you speak aloud your promise to defeat an enemy, you deal +2d4 damage against that enemy and -4 damage against anyone else. This effect lasts until the enemy is defeated. If you fail to defeat the enemy or give up the fight, you can admit your failure, but the effect continues until you find a way to redeem yourself.

Charge!
When you lead the charge into combat, those you lead take +1 forward.

Staunch Defender
When you defend you always get +1 hold, even on a 6-.

Burning Bridges
When you would take your last breath, don’t. Instead, you may erase one of your Bonds. This is permanent and lowers your total available Bonds forever. You are alive and have 1d6 hp. If you have no more Bonds, take your last breath as normal.

The Enkindler
When you bolster the courage of others roll+CHA. On a 10+ they shake off all fear and doubt, becoming brave in an instant. On a 7-9, this effect is fleeting, they realize its superficiality and resort to cowardice after a moment or two. On a miss, they’re cowed or terrified by your presence.

Sick Burn
When you insult an NPC, roll + CHA. On a 10+ you leave them no room to react, they bear your insult and the scorn of all who hear it. On a 7-9 you cross a line, they will have their revenge, someday. On a miss you’ve gone too far, they blow up here and now.

Throw Down The Gauntlet
When you challenge someone to a duel, roll +cha.

✴ On a 10+, they choose 2 if they do not accept.
✴ On a 7-9, they choose 1 if they do not accept.

-You take +1 ongoing against them until they defeat you
-They lose the respect of their peers and underlings
-They retreat

Know Your Enemy
When you re-encounter somebody who has wronged you, roll +int.

✴ On a 10+, choose 2.
✴ On a 7-9, choose 1:

-Taunt your rival into revealing something they did not mean to.
-Take +1 forward against your rival.
-Gain a key insight into your rival’s fighting style.

Charming and Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).

Whom do you serve?
What do you wish I would do?
How can I get you to __________?
What are you really feeling right now?
What do you most desire?

Duelist’s Parry
When you hack and slash, you take +1 armor forward.

Bamboozle
When you parley with someone, on a 7+ you also take +1 forward with them.

My Love For You Is Like a Truck
When you perform a feat of strength, name someone present whom you have impressed and take +1 forward to parley with them.

Usurper
When you prove yourself superior to a person in power, take +1 forward with their followers, underlings, and hangers on.

Samson
You may take a debility to immediately break free of any physical or mental restraint.

Eye for Weakness
When you discern realities add “What here is weak or vulnerable?” to the list of questions you can ask.

On the Move
When you defy a danger caused by movement (maybe falling off a narrow bridge or rushing past an armed guard) take +1.



6th-10th Level Moves
When you gain a level from 6–10, choose from these moves or the level 2–5 moves.

Iron Will
Replaces: Mind Over Matter

When you morph a creature, you do not lose control of its instincts, even if you have never morphed it before.

Inherent Talents
Requires: Genetic Memories

When you morph a creature, you may ask the GM for a special move. The GM will tell you what you can one time per morph without having to make a roll.

To The Death
Requires: Throw Down The Gauntlet

You have +1 armor against any opponent that you have challenged to a duel.

Highly Logical
Replaces: Logical

When you use strict deduction to analyze your surroundings, you can discern realities with Int instead of Wis. On a 12+ you get to ask the GM any three questions, not limited by the list.

A Knack for Knacks

Requires: Got a Knack for that

Gain a third Knack.

Superior Warrior
When you hack and slash on a 12+ you deal your damage, avoid their attack, and impress, dismay, or frighten your enemy.

Taste of Blood
Replaces: Scent of Blood

When you hack and slash an enemy, your next attack against that same foe deals +1d8 damage.

Bloodthirsty
Replaces: Merciless

When you deal damage, deal +1d8 damage.

Blood and Thunder

Replaces: Red of Tooth and Claw

When you are in an appropriate animal form (something dangerous) increase your damage dice by two sizes. (d6 becomes d8, d8 becomes d10, etc)

Doppelgänger’s Dance

You are able to study the essence of specific individuals to take their exact form, including accent and mannerisms.

Fast Morpher
You can morph faster than most.

Morph-mixer
You may acquire multiple creatures of the same species, combine their DNA, and create a unique morph that is a combination of the individuals.

Serious Underdog
Replaces: Underdog

You have +1 armor. When you’re outnumbered, you have +2 armor instead.

Evasion
When you defy danger on a 12+, you transcend the danger. You not only do what you set out to, but the GM will offer you a better outcome, true beauty, or a moment of grace.

Escape Route
When you’re in too deep and need a way out, name your escape route and roll+DEX.

✴ On a 10+ you’re gone.
✴ On a 7–9 you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what.

Heist
When you take time to make a plan to steal something, name the thing you want to steal and ask the GM these questions. When acting on the answers you and your allies take +1 forward.

Who will notice it’s missing?
What’s its most powerful defense?
Who will come after it?
Who else wants it?

Hunter’s Prey
Replaces: Familiar Prey

When you spout lore about a monster you use WIS instead of INT. On a 12+, in addition to the normal effects, you get to ask the GM any one question about the subject.

Smaug’s Belly
When you know your target’s weakest point your ranged weapons have 2 piercing.

Strider
Replaces: Follow Me

When you undertake a perilous journey you can take two roles. Roll twice and use the better result for both roles.

A Safer Place
Replaces: A Safe Place

When you set the watch for the night everyone takes +1 to take watch. After a night in camp when you set the watch everyone takes +1 forward.

Observant
Requires: Hunt and Track

When you hunt and track, on a hit you may also ask one question about the creature you are tracking from the discern realities list for free.

Ever Onward
Replaces: Charge!

When you lead the charge into combat, those you lead take +1 forward and +2 armor forward.

Impervious Defender
Replaces: Staunch Defender

When you defend you always get +1 hold, even on a 6-. When you get a 12+ to defend instead of getting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it.

Tandem Strike
Replaces: Setup Strike

When you hack and slash, choose an ally. Their next attack against your target does +1d4 damage and they take +1 forward against them.

Indomitable
When you suffer a debility take +1 forward against whatever caused it.

Reaper
When you take time after a conflict to dedicate your victory to a higher power and deal with the dead, take +1 forward.

Reputation
When you first meet someone who’s heard of your past deeds, roll+Cha.

✴ On a 10+, tell the GM two things they’ve heard about you.
✴ On a 7-9, tell the GM one thing they’ve heard, and the GM tells you one thing.

Devious
When you use charming and open you may also ask “How are you vulnerable to me?” Your subject may not ask this question of you.

Duelist’s Block
Replaces: Duelist’s Parry

When you hack and slash, you take +2 armor forward.

Con
Replaces: Bamboozle

When you parley with someone, on a 7+ you also take +1 forward with them and get to ask their player one question which they must answer truthfully.

Smash!
When you hack and slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb): they lose it.

A Good Day to Die
As long as you have less than your Con in current HP (or 1, whichever is higher) take +1 ongoing.

War Cry
When you enter battle with a show of force (a shout, a rallying cry, a battle dance) roll+Cha.

On a 10+ both,
On a 7–9 one or the other.
-Your allies are rallied and take +1 forward
-Your enemies feel fear and act accordingly (avoiding you, hiding, attacking with fear driven abandon)

The One Who Knocks
When you defy danger, on a 12+ you turn the danger back on itself, the GM will describe how.

Megamorph
Requires: Estreen

You almost can morph directly from one form to another by morphing the parts of your body as they return to your natural form. You need to only make a single Morph roll when changing back to your normal form and immediately to another.

Alternamorph
Requires: Estreen

You can morph with normal form-fitting clothes on, like jeans, sweatshirts, and even shoes. Dresses, skirts, backpacks, and wide-brimmed hats still don't work though.

Tough As Can Be
Replaces: Tougher Than You

When in a morph that seems tougher than average, You gain an additional 8 HP.

This message was last edited by the GM at 10:37, Sun 06 Jan.