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Hunters Class Overview in Rome

This document provides information on new classes, races, and powers for a roleplaying game. It introduces Hunters who gain powers based on their character attributes. True Faith and Undead Lord are new classes that have specific powers over undead. Kensai is a martial arts class trying to overthrow the Source. Temporal Mages can manipulate time. Tempests are a humanoid race affected by elemental energies. Dragon Born are a lizardman race with breath weapons and regeneration. Beast Lords have powers related to animals.

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0% found this document useful (0 votes)
7 views5 pages

Hunters Class Overview in Rome

This document provides information on new classes, races, and powers for a roleplaying game. It introduces Hunters who gain powers based on their character attributes. True Faith and Undead Lord are new classes that have specific powers over undead. Kensai is a martial arts class trying to overthrow the Source. Temporal Mages can manipulate time. Tempests are a humanoid race affected by elemental energies. Dragon Born are a lizardman race with breath weapons and regeneration. Beast Lords have powers related to animals.

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Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Classes or Races

Hunters (New Class- Rome)

Hunters are individuals who have dedicated themselves to a cause. An initiation rite is
performed by a hunter to bestow hunter status on a new hunter. When that happens, the new hunter
gains one power from the list below. Hunters are allowed one hunter power for each CHR M they have.
When two hunter gather they may attempt to learn one of the powers the other has with a WIS check
on 100.
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8

Hunter
Power
Bestial
Conscience
Cold One

Ability

Class skill

Empathic link with animals

Hunter - Animal

Undead ignore you

Hunter - Chaos

Commanding
Gaze
Darkness
Within
Deadly
Presence
Extra Wounds

CHR check or be frozen for D4 turns

Hunter - Animal

Protection spells and true faith have a 50% chance to


not work. Magic resistance.
Healing spells cast within 10 of you are only
effective.
+CHR M in Dam

Hunter - Chaos

Ghost Sight

See Creatures with Phantom powers

Hunter - Order

Heal/Harm
Touch
Hex Breaker

D4+STR M

Hope

Lend skill points to another person = to your WIS M

Hunter Order/
Chaos
Hunter - Order

Kiss of Luck

+3 to combat skills for 2 hours.

Hunter - Order

Life-force
Sacrifice
Muse

Gain an EP for each HP you give up

Hunter - Order

+1 to skill checks to those working around you

Hunter - Order

Piercing Gaze

+10 to spot checks

Hunter - Animal

Scent of the
Grave
Shadow
Affinity
Soothing
Presence
Touch of
Darkness

Animals fear you (-6 to all skills related to creatures


with an INT under 12.)
Summon a shadow for 1 hour.

Hunter - Chaos

Diplomacy and animal skills at +6

Hunter - Animal

For 1 EP you do an additional 1 Damage for 4 Turns.

Hunter - Chaos

Dispel a magical effect already in effect

Hunter - Chaos
Hunter - Chaos

Hunter - All

Hunter - Chaos

True Faith (New Class- Festis) Players with true faith gain new powers and do not have the old
powers.

Banish Ghosts - Any ghost targeted by this power has their EP dropped to 0.

Divine Aura As the Presence of God power except, if the person with true faith touches
undead they take 3D6 damage.
Lay on Hands As the power of the same name.
Sight of God - Sense the presence of twisted/ undead creatures 15 (1 Turn)
Harm Vampire 20 radius, waves of sunlight D10 damage per turn. Heals plants D4+1/ WIS
M.
Harm Undead 20 line, Blast of life energy D8+1/ WIS M
Harm Twisted 30 cone, Holy Yell 2D8+1/ WIS M

ANY players remaining True Faith point score (Essence) can be added to all ability score checks without a cost of EP.

Undead Lord (New Class- Festis):


o
o
o
o
o
o

Detect Soul- Detect living creatures within line of sight. 1EP.


Attack Soul Any living creature take D4 damage as long as the Undead Lord
concentrates on them and they are in sight.
Spectral Form- For 1 EP the Undead Lord can use phantom powers as if a ghost.
Terror For 1 EP the Undead lord radiates fear for 3 around him. Everyone in the area
must make a fear check.
Steal Life Remove the heart of the target and eat it. The target cannot be healed or
brought back to life until the Undead Lord is killed.
Prolonged death Reaching 0 HP does not affect the Undead Lord. The Undead Lord
can go below his CON score without a CON check. Once they go over those HP they
drop dead.
Speak with dead Undead Lords can speak with the dead at will.

They keep a small black bag on them at all times. This bag gives them their special
powers and extra EPs. Bags can contain more than one of each of the bones listed
below but only the first one adds to the EP in the bag. Each EP is recovered at 1 EP/
hour. The most a bag can hold is 5 EP at one time.
Teeth
+1 EP
Finger
+1 EP
Bone Shard
+1 EP
Animal bones +1 EP
Skull
+1 EP

A Undead Lord can create a domain of Terror. He does this by spending 10 EP. Then 100
ft of area are affected. In this area the air becomes foul. Standing water becomes
scummy while running water turns brown with a sickly smell. Faint screams can be
heard in the distance. Shadows move from the corner of your eyes unexpectedly. A
lord can only have one domain at a time. It lasts for 10 days + the caster CHR M.

Kensai (New Class Greb Island)


A new martial arts class that is trying to overthrow the source. There are rumors that it began
as a religion started by Eve. Eve is the name of the first woman to cross the veil and lead her people
here when the source started to take the land across the dark water.
Power

Description

Combat Skill Rain of


Blows

+1 unarmed attack

Combat Skill Storm of

+1 attack with 1 weapon

Blows
Combat Skill Stunning
Touch

CON check of be stunned 1


turn/ DEX M

For 1 EP a Kensai may pass through up to 3 of stone when they wish.


They gain +3 to move silently and hide skills.
All kensai dislike the source and rebel against twisted creatures. They are a secret
organization on the island.
For 1 EP the Kensai can make a hand to hand combat attack but have the effect strike
a target out of range. The distance the target can be away is 1/ CON M. even if the
weapon never touches the target, the target still takes the damage as if the Kensai hit
them.

Temporal Mage (New Class Greb Island)

A temporal mage can effect time otherwise they are much like a normal mage. Mages
can detect EP. Known location and estimated amount at 20
Create spells, wands, a staff, amulets, charms, but not a sword.
Gain a Familiar
Once per month they can send a message to themselves in the past. It is written on a
piece of paper and burned. The ashes appear on an object in the past. The message
can be 1 word long for each CON M they have and it can be sent back 1 day for every
WIS M.
Temporal Mages can perform a Temporal Edit for 2 EP. They can jump back in time one
turn. Allowing them to change the action they just did. If a mage casts a fire spell to
find out the target is immune to fire. They can re-do their turn and cast something
else.
At all times a temporal Mage has a Temporal Anchor. They cannot be banished, or sent
away by magical means. Only a force as strong as a wish can magically make them go
against their will.

Tempest (New Race)

A tempest is a race very close to humans. They were originally the offspring of elements and
humans. The elements directly affect their emotions. A calm cool day leaves them feeling relaxed and
calm while a thunderstorm can send them into an angry fit.
Tempests have the following 3 abilities:
1.

Tempest Burst: The area within 5 around the tempest is filled with elemental energy. This
ability sets in at puberty and a type of energy is chosen. After that the same type of
elemental energy is always used. If fire is the elemental energy then it will always be fire.
Every type of energy does 3D6 damage to everything within the 5 except the tempest.
This burst can be used only 1/ 24 hours 1 hour CON M and the tempest is fatigued for D4
hours.

2.

Absorb Element: Once per day the Tempest can absorb and redirect an elemental attack.

3.

Tempest Fury: For 1 EP a Tempest can fire a stored elemental blast at a target. The blast
does D4 damage to the target at a distance of feet equal to their STR M +10. This attack
can be any element the Tempest chooses.

Elemental energy is fire, electrical, water, or hot/cold air.


Tempests have -2 Damage reduction from elemental energy per attack.
Race

ST
R

Tempest

+1

Race
Tempe
st

Fai
th
X

Gho
st

IN
T

WI
S

Gho
ul
X

DE
X

CO
N

-1

+2

Immor
tal
X

CH
R

Ma
ge

CO
M

Psion
ics
X

Magic
Resistanc
e

Twist
ed

Unho
ly
X

Low
Light
Vision
30
Vampi
re
X

Race

Skill Bonus

Abilities

Size

Tempe
st

Weather
sense +6
Alertness +6

-2 Damage reduction from elemental energy


per attack.

55 +/2D6

Night
Vision
30
Zomb
ie
X

M
V
9

For 1 EP :

Air swirls around you lifting you off the ground for 24 hours if needed.
Earth moves in response to your stomp or slap. STR M in damage and knock the target
down unless they make a DEX check.
Fire escapes from your wounds when you take damage. Lasts 24 hours. Fire damage to
those near you is = CON M.
Sparks dance across your skin and the air around you darkens. Lightning or thunder
damage = WIS M
You become fluid. You move past targets quickly. (MVx2) doing your DEX M in damage
as you pass.

DRAGON BORN (Lizard Men) (New Race)


Race

ST
R

Dragon Born

+2

Race
Dragon
Born

Race
Dragon
Born

Fai
th
x

Gho
st

Skill
Bonus

IN
T

WI
S

DE
X

CO
N

CH
R

CO
M

Magic
Resistanc
e

Low
Light
Vision

+2

Gho
ul

Immor
tal

Ma
ge
x

Night
Vision
20

Psion
ics

Twist
ed
x

Unho
ly
x

Vampi
re

Zomb
ie
x

Abilities

Size

-Dragon Breath Weapon- 1 EP Acid, cold, fire, lightning, or poison


for 10doing 2D6+CON M

6-7

M
V
9

-Regenerate 10HP/ Day

Beast Lord (New Class)

For 1 EP they can see through the eyes of an animal for 2 min.
They can pass through an overgrown area at x2 MV.
They use a trance power instead of sleeping. They need to go into the trance for 4 hours to get
8 hours of rest. While in the trance they are aware of things going on around them.

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