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The Order: A Monster Hunting System RP

Archmagos Issac

Sir Ser Issac of Clarke of Chad the II
Joined
Apr 6, 2014
Location
The Forge World of Mars
So, I'm just gonna get right into it. I've been working on a system RP that is set in the year 1936, post WW1 and pre WW2 that follows a group of monster hunters that have been hired by a fabulously wealthy adventurer to travel the world and contest with monsters ranging from the standard vampires and werewolves, to creatures like the Wendigo of Canada and the infamous Koschei the Immortal (a character of Russian Folklore); that have not only been appearing in the world but have appearing with such frequency as to cause alarm. The idea was to make an RP that has the elements of D&D and XCOM. Characters will have the choice to either move twice, move then attack, or attack and end their individual turn, that is of course unless they have certain perks that allow them to other things as well. I've been devising all sorts of perks, spells, weapons, equipment. I want people to feel like their character actually contributes something to the team but also make people question whether or not that particular character is suited for that particular hunt. After all, if your character is a werewolf hunter and they're on a hunt to kill a wendigo, could you honestly say they'd be right at home? I've got a lot written down at the moment to be perfectly honest and I am short on time to put it all down so if ANYONE is remotely interested in this, please don't hesitate to message me in the PMs or leave a comment below
 
Turn-based strategy is right up my alley and while I certainly prefer the WWII technology to WWI this sounds like it would be interesting enough to look into. One important question that should probably be answered here is whether or not the game is going to include smut because right now it sounds like that would be a very limited thing if available at all. That wouldn't dissuade me from playing but could certainly do so for others since this is, well, an adult-themed forum. :)
 
I always did love SRPGs. I'm definitely interested. The lack/absence of romance is not a turn off for me and I won't mind if it's there. So definitely willing to play this.

so long as you aren't attempting to get laid in the middle of a fire fight
This made me laugh for some reason. I imagined two people exchanging pickup lines and innuendos while hiding behind cover and shooting at the enemy.
 
Lmao of course being the dirty person I’d probably make all the jokes anyway

And what if the only way to defeat a monster is to get laid ( ͡° ͜ʖ ͡°) lmao

Might play 2 characters here with my male having a slight Japanese accent and giving funny one liners sometimes
 
I will have to look at the rules and perks before I decide on what character to make.
 
That's the same with me. I know I want to play a male for this game but beyond that I really don't know what I'd make without looking over the rules and options to help me decide.
 
Of course of course, character sheet would no doubt be helpful as well for all haha
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Would everyone prefer I post it here or send a message to everyone via PMs?
 
Whichever is easier for you. I didn't know if we would get to select our attributes, or if they were randomly determined, and I would work a character around whatever were the results
 
Yeah, whichever is easier. I'm also not sure whether to play male or female. Will decide later.
 
Code:
[center]NAME HERE

CHARACTER IMG HERE IF AVAILABLE

AGE | PROFESSION | NATIONALITY

[i]PERSONAL QUOTE HERE[/i]

[b]HP:[/b] 100+CON MODIFIER MULTIPLIED BY 10 (ARMOR POINTS)

[b]STR:[/b] -- (+/- MODIFIER) | [b]DEX:[/b] -- (+/- MODIFIER) | [b]CON:[/b] -- (+/- MODIFIER) | [b]INT:[/b] -- (+/- MODIFIER) | [b]WIS:[/b] -- (+/- MODIFIER) | [b]CHA:[/b] -- (+/- MODIFIER)

[b]Skills:[/b] ANY SKILLS AT ALL
[b]Tools:[/b] NO MORE THAN 3
EQUIPMENT | EQUIPMENT | EQUIPMENT
[b]Languages:[/b]
ANY LANGUAGES SPOKEN

[b]Armor:[/b]
ARMOR TYPE
[b]Weapons:[/b]
MELEE | SHORT TO MEDIUM RANGE | MEDIUM TO LONG RANGE
[b]Perks:[/b]
NO MORE THAN 3
[B]Spells:[/B] ONLY FOR THOSE WITH A SCROLL, JOURNAL, OR TOME

[b]Special Ability:[/b]
[i]ABILITY NANE[/i]: ABILITY DESCRIPTION AND EFFECT[/center]

Attribute Calculator

Melee Weapons
- Range: 0-10 ft.
- Damage: 1d6 + STR Modifier
- Concealable: Yes
- Reload: Never

Pistols
- Range: 0-40 ft.
- Damage: 2d6 + DEX Modifier
- Concealable: Yes
- Reload: Every 5 uses

Revolvers
- Range: 0-30 ft.
- Damage: 2d8 + DEX Modifier
- Concealable: Yes
- Reload: Every 3 uses

Shotguns
- Range: 0-20 ft.
- Damage: 2d12 + DEX Modifier
- Concealable: No
- Reload: Every 3 uses

SMGs
- Range: 20-30 ft.
- Damage: 2d6 + DEX Modifier
- Concealable: No
- Reload: Every 4 uses

Bolt Action Rifles
- Range: 200-300 ft.
- Damage: 3d8 + DEX Modifier
- Concealable: No
- Reload: Every 5 uses

Semi Automatic Rifles
- Range: 100-200 ft.
- Damage: 2d10 + DEX Modifier
- Concealable: No
- Reload: Every 6 uses

Automatic Rifles
- Range: 80-90 ft.
- Damage: 2d8 + DEX Modifier
- Concealable: No
- Reload: Every 4 uses

LMGs
- Range: 60-100 ft.
- Damage: 2d10 + DEX Modifier
- Concealable: No
- Reload: Every 6 turns

Australia

Pistols
- Webley Mk. VI (Revolver)
- S&W Model 10 (Revolver)
- Enfield Revolver (Revolver)
- Browning HP (Pistol)

Rifles
- Lee-Enfield No. 1 Mk III (Bolt Action)

SMGs
- Thompson (SMG)

LMGs
- Lewis Gun (LMG)
- Bren Gun (LMG)
- Browning 1917 (LMG)

Austria

Pistols
- Luger P08 (Pistol)
- Roth–Steyr M1907 (Pistol)
- Steyr M1912 (Pistol)
- Dreyse M1907 (Pistol)
- Mauser C96 (Pistol)
- S&W Model 10 (Revolver)

Rifles
- Mannlicher M1895 (Bolt Action)

SMGs
- MP34 (SMG)

LMGs
- MG30 (LMG)
- BAR (LMG)

Belgium

Pistols
- Nagant M1895 (Revolver)
- Browning HP (Pistol)
- Ruby (Pistol)
- FN Model 1903,10,22 (Pistol)

Rifles
- Mauser 1889 (Bolt Action)
- Mauser Modele 1935 (Bolt Action)
- Gewehr 98 (Bolt Action)
- Enfield 04 (Bolt Action)
- Mosin-Nagant 1891 (Bolt Action)

SMGs
- MP18 & 20 (SMG)
- Lewis Gun (LMG)

LMGs
- Browning Automatic Rifle (LMG)

Canada

Pistols
- Colt 1911 (Pistol)
- S&W Triple Action (Revolver)
- Browning HP (Pistol)
- Colt Police Positive (Revolver)
- Webley Mk. VI (Revolver)
- Enfield Revolver (Revolver)

Rifles
- Lee Enfield (Bolt Action)
- Ross Rifle (Bolt Action)
- Enfield 1917 (Bolt Action)

SMGs
- Thompson

LMGs
- Lewis Gun
- Browning Automatic Rifle

China

Pistols
- Astra Model 900 Series (Pistol)
- FN Browning M1900 (Pistol)
- Nambu Type 14 (Pistol)
- Nambu Type 94 (Pistol)
- Type 26 (Revolver)
- Colt Hammerless 1908 (Pistol)

Rifles
- Type 24 (Bolt Action)
- Hanyang Type 88 (Bolt Action)
- Kbk wz.29 (Bolt Action)
- Gewehr 88 (Bolt Action)
- Carcano (Bolt Action)
- ZH-29 (Semi)
- Mannlicher–Schönauer (Bolt Action)
- General Liu (Semi)
- Mondragon (Bolt Action)

SMGs
- Erma EMP

Shotguns
- Model 1912

LMGs
- Lahti-Saloranta M/26
- Type 11
- Type 96
- FM 24/29
- SIG KE7

France

Pistols
- Modèle 1892 (Revolver)
- MAS 1873 (Revolver)
- Savage Model 1907 (Pistol)
- Smith & Wesson Model 10 (Revolver)
- Ruby (Pistol)

Rifles
- Berthier Rifle (Semi)
- Berthier Rifle (Bolt Action)
- MAS 36 (Bolt Action)
- Lebel Model 1886 (Bolt Action)
- Lee Enfield No. 4 (Bolt Action)

Shotguns
- Winchester 1897
- Winchester M12

SMGs
- Thompson
- MP18

LMGs
- FM 24/29
- Lewis Gun
- Browning Automatic Rifle

Germany

Pistols
- Luger P08 (Pistol)
- Walther PP (Pistol)
- Astra 900 (Pistol)
- Mauser C96 (Pistol)
- Ruby (Pistol)
- Beretta M1934 (Pistol)

Rifles
- Kar98k (Bolt Action)
- Gewehr 98 (Bolt Action)
- Gewehr 88 (Bolt Action)
- Winchester 1895 (Semi)
- VZ. 24 (Bolt Action)
- VZ. 33 (Semi)

SMGs
- MP18
- MP34
- MP35
- Erma EMP
- Suomi KP/31
- MAB 38

LMGs
- MG13
- MG30
- MG34
- Breda 30
- VZ. 30

Italy

Pistols
- Beretta Modello 1923 (Pistol)
- Beretta Modello 1934 (Pistol)
- Beretta Modello 1935 (Pistol)
- Bodeo Modello 1889 (Revolver)
- Glisenti Modello 1910 (Pistol)
- Roth–Steyr Modell 1907 (Pistol)
- Steyr Modell 1912 (Pistol)
- Ruby (Pistol)

Rifles
- Carcano Rifle (Bolt Action)
- Steyr-Mannlicher Modell 1895 (Bolt Action)
- Breda PG (Automatic Rifle)

SMGs
- Beretta Modello 1918
- OVP 1918

LMGs
- Breda Modello 1930
- FM 24/29

Japan

Pistols
- Nambu Type 14 (Pistol)
- Nambu Type 94 (Pistol)
- Type 26 (Revolver)
- Hino-Komuro M1908 (Pistol)
- S&W Model 3 (Revolver)

Rifles
- Type 30 (Bolt Action)
- Type 35 (Bolt Action)
- Type 38 (Bolt Action)
- Type 38 (Semi)
- Type 44 (Bolt Action)

SMGs
- Nambu Type II
- MP18

LMGs
- Type 11
- Type 92
- MG15
- Type 96

Mexico

Pistols
- Obregon Pistol (Pistol)
- Colt M1911 (Pistol)
- S&W Model 10 (Revolver)

Rifles
- VZ. 24 (Bolt Action)
- Mauser 1895 (Bolt Action)
- Mauser 1902 (Bolt Action)
- Mauser 1936 (Bolt Action)
- Gewehr 98 (Bolt Action)
- Winchester 1895 (Lever Action)

SMGs
- Erma EMP
- Thompson

LMGs
- Mendoza C-1934
- Lewis Gun
- Madsen

Soviet Union

Pistols
- TT-33 (Pistols)
- Nagant 1895 (Revolver)
- Korovin TK (Pistol)

Rifle
- AVS-36 (Automatic)
- Fedorov Avtomat (Selective Fire)
- Mosin-Nagant (Bolt Action)

SMGs
- PPD-40

LMGs
- DP-28

United Kingdom

Pistols
- Webley Mk. VI (Revolver)
- Enfield No. 2 (Revolver)
- Browning HP (Pistol)
- S&W Model 10 (Revolver)
- Colt Police Positive (Revolver)
- Colt M1911 (Pistol)

Rifles
- No. III Lee-Enfield (Bolt Action)
- No. 4 Mk I Enfield (Bolt Action)
- Martini-Enfield (Semi)
- .303 Pattern 1914 (Bolt Action)
- M1 Garand (Semi)

SMGs
- Thompson

Shotguns
- Winchester 1897
- Winchester M12

LMG
- Lewis Gun
- Vickers–Berthier

United States of America

Pistols
- Colt New Service (Revolver)
- Colt M1911 (Pistol)
- Colt M1903 (Pistol)
- Colt 1917 (Revolver)
- Colt Police Positive (Revolver)
- S&W Model 10 (Revolver)

Rifles
- M1 Garand (Semi)
- M1903 Springfield (Bolt Action)
- M1917 Enfield (Bolt Action)

SMG
- Thompson

Shotguns
- Winchester M1897
- Winchester M12
- Browning Auto-5
- Winchester Model 21
- Remington 31
- Stevens Model 520

LMGs
- Lewis Gun
- Browning Automatic Rifle

Bandages
- Range: 0-10 ft.
- Effects: Regain or give +5 HP points and remove minor injuries. Stabilizes those in the dying state
- Uses: 1 (3 with Medic)

First Aid Kit
- Range: 0-10 ft.
- Effects: Regain or give +25 HP points and remove minor injuries. Revive those in the dying state and give them +5 HP
- Uses: 1 (3 with Medic)

Med Kit
- Range: 0-10 ft.
- Effects: Regain or give +50 HP points and remove major injuries. Revive those in the dying state and give them +25 HP
- Uses: 1 (3 with Medic)

Trauma Kit
- Range: 0-10 ft.
- Effects: Regain or give +100 HP points and remove all injuries. Revive those in the dying state and give them +50 HP
- Uses: 1 (3 with Medic)

Flare
- Range: 0-40 ft., 40 ft. AoE
- Effects: Illuminate dark areas for 5 turns. Throwable. Chance to set fire to objects
- Uses: 1 (2 with Grenadier)

Flare Pistol
- Range: 20-100 ft.
- Effects: Normally used as a signaling device, a flare pistol can be used as a weapon in a pinch, dealing 1d8 fire damage for 2 turns. If fired in the air, it releases a brightly colored flame that can be seen for up to 25 miles, depending on surrounding terrain and weather (Bonus damage against aquatic creatures and undead)
- Uses: 3

Fragmentation Grenade
- Range: 0-50 ft., 20 ft. AoE
- Effects: When thrown, the grenade will detonate and do 5d6 worth of damage. Detonation will also demolish cover
- Uses: 1 (2 with Grenadier)

Smoke Grenade
- Range: 0-50 ft., 40 ft. AoE
- Effects: When thrown, the grenade will emit a thick smoke that penalizes incoming fire for 2 turns
- Uses: 1 (2 with Grenadier)

Molotov Cocktail
- Range: 0-50 ft., 20 ft. AoE
- Effects: When thrown, the Molotov will shatter on impact and set fire to anything in a 20 ft. radius, causing 2d8 fire damage for 2 turns. Will set fire to anything flammable. Craftable in the field with proper components (Bonus damage against aquatic creatures and undead)
- Uses: 1 (2 with Grenadier)

Crowbar
- Range: 0-10 ft.
- Effects: Can be used to pry open doors, crates, and otherwise sealed objects.
- Uses: Limitless

Sledgehammer
- Range: 0-10 ft.
- Effects: Can be used to smash open doors, crates, and otherwise sealed objects. Can also be used to demolish various objects
- Uses: Limitless

Grappling Hook
- Range: Depends on length of rope
- Effects: When attached to a length of rope, the grappling hook can be used to scale vertical surfaces assuming a strength check is completed
- Uses: Limitless

Bandolier
- Range: 0 ft.
- Effects: When equipped, character gets an extra 2 turns before a reload is necessary
- Uses: Limitless

Lockpick
- Range: 0-10 ft.
- Effects: Can be used to unlock locks of any sort
- Uses: Limitless

Sharpening Stone
- Range: 0-10 ft.
- Effects: When equipped, edged weapons do +2 damage and apply a 2d8 bleeding effect until treated
- Uses: Limitless

Compass
- Range: None
- Effects: When equipped and outside of combat, a character will be able to locate the main objective for the current mission
- Uses: Limitless (Only usable outside combat)

Armor Piercing Ammunition
- Range: Dependent on Rifle used
- Effects: When equipped with a rifle, character's rounds ignore armor and deal normal damage to a target
- Uses: Limitless

Hollow Point Ammunition
- Range: Dependent on weapon used
- Effects: When equipped, weapon is given double damage against unarmored targets
- Uses: Limitless

Silver Ammunition
- Range: Dependent on weapon used
- Effects: When equipped, weapon does double damage against werewolves and some undead
- Uses: Limitless

Spell Scroll
- Range: None
- Effects: When equipped, gain 1 spell slot
- Uses: Limitless

Spell Journal
- Range: None
- Effects: When equipped, gain 3 spell slots
- Uses: Limitless

Spell Tome
- Range: None
- Effects: When equipped, gain 6 spell slots
- Uses: Limitless

No Armor: Standard Clothing
- Range Penalty: None
- Armor Points: Total HP+0
- Stealth Capable: Yes

Padded Armor: Consists of interwoven cloth and batting
- Range Penalty: None
- Armor Points: Total HP+5
- Stealth Capable: Yes

Leather Armor: Consists of interwoven cloth and batting
- Range Penalty: None
- Armor Points: Total HP+10
- Stealth Capable: Yes

Studded Armor: Leather reinforced with rivets
- Range Penalty: None
- Armor Points: Total HP+15
- Stealth Capable: No

Hide Armor: Crude armor consisting of furs and pelts
- Range Penalty: 5 ft.
- Armor Points: Total HP+20
- Stealth Capable: Yes

Chain Shirt: Interlocking metal rings, worn between clothes or leather
- Range Penalty: 5 ft.
- Armor Points: Total HP+25
- Stealth Capable: Yes (if worn underneath clothing)

Scale Mail: Leather covered with overlapping pieces of metal
- Range Penalty: 5 ft.
- Armor Points: Total HP+30
- Stealth Capable: No

Breast Plate: Fitted metal chest piece with leather
- Range Penalty: 10 ft.
- Armor Points: Total HP+35
- Stealth Capable: No

Medic: Healing does not end your turn and healing items can be used 3 times

Stand Your Ground: If your first action is a successful attack, attack one more time

Overwatch: Your character takes up a defensive position and will open fire on any enemy movement they see (Immediately ends turn)

Focus Fire: If your character attacks an enemy, allies attacking the same enemy do extra damage

Suppression: Your character will fire continuously on a single target, any attack the target makes will suffer a penalty and the character will be immobile for their turn. Your character will have to reload on their next turn

Untouchable: If you successfully kill an enemy, the next attack towards you will miss

Return Fire: When targeted by an enemy, automatically fire back

Take Aim: If done, your turn will immediately end and you will do double damage on your next turn

Grenadier: Your turn does not end if you throw an explosive and you get an extra explosive

Hunker Down: Your character gains a defensive bonus if behind cover, any attacks done towards you will suffer a penalty

Lightning Reflexes: You attack any enemy who comes within 10 feet of you

Lightning Strike: Your character can now attack after moving twice

Distraction: Your character will attack an enemy of your choosing and force them to begin attacking you

Flush: Your character fires a shot that causes enemies to run out of cover

Run Like Hell: Your character can move an additional time

Tactical Sense: Your character gains a defensive bonus for every enemy they can see

Quick Hands: Reloading does not end your turn but instead costs 1 action

Sniper: Your character is a dead shot with a rifle, gaining double damage whenever they use a rifle weapon

Gunslinger: Your character is proficient with pistols of any kind, doing double damage with a pistol or a revolver

Close Quarters: Your character has a knack for close-quarter combat, doing double damage with SMGs and shotguns

Brawler: Your is a natural in hand to hand combat, any melee weapon your character uses does double damage

Blade Dancer: Attacking with an edged weapon as your first action does not end your turn but instead costs one action

Minor Spells: 1 Spell Slot
- Ward: Cast an arcane shield on yourself or 1 other person that blocks all damage until the end of the enemies turn

- Heal: Restore 15 HP to anyone you can see (including yourself) once per turn

- Magic Missile: Cast 3 bolts of magic energy that do 5 points of damage each at any target(s) of your choosing

- Telekinesis: Move any object smaller than you anywhere in a 10ft. range

- Locate Object: Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement

- Detect Thoughts:
For a short duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind

- Detect Magic:
For a short duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt

- Blur: Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight

- Blink: Your character focuses their will and immediately teleports to any location they can see within a 30ft. range

- Illusion: You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. If you create an image, it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it

- Firebolt: You hurl a bolt of fire at a creature or object within range. On a hit, the target takes 1d12 fire damage for 3 turns. A flammable object hit by this spell will ignite

Greater Spells: 2 Spell Slots
- Ward: Cast an arcane shield on yourself and 3 other persons that blocks all damage until the end of the enemies turn

- Heal: Restore 30 HP to anyone you can see (including yourself). 2 turn cooldown

- Magic Missile: Cast 6 bolts of magic energy that do 5 points of damage each at any target(s) of your choosing

- Telekinesis: Move any object as large as you anywhere in a 20ft. range

- Firebolt: You hurl a bolt of fire at a creature or object within range. On a hit, the target takes 1d20 fire damage for 5 turns. A flammable object hit by this spell will ignite

- Drain Life: Once per turn, cast a curse and inflict 1d20 damage and transfer that number to your own HP

- Mage Armor: You touch a willing creature and imbue it with a magical barrier that adds 20 armor points to their current armor. Lasts until destroyed

- Ethereal Sword: As an action, you summon a sword comprised of pure will that does 2d12 damage with 2d8 bleeding until the wound is treated

- Chain Lightning: Create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target must make a Dexterity saving throw. The target takes 1d20 lightning damage on a failed save, or half as much damage on a successful one. 3 turn cooldown

Master Spells: 3 Spell Slots
- Ward: Cast an arcane barrier between 2 fixed points that blocks all damage until the end of the enemies turn

- Heal: Restore 45 HP to anyone you can see (including yourself). 2 turn cooldown

- Magic Missile: Cast 9 bolts of magic energy that do 5 points of damage each at any target(s) of your choosing

- Telekinesis: Move any object twice your size anywhere in a 30ft. range

- Firebolt: You hurl a bolt of fire at a creature or object within range. On a hit, the target takes 2d12 fire damage for 5 turns. A flammable object hit by this spell will ignite

- Dominate: You attempt to enforce your will on a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for 4 turns. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability

- Soulstorm: Focusing your will, you summon a powerful psychic rift that does 2d20 damage within a 25ft. radius. The storm can move 5ft. per turn and lasts 3 turns
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I will post perks, spells, and equipment momentarily
 
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I've been considering it and I think I will play a male. Still not 100% sure but after reading the perks, I'm leaning more towards that.
 
So, let me get the first of many silly questions out of the way. Does one of the spell mediums (scroll, etc.) count as one one the three tools?
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And would the special ability be in addition to the three perks? I haven't got anything in mind yet, and I do not want to "game" the system, just trying to get a feel for things.
 
Yes. Spell books are considered tools and give you access to spells with each one having a set amount of slots with each spell costing a slot based on it's power (Minor spells costing 1, greater 2, and master spells 3)

The special ability is a custom action that you can use once per mission to change the flow of combat. Example may be your character has an ability to fully heal all their party members at once or calling in artillery. It's a powerful specialty move that is sort of an incase of emergency item that makes your character more unique

EXAMPLE:

Rally: Baptiste's training allows him to keep a level head in any situation. Once per mission, Baptiste can break any mental effects and return to normal or break the mental effects of others

Acid Volley: Thanks to his many years of experimentation, Shaw has developed a modified set of smoke grenades that release an acidic cloud that proceeds to melt organic and inorganic material within. All caught within the 50 ft. radius of the grenade take 3d12 damage for each turn they are within the cloud and suffer for 1 turn outside of cloud
 
Nothing concrete yet, and I don't have the ability to sit down and work a sheet up at the moment, but my running concept is a gruff German man who focuses on the lever action Winchester 1895 and is something on an all purpose hunter who could help fill gaps in the team composition for the missions.

At least that's the concept, will see how it works out when I go to build.
 
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