Rogue
Instead of rolling a d20, you may ask the gm to reveal cards from the top of a standard deck until you stay or bust.- It's blackjack, duh. 20 is a nat 20, 21+ is a nat 1.
- You're encouraged to count cards, but if you do it in an obvious or lame way the gm can shuffle the deck to punish you
- If there's more than one rogue at the table, share the deck. Each rogue adds their own unique joker (label it). Once per session, when your joker is pulled, activate your JOKER MOVE: (choose one at character creation)
- POPOV: windfall- double your cash
- BOZO: swap held items with someone else, no matter how far away they are
- WILLIE: reset your HP to full
- JOEY: free attack, automatically hits
Wizard
When you Do Magic, flip the top 3 cards of your major arcana and arrange at least 2 of them into a spell. (Spells never fizzle: the gm NEEDS to make your spell work, somehow)
You can peek at (and reverse) the top card of your deck when no one is looking. (cackle like a witch when you get away with it)
Card | Upright | Reversed |
---|---|---|
The Fool | Open | Bar |
The Magician | Wizard | Lock |
The High Priestess (II) | Mass | Illusion |
The Empress (III) | Conjure | Elemental |
The Emperor (IV) | Command | Army |
The Hierophant (V) | Control | Weather |
The Lovers (VI) | Charm | Person |
The Chariot (VII) | To | From |
Strength (VIII) | Iron | Flesh |
The Hermit (IX) | Detect | Magic |
The Wheel of Fortune (X) | Lightning | Bolt |
Justice (XI) | Hold | Monster |
The Hanged Man (XII) | Grow | Plants |
Death (XIII) | Disintegrate | Corpse |
Temperance (XIV) | Self | Control |
The Devil (XV) | True | Evil |
The Tower (XVI) | Animate | Wall |
The Star (XVII) | Dragon | Fly |
The Moon (XVIII) | Water | Breath |
The Sun (XIX) | Fire | Ball |
Judgment (XX) | Magic | Missile |
The World (XXI) | Move | Earth |
Fighter
You can make infinite attacks per round against infinite targets BUT whenever you miss with an attack your target gets a free hit against you. (You have to make all of the attacks at once.)
You can make infinite parry attempts per round against infinite incoming attacks by beating their to-hit roll BUT you take double damage if the parry fails.
Track how many attacks you've landed or parried without taking damage:
- If your combo is 6+ hits: you deal +1 damage
- 12+: your weapons catch fire and deal +1 fire damage
- 20+: you are on fire. you are immune to fire
- 40+: you can run on water and swim thru lava
- 60+: you kick up thunderstorms wherever you go
- 80+: +1 lightning damage
- 100+: lightning strikes you every other round. you are immune to lightning
- 150+: you can lightning-forge metal weapons from loose dirt
- 200+: you can ride the lightning between any two points you can see
Paladin
Choose a number. All weapon damage dice explode on that number (reroll and add to the sum). Explode twice and you receive a revelation based on the number:
- Full heal (self or ally)
- +50 gold
- permanent +1 to random stat
- permanent angelic mutation: sturdy scales, winged feet, glowing eyes, etc.
- assume war form (+5 to everything, change size freely, immune to [element], terrifying to behold) until you rest
- enchant weapon: cumulative +1, effect based on current foe (new effect overrides old one)
- summon angel (2HD, move as giant eagle)
- Instant death (foe)
- +999 gold
- natural disaster (dealer's choice)
- summon archangel (8HD)
- killstreak activated: orbital death ray (6d6/round, 10 rounds, slowly travels 100')
Change your lucky number with an hour of prayer.
Quartermaster
Roll any number* of d6s to speculate on your inventory. (*up to the number of items in your inventory)
- For each double rolled (two 4s, two 5s, etc), gain an additional copy of a random item (all of your currency counts as 1 item)
- For each triple, upgrade a random item (+1 sword → +2 sword, crowbar → indestructible crowbar)
- For each quadruple, gain an additional copy of your whole inventory
- For each quintuple, upgrade your whole inventory
- If you roll any 1s, lose everything.
You can reroll some or all of the dice, once per attempt. You can buy more rerolls from very important devils
Amazing stuff, as always. Honestly, the first part of the fighter thing should become standard.
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