Class Modes.   Posted by Hand of Fate.Group: 0
Hand of Fate
 GM, 43 posts
Thu 28 Jul 2016
at 23:34
Class Modes
Each character begins play with one of the five Basic Class Modes: Fighter, Cleric, Mage, Bard or Thief. Characters can then pick an additional Basic Class or one of the Special Classes.

Each of a character's Mode Skills begins play with a rating of Fair (+2). If a Skill is shared by one of a character's Modes, that Skill begins play at Good (+3) instead. If a Skill is shared by two of a character's Modes that Skill begins play at Great (+4) instead.

__Bard__ __Cleric____Fighter____Mage____Thief__
Contacts Empathy Athletics Lore Athletics
Deceive Lore Combat Notice Burglary
Lore Rapport Physique Provoke Deceive
Provoke Sorcery Provoke Sorcery Notice
Rapport Spirit Will Will Stealth


Fighter
Skills: Athletics, Combat, Physique, Provoke, Will
Weapon Mastery - When you take the Fighter Class choose a particular type of a weapon, your character is an expert at armed combat and while armed with a weapon of that type he gains +2 Attack. In addition choose a Weapon Style, you begin play with that Style and two Upgrades for it.

Light Weapon Style:
Prerequisite: Combat (2+)
Effect: Your character is proficient with Light Weapons: Dagger, Cestus, Sai, Club, Claw, Whip, Khatar. This grants a +2 Bonus to Initiative whenever your character is armed only with Light Weapons. Light Weapons have Damage 1.

Upgrades:
Dual Wield - If your character is armed with two Light Weapons, whenever you succeed with style you strike with both weapons gaining +1 Damage instead of taking a boost.
Viper’s Fang - Requires Dual Wield. If you defend and tie using Combat, you may inflict a 1 Damage Physical Attack rather then take a Boost.
Lightning Strikes - Whenever you succeed with style on an attack you may add +3 to your Initiative next turn instead of taking a Boost.
Striking Harpy - Gain +2 to Attack when attacking an opponent who acts after you in Initiative.
Evasive Blade - Gain +2 to Defense when defending against an opponent who acted after you in Initiative.
Armor Piercing - Whenever you succeed with style on an attack, you may ignore one point of your opponent’s Armor rather then taking a Boost.
Weak Point - Requires Armor Piercing. You may roll Combat versus your opponent’s Combat to place the Weak Point aspect with a free invocation on your opponent. When you invoke Weak Point instead of gaining a +2 or a Reroll, you may instead choose to allow your attack to ignore all non-magical Armor.


Medium Weapon Style:
Prerequisite: Combat (2+)
Effect: Your character is proficient with Medium Weapons: Mace, Hammer, Spear, Sword, Shield, Staff, Hatchet, Chain. This grants a +1 Attack and Defense bonus when wielding a Medium Weapon two-handed. In addition you gain +1 Defense against all melee attacks whenever your character is armed with at least one Medium Weapon. Medium Weapons have Damage 2.
Upgrades:
Dual Wield - If your character is armed with two weapons and at least one is a Medium Weapon, whenever you succeed with style instead of taking a boost you may make a second melee attack with no damage bonuses.
Double Slash - Requires Dual Wield. You may spend a Fate point to attack twice against the same target once with each of your weapons.
Counter Strike - Requires Dual Wield. If you succeed with style on Defense using Combat, instead of taking a Boost you may make an immediate melee attack against your opponent with no damage bonuses.
Superior Arms - Gain +1 Attack against Unarmed and Lightly Armed opponents.
Swordsman’s Advantage - Gain +1 Defense against Unarmed and Lightly Armed opponents.
Disarm - Whenever you succeed with Style with Combat while defending against an armed melee attack instead of taking a boost you can attempt to Disarm your opponent. Roll Combat against the higher of your opponent’s Combat or Physique. On a failure lose your own weapon, on a tie gain a boost, if you succeed your opponent loses his weapon. If you succeed with style place the Disarmed aspect on your opponent with a free invocation and you may knock your opponent’s weapon into an inconvenient location.
Defensive Stance - Whenever you succeed with style on defense using Combat, gain a +3 Boost instead of a +2 Boost.
Defense Mastery - You don’t grant your opponent a Boost when you tie on Defense rolls using Combat.
Wall of Steel - Requires Defense Mastery. You now gain a Boost when you tie on Defense using Combat.


Heavy Weapon Style:
Prerequisite: Combat (2+)
Effect: Your character is proficient with Heavy Weapons: Scythe, Great Sword, Great Axe, Halberd, Lance, Sledge, Poleaxe. This grants your Melee Attacks, Armor Piercing 1. Heavy Weapons require two hands to wield and have Damage 3 and -1 Defense.
Upgrades:
Superior Arms - Gain +1 Attack against Unarmed, Lightly Armed and Medium Armed opponents.
Superior Reach - Gain +1 Defense against Unarmed, Lightly Armed and Medium Armed opponents.
Heavy Smash - You may sacrifice up to your Physique in Initiative and Defense for the turn in order to add up to your Physique to your Attack on a one for one basis.
Crushing Blow - You may sacrifice up to your Physique in Attack to add up to your Physique to Damage on a one for one basis.
Behemoth Strike - Requires Crushing Blow or Heavy Smash. Whenever you use Heavy Smash or Crushing Blow you gain +1 Armor Piercing.
Meteor Crash - When you succeed with Style on a melee attack, instead of taking a Boost you can inflict the Knockdown aspect on your opponent with a free invocation instead. Opponents remain knocked down until they take an action to get to their feet again and suffer a -2 penalty on physical defense rolls.
Charging Rhino - Requires Meteor Crash. You may spend a Fate point to cause a successful attack to automatically inflict Knockdown.


Unarmed Style:
Prerequisite: Combat (2+)
Effect: Your character is proficient with just using her hands and feet as weapons. You can also use Cestus and Claws. This grants +2 Initiative while unarmed or armed only with Cestus and Claws.
Upgrades:
Iron Fist - Your unarmed attacks gain +1 Damage.
Combination Strikes - When you succeed with style on an unarmed attack you may take a +3 Boost rather then a +2 Boost.
Disarm - Whenever you succeed with Style with Combat while defending against an armed melee attack instead of taking a boost you can attempt to Disarm your opponent. Roll Combat against the higher of your opponent’s Combat or Physique. On a failure lose your own weapon, on a tie gain a boost, if you succeed your opponent loses his weapon. If you succeed with style place the Disarmed aspect on your opponent with a free invocation and you may knock your opponent’s weapon into an inconvenient location.
Thieving Monkey - Requires Disarm. If you succeed with style on a disarm,
in stead of knocking the weapon away you may arm yourself with it.
Sweep Attack - When you succeed with Style on a melee attack, instead of taking a Boost you can inflict the Knockdown aspect on your opponent with a free invocation instead. Opponents remain knocked down until they take an action to get to their feet again and suffer a -2 penalty on physical defense rolls.
Counter Strike - If you succeed with style on Defense using Combat, instead of taking a Boost you may make an immediate unarmed melee attack against your opponent.


Mage
Skills: Lore, Notice, Provoke, Sorcery, Will
Mana Adept - Mages gain an additional Mana Pool bonus equal to (Will x 3).
Signature Spell - When you take the Mage Class choose an Elemental Spell as your Signature Spell. You begin play with that Spell and two Upgrades for it.

Cleric
Skills: Empathy, Lore, Rapport, Sorcery, Spirit
Spirit Well - Clerics gain an additional Mana Pool bonus equal to (Spirit x 3)
Signature Spell - When you take the Cleric Class choose one of the Divine Spells as your Signature Spell. You begin play with that Spell and two Upgrades for it.

Thief
Skills: Athletics, Burglary, Deceive, Notice, Stealth
Sleight of Hand - You may perform one Deceive or Burglary action per turn as a Free Action.
Breaking and Entering - Add +2 to all actions to Overcome obstacles using Deceive, Burglary and Stealth.
Concealed Agenda - Increase the difficulty of all attempts to Notice you or your activities by +2.

Bard
Skills: Contacts, Deceive, Lore, Provoke, Rapport
Silver Tongue - You always know the right words to say and are skillful at manipulating the emotions of others. Others react well to your presence and are always willing to at least listen to what you have to say. Add +2 to all Create Advantage actions using Rapport, Contacts and Provoke.
Helping Hand - Whenever a Bard gains a free invocation from Creating an Advantage, he creates a second free invocation, however this invocation can only be used by an ally not the Bard himself.

This message was last edited by the GM at 20:29, Sun 31 July 2016.

Hand of Fate
 GM, 53 posts
Thu 4 Aug 2016
at 08:09
Racial Modes
Humans – The most common of the enlightened mortal races, the majority of the kingdoms of Sarda have human rulers. While individually they are not the most skilled physically or magically their ingenuity and ability to adapt has allowed them to settle the continent.

Humans typically range between five and six feet in height. They have no fur, instead sporting hair upon their heads and sparser hair upon their bodies. Northerners, such as those who dwell in Valheim, Alexandria and Doma tend to be taller, with broader more muscular builds. Blonde and brown hair is also common among northerners. Southerners such as those from Vena and Fabul tend to have darker complexions, with darker curly hair ranging from brown to black. They also tend to be shorter, with more slender builds. Red hair is uncommon, except among the nobility in Vena and Fabul. Easterners tend to have straight black or brown hair, with complexions not quite as dark as those of southerners, but not quite as pale as those of northerners.

Skills: Athletics, Contacts, Lore, Rapport, Will

***

Moogle – A diminutive, but magically gifted race. They also have a knack for machinery and possess savvy minds. While moogles lack significant physical power, their unassuming appearance and typically inoffensive natures make them well liked by most. The only exception is the zagro, who see moogles as more like bite-sized snacks then cute and fluffy. Moogles are native to Valheim and once settled their own kingdom known as Kupola until its recent conquest by Alexandria. Moogle settlements can also be found in Fabul and Vena.

Moogles are the smallest of the enlightened races. They are usually no more then four feet in height, with the tallest reaching just five feet. They have the appearance of furry humanoids, with large tufted ears and vaguely rabbit-like facial features. Their most distinctive features are having a pair of bat-like wings and a pom-pom tufted antennae that grows from the top of their heads.

Moogle fur color varies regionally, with northern moogles tending towards white fur, while southern moogles tend to have sandy brown or golden fur. Dark furred moogles are rare, but occasionally appear in Valheim, while mottle furred moogles are sometimes seen in Vena and Fabul. Pom-pom color varies from pale pink to dark purple. A rare variation is the golden pom-pom which is a distinctive feature of the royal family of Kupola. Wing color tends to range from reddish pink to a dark purple, with pink tending to be more common in the north and purple more common in the south. A final regional difference is ear-size, which tends to be noticeably shorter amongst northern moogles and much longer among southern moogles.

Skills: Contacts, Rapport, Resources, Stealth, Spirit

***
Vanga – Also known as beastmen, the Vanga have their own territory known as Vanara, which lies to the north of Doma. A race of warriors and hunters they are known for their agility and ferocity. Vanga have no kings or queens, instead each clan is ruled by a chieftain. Vanga clans once roamed across Sarda, but Alexandria drove them into the wilds where they dwell to this day. Prior to the Empire’s invasion several Vanga clans called Doma home. Several Vanga clans currently live in Wutai, Fabul and distant parts of Valheim.

Vanga are humanoids with long prehensile tails, retractable claws on their fingers and toes, large pointed ears atop their heads and eyes with vertical slits like a cat. Males typically have horns growing from their foreheads. Females of most clans do not grow horns, in those that do it is common for females to remove or file down their horns. This is often covered up by the use of elaborate headbands. Horn, tail and complexion can vary widely from clan to clan. Horns can be short and straight, long and curved or even singular spirals. Tails can be bushy, short furred, tufted or plumed. Complexions can be solid, mottled, spotted, striped, striated, or patterned in shades of white, grey, black, brown, red, gold and dusk.

Northern vanga tend to be larger and more robust, with thicker fur and manes then those of other clans. They typically range from six feet to seven feet tall. Western vanga are no less muscular, but tend to be shorter ranging from five and a half feet to six and a half feet in height. They are also known for having larger horns. Eastern vanga are similar in size to western vanga, but are known for having either no horns or just a singular horn. They are also unusual in that eastern females do not practice removing their horns and instead tend to adorn them. Southern vanga tend to be the smallest, with the shortest fur and longest ears. They typically range between five and six feet tall like most humans.

Skills: Athletics, Combat, Feral, Stealth, Survival

***

Zagro – Zagro are the most physically imposing of the enlightened mortal races. Resembling humanoid dragons, they are larger and stronger then even the vanga. The zagro are almost all citizens of Fabul and are only rarely found outside of the desert kingdom.

Largest of the enlightened mortal races, zagro range between six feet and seven feet in height, not counting the length of their tails. Their hands have only three fingers, plus a thumb each tipped with a bony claw, which affects their manual dexterity compared to moogles, humans and vanga. Their muscular tails aren't prehensile like the vanga, but they are tougher and usually end in spikes or bony clubs. Most zagro do not have horns, but they do have elaborate crests that tend to vary by bloodline. Some have long arched crests, others have bony frills that they can raise and lower at will, still others have colorful spiked fins.

Zagro scales are thicker along the back and finer along the limbs and chest. Scale color varies from pale brown to bright blue-green. Female zagro tend to be significantly larger then males, but less brightly colored favoring mottled golds and browns. Male zagro tend to be more brightly colored favoring solid bright orange, green or blue. However, there are always exceptions. Except for size and color, zagro do not tend to have obvious distinguishing secondary sexual characteristics like mammalian species. This makes it difficult for most non-zagro to tell female and male zagro apart by appearance. Zagro themselves, rely primarily upon scent to tell one another apart.

Skills: Combat, Physique, Provoke, Draconic, Will