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Green Lightning – Quirks and Defects

Quirks / Defects

Quirks and defects add a flavor to your character granting them a set personality some benefit while others harm. So why not just take advantages and not defects you ask. It’s simple like other such games you have a limit of quirks you can take, and equally defects. A player can start the game with 2 Quirks and can take up to 6 defects. For every 2 defects, a player takes they can take a new quirk. But since the limit is 6 total defects at the start of the game (defects could be added later but they do not count to more quirks than the max at the start) granting the players the chance to have 5 quirks if they take all 6 defects.

Quirks

The Mental

Easily Amused – You get Impressed Easily, Performances act better with you (+10 perform)

Eidetic Memory – Your memory is better than others, you can recall many things important, Character rolls a 1d6 on a 1thru 3 they recall most of the info, 4 or 5 recall pieces of the info, 6 normal memory

Great Wisdom – The character has live a life full of lessons and learned from them (-1 END, +2 WIS)

Mental Guardian – The character has such a strong sense of self-worth their inner voice can fight off invaders with magical other means of entrapping the character in illusions +4 to all saves involving illusions

Nerd – Characters a book worm that spent many days studying (-1 STR +2 INT)

Psychic Resistant – The character stand strong against the mental attacks from psychic attacks, +4 ADS verse Psychic Energy

Random Knowledge – Character knows random bits of knowledge, on all knowledge skills they roll a 1d6 on a 5-6 they gain that knowledge as a class skill if their class doesn’t offer it

Emotional

Hard Worker – Character finds enjoyment in doing work, +2 on all attack/ save rolls involved in doing the job and +5 on all skill rolls

Playa – Skilled master of seduction to the point it can land you in trouble at times (+10 Seduction)

Psychical

Black Hole Stomach – You can go on eating without getting full, eat x5 the number of normal people

Cardio Workout – Player starts the game with an additional point in their DEX stat; they however are addicted to working out each day much the same way as a drug addict level 1

Double Jointed – The character’s body can dislodge joints at will, +10 to Escape Artist

Eagle Eye – The character has a keen sense of sight, +5 to Notice and Search checks

Fast Healer – You heal wounds a little better than others, all hospital stays are ½ the time

Girl / Guy Magnet – You have the ability to gather crowds of one or both sexes to you because of your looks, -15 to Stealth (Hide), +5 Diplomacy

Good looker – Player starts the game with an additional point in their CHA stat. They however are obsessed with their looks and must make a will save or pause to check themselves in mirrors

Hit the Weights – The player starts the game with an additional point in their STR stat. They however are addicted to working out each day much the same way as a drug addict level 1

Personal Style – The character has a personal way of movement that can be odd, +5 to Perform

Pleasant Smell – Your body gives off a pleasant and pleasing scent attracting others to you +5 Seduction.

Powerful Immune System – Your character is resistant to weak Diseases, Player ignores DC 15 or below diseases

Strong Stomach – Your character is resistant to weak poisons, Player ignores DC 15 or below poisons

Super Hearing – The character has a keen sense of hearing, +10 to Notice Checks

Work Out Fanatic – Player starts the game with an additional point in their END stat; they however are addicted to working out each day much the same way as a drug addict level 1

The Weird

Big Brother/ Sister – The character has a strong bond with a powerfully skilled fighter in the world

Contacts – You tend to know people that know things, +10 Gather Info rolls

Family Heirloom – The character gains an item or money passed down through the ages, Character gets a magic item or significant amount of money at the start of the game, losing the item is a very bad issue with the character’s family 

Good Family Name – You come from a well known/liked Family, +5 on Social rolls

Kind to All Creatures – The player is well-loved among all animals of the world +10 Animal empathy

Lucky – The character seems to be a lucky person things always seem to go his way, Character can re-roll a non-combat role 1/day

Past Adventure – The character starts the game with a higher good reputation for a past adventure

Plain Faced – Characters face is so plain it blends in with others well +10 Stealth in Urban environments

Significant Other – You have someone close to you that you are willing to protect, gain Loyal Feat, and give it to NPC (if you have Leadership NPC has levels if not they count as a commoner)

Defects

The Mental                                                                           

Absent-Minded – Characters have difficulty remembering the specific details of things. Their mind tends to wander or they become hyper-focused on some projects to the exclusion of nearly everything else. Following verbal directions and remembering names is fairly difficult. (Will Save DC 20 to remember simple things like names or verbal directions) 

A.D.D. – Your mind is hard to ever set in one place (DC 20 Will save vs. Distraction)

Annoying Optimist – Player is positive on all things to the point that they annoy someone 1/day (-10 all social rolls to that person)

Chronic Lair – You are known for lying all the time, (-10 to Diplomacy) people are less likely to trust your lies

Day mares – The character is prone to have nightmares while awake, Will Save DC 15 versus Fear at random times

Depressed – Character is prone to fits of depression; random roll (Will save DC 15 vs. Depression)

Easily Distracted – Your mind wanders easily, (DC 10 Will save vs. Distraction)

Exhibitionist – Player feels the urge to expose themselves to others at times random (Will DC 20 vs. Strip) when the GM calls for the roll to be made

Gender Identity Disorder – Character thinks they should be another gender, DC 20 Will vs. Depression at any point, can be cured with DC 30 Medical surgery, or getting Meds

Hard to Impress – You don’t get impressed easily, the difficulty of Performances to affect them is a DC 15

Honest Abe – The character always says the truth, (-10 to bluff) but if you succeed the lie is accepted by all as the truth 

Homicidal – Character is prone to seek to kill others, random roll (Will save DC 15 vs. Urge to kill)

Illusion of Grandeur – You think much higher of yourself. You work hard explaining to others your strengths often over-exaggerating their power of them. At a -4 to your reputation make a target make a Wisdom roll vs your reputation, if the target fails they fall for your stories about yourself, but if they pass then the player’s reputation score suffers a -4 in the area.

Invulnerability Complex – The player is careless about their attacks leaving themselves open to attacks 

-2 PS & -2 ADS

Kleptomaniac (stage 1) – Character randomly steals stuff without knowing it, (+10 Pick Pocket), if caught bad reputation goes up for being labeled a thief stage 1 this happens rarely

Kleptomaniac (stage 2) – The character randomly steals stuff without knowing it, (+10 Pick Pocket), if caught bad reputation goes up for being labeled a thief In stage 2 this happens often 

Narcoleptic – character easily falls asleep at any time, (DC 10+ Resistance vs. sleep at random times)

Nightmares – The character is prone to have nightmares, Will Save DC 15 Every night failure causes Fatigue for the next day

No Sense of Direction (Stage 1) – character is bad at directions and maps (-10 Know Geography and Navigation)

No Sense of Direction (Stage 2) – the character has no sense of direction often will go one way when there are clear signs the path is the other way, roll a 1d4 only on a result of 4 do they properly go the right direction on their own or trailing /leading the group

Nudist – Player resists the need for clothing and tries to go about nude at all times, -20 Social Rolls

Oblivious (Stage 1) – The Player chooses a type of thing that they by no means are able to take notice of easily. The Player suffers a DC penalty on notice checks of -30 notice when that issue is involved.

Oblivious (Stage 2) – The Player is not likely to focus on any subject suffering a constant to -20 Notice checks

Obsession – The player has a target of their desire that they must possess, they will go to any length to obtain this target and even turn on their teammates if such an item was offered the player must make a DC 15 Will save vs going for the direct path to gain the target of their obsession  

OCD (Stage 1) – there is some task you must perform before doing some basic tasks, player choose what they do and Gm decides what tasks it affects Will Save DC 15+ (most of the time it comes up)

OCD (Stage 2) – your character can’t let a task chosen go undone or in their mind, bad things will happen perhaps even the end of the world. Will Save DC 20+ (all the time it comes up)

Phobia (Stage 1)– The character has Fear of something, in stage 1 the fear cause a fear check vs. fleeing from the target of their fear. Will save DC 15+ (increased by the rarity of fear)

Phobia (Stage 2)– The character has Fear of something, in stage 2 the fear cause a fear check vs. Enraging causing them to attack in a berserk fury till the target of their fear is removed from around them by 1d6 rounds Will save DC15+ (increased by the rarity of fear)

Phobia (Stage 3)– The character has Fear of something, in stage 3 the fear cause a fear check vs. paralyzing of fear till the target of their fear is removed from around them by 1d6 rounds. DC 15+ (increased by the rarity of fear)

Pyromaniac – The Player gains the urge randomly to start fires, (Will Save DC 20 vs. start Fires) when called for the roll by the GM

Psychic Weakness – The player is weak to Psychic Attacks, Psychic attacks have a +2 on their effect when the player is hit by them.

Simple Minded – The Player is weak to illusions created by magic/techniques/ powers or technology, they suffer a -6 to Will saves vs Illusions

Split Personality (Minor) – Character has more than one type of personality in their head sometimes even goes by different names when they activate, (random will save Dc 15 vs. switch)

Split Personality (Major) – The Character’s alternate personalities lead different lives including a different set of skills and abilities. The play must divide its build points between two or more personalities the switch remains just like the minor form.

Suicidal – Character is prone to make attempts to kill themselves, random roll (Will save DC 15 vs. Suicide attempt)

Tourette’s Syndrome (stage 1) – the character does something completely uncontrolled makes a random movement of the body, (-5 to Social rolls)

Tourette’s Syndrome (stage 2) – the character does something completely uncontrolled such as shouting words, vulgarities or Noises, or severe ticks of the body (-10 to Social rolls)

Volatile – The character is known for going overkill on things, It will save DC 20 vs. adding more or doing more to things (aka kicking a man when he’s down) 

The Emotional

Ageist – You are unwilling to deal with people of a certain age, +2 to rolls vs. hated age

Body Envy – The player has to roll a Will save DC 10 vs enragement over the presence of certain body parts of others (examples, Breast size, height, and such)

Bondage Freak – Character gets pleasure to be tied up and treated poorly, Will save Dc 15 vs. pleasure when tied up, Character may seek friends to tie them up for pleasure.  

Class Envy – you are unwilling to deal with a certain class (rich, poor, regular, or classes of the game), +2 to roll vs. hated class

Cowardice – unwilling to face dangerous or potentially dangerous situations, Fear check DC 20 Will versus combat or hazardous situations

Easily Fall in Love – The character is Prone to fall in love easily with someone new, Will save DC 20 vs. Charm

Egoist – Character thinks they are more important than they are -5 to social rolls but player plays out as if they have a +10 in the skills

Greedy – character is known to take more than their share of the loot, +5 to Appraise, -10 to bluff checks when treasure or loot is involved

Gullible – Character falls for most lies or help asked for, Will save DC 15 no matter their result on the sense motive they do what was asked or believe the lie

Gluttony – The character has something that they are possessed to have more of, be it food, drink, wealth, an action, or things it doesn’t matter. The player when they get a little bit of the object of their desire must make a Will Save DC 20 vs continuing to gain more.

Hot Head – Character is likely to jump at attacking person that insults them or attacks them, -5 vs. Taunt rolls, +2 to the initiative

Masochist – Character gets pleasure when given pain, Will Save Dc 15 vs. pleasure when taking damage, Player may seek out friends to hurt them for pleasure

Molester – Character seeks to grope and grab people, random Will Save DC 20 vs. grope subject

Otaku – The character is obsessed with something or someone, Will save DC 20 vs. charm within the presence of the item or person

Pedophile – The character seeks to have relationships with children, Will save DC 20 vs. charm

Pervert – you are labeled a pervert and people hate you for it, – 5 to social checks 

Power Hungry – Character seeks power, Character must make Will save DC 20 when given the chance at obtaining power on fail of the roll they demand to obtain it no matter what even willing to fight their friends for it

Praise Hungry – you live to accept praise, Character stops and does not act after receiving praise to soak it in for one round

Racist – You are unwilling to deal with people of a certain race, +2 to rolls vs. hated race

Reckless – willing to ignore the problems and push onwards, -10 to Notice

Sadist – Character gets pleasure in giving people pain, Will save DC 15 vs. pleasure when causing damage on a target, will sometimes seek to hurt friends to gain pleasure, pleasure has no real game value other than the character like to do it

Simple – The character is not likely to understand most complex things, Will save DC 20 vs. confused (not confusion they simply just don’t understand)

Shot Nerves – The character is jumpy in combat, Will save DC15 in combat when someone moves close, a failure they attack that person it doesn’t matter if their  friend or foe

Snob – Stuck up and unwilling to help others, -5 to Gather Info and Diplomacy

Stage Hog – Character is under the delusion that they are the star of the show and are sure to let the world know it by thrusting their actions and importance into conversations (- 10 Diplomacy, +5 Bluff, -5 Seduction) 

Super Pervert – you are a pervert and act the part publicly, – 10 to social checks

Tone Deaf – Character is under the delusion that they are great at singing or playing an instrument and will be more than willing to perform (-20 Performance)

The Physical

Hearing

Bad Hearing – The character Hears thing just misinterpret what they heard, the character makes Notice (Audio) checks as normal but the Gm will randomly tell them what they thought they heard instead of what they heard

Deaf – Character can’t hear things, Character can’t make Notice (Audio) checks, -6 to reflex rolls, immune to audio attacks, and Saves

Hard of Hearing – Character has a hearing problem, -20 to Notice (Audio) checks

Seeing

Blind – Character is blind, Character can’t make Notice (Visual) checks and suffers -6 to hit and reflex saves, Immune to Illusions and Visual Will saves 

Color Blind – Characters can’t see colors, The Gm describes things to them as grey giving them a  -10 to identify the objects at times 

Far-Sighted – The character has trouble reading things up close, -5 to Forgery, Navigate, and Decipher Script

Missing One Eye – The character is missing an eye, -10 to Notice (Visual) and search checks

Near-Sighted – Character has trouble seeing things at a distance, -20 to Notice (visual) checks

Visions – The character is prone to see things that don’t exist at times, random Will save DC 20 vs. seeing things

Speaking

Lisp – A Person with a lisp suffers little in the way of damage because of this flaw. This does however cause a -2 to social rolls.

Loud Boor – Similar to the Jerk Quirk the Loud Boor is very much in line with getting what he wants. This time though the Boor wishes for attention. Someone with this quirk will do what they can in order to get attention even if it means screaming or yelling being obnoxious or trying to one-up anyone around. This trait lands a 5% penalty roll as well on social skills and a -1 penalty on first impressions.

Loud Talker – Character is very loud when they talk making it easy to hear them, +5 to Notice checks to hear a character speak, -5 to Stealth (Quite)

Mute – Character can’t speak, +20 to Stealth (Quite)

Odd way of speaking – Character adds a weird saying or word at the end of their speeches, No in-game element other than the player should play this out 

Quiet Talker – Character is very quiet when they talk making it hard to hear them -5 to Notice Checks to hear a character speak +5 to Stealth (Quite) 

Slang Slinger – The way you speak is odd and difficult to understand at times (-5 Social rolls)

Stutter – Character stutters/slurs their speech, -5 to social rolls

Looks

Ageism – You are much older or much younger than your peers, -5 to Bluff Checks

Albino – People with this flaw have very light skin and white hair due to a lack of pigmentation in their skin in hair. This also results in pink or blue eyes. Albinos burn easily in the sun as well as have difficulty seeing in bright lights. This gives them a -1 to rolls if they are not shaded during the day.

Big man – The character’s body is larger than normal, Character is one size category larger than their race

Disgusting – Character is visually ugly, -10 to social rolls, more severe cases face can cause Fear checks DC 15+

Freak Body – Character has a weird appendage or look to them (I.e. scaly skin, a tail or such), – 5 to social checks, -5 to disguise checks

Frail Body – The player’s body is physically weak and isn’t very good at taking damage, The player’s ADS score suffers a -2

Funny Hair do – Character has a weird or odd hairdo, -5 to social rolls

Going Bald – Your character is going bald. Because of this, there is a 2 point penalty for social rolls

Hairy – The character has an unusual amount of body hair. Males with this flaw have a very hairy back and have the ability to grow a beard regardless of race. Females have a noticeable mustache -2 to social rolls if not treated.

Marked – You have a mark that makes you easily spotted, -5 to disguise rolls

Petite Body – The character’s body is smaller than normal, Character is one size category smaller than their race

Prematurely Gray- The character has gone gray early in life -1 to social rolls.

Scared Face – The character has a badly scarred face, -5 to social rolls, -5 to disguise rolls

Ugly – Character is visually ugly, -5 to social rolls, More severe cases face can cause Fear checks   DC 10 

Wanted Poster – You have the misfortune of having the same face as a person that is a known criminal, +2 To Reputation (Bad) -5 to Stealth checks

Movement

Awkward – your clumsy and have a hard time doing things, -2 to Reflex Saves and random reflex

saves DC 15 vs. Trip

Limp – The character walks with a limp, -10 ft in Movement

Missing Leg/foot – The character is missing a leg or foot, -10 ft in Movement

Trick Knee – The character has a bad knee and can have it go out at any time leaving them with a DC 18 Reflex save to stay on their feet as well as the loss of a combat round if this is to happen in battle. The GM determines when the knee gives way so be wary. 

Arms

Butter Fingers – The character is clumsy when handling things, randomly character must make a reflex save DC 20 vs. dropping items in their hands

Missing Thumb – Character is missing one of their thumbs, -2 to hit with weapon attacks

One Arm – The character has lost their arm or hand at some point, can’t take the two-weapon fighting feats

Medical

Addiction (Stage 1) – The character is addicted to a Drug, Character must make a Will save DC 15 + (increases each time the drug is used) to use it if they need it or not 

Addiction (Stage 2) – The character is addicted to a drug so severally that they will suffer the pain of withdrawal the longer they go without it they must make a Resistance save DC 15+ (the amount used) vs. Temp END damage of 2 

Addiction (Stage 3) – The character is so addicted to a drug its long term effects have started to damage the body with long term effects (see drugs chart)

Alcoholic (Stage 1) – The character is hooked on Alcohol they must make a Will save vs. taking a new drink this urge is above all other tasks if failed when in the presence of Alcohol.

Alcoholic (Stage 2) – The character is so hooked on Alcohol they have harmed their END Score, -2 END

Allergies (Stage 1) – suffer sneezing fits DC 20 Resistance which causes the character to lose one action around

Allergies (Stage 2) – You are weak to a certain thing, it causes ether a poison effect 1d6 damage a round till treated on a Medical Check Dc 20

Anemia – The character is prone to fainting and bleeds easily, Character randomly has to make a Resistance roll DC 15 vs. fainting also when hit for bleed damage character bleeds out at double the rate

Anosmia – People with anosmia have no sense of taste or smell this is mistakenly believed to be an advantage by some as it permits them to enter areas with extremely strong odors that would repel others. The main problem is that the individual cannot judge if food is spoiled or liquids are tainted. Rotten meat, sour wine, curdled milk, and spoiled fruit are indistinguishable from fresh and wholesome food and drink.

-40 Craft Cooking, – 40 Survival, +5 Resistance vs. Sickness

Asthma – Character has difficulty doing stressful things at a prolonged time, can’t take Endurance                feat, +5 Resistance DC when doing stressful things for long times

Body Odor – Your body gives off a horrible stench repulsing others from around you – 2 to all social rolls, people around you need to make a Resistance save DC 15 vs. sickness

Chronic Nose Bleeds –Anyone with chronic nosebleeds gets them often and should keep items handy just in case. A Simple Healing check is all that is needed to stop them due to the problems people suffer 1hp lost every other round for an active nose bleed. Nose Bleeds occur at random times according to the GM.

Cursed Body – You have been given some power at a great price, Gm creates a unique advantage you gain along with the cost you pay for it

Diseased – The player’s body houses a disease that requires constant medical attention on a regular matter, The longer the player goes without seeking medical treatment the player suffers -1 END per day, taking 1 day of medical rest to recover lost Endurance from the damage of the disease. Medicine for the character can stave off the effect of the disease but cannot cure it and treatment outside a hospital/clinic can only delay the effect for ½ the time.

Hyperactive – The character is quick to jump into action and charge into battle but is easily bored and often in dull times will sleep if interesting things can’t be found. +2 To Initiative Will DC 15 vs. Boredom

Irritable Bowel Syndrome – Character must make regular long trips to the bathroom, -5 to social rolls

Jumpy – The character is Jumpy at things and is easy to scare (DC 15 Will save vs. Fear)

Migraines – An individual with this quirk has Migraines at the rate of around one per week. The Character is unable to function well during these periods and must rest a day to relieve the symptoms or they will continue until this happens. If trying to function with a Migraine a character takes a -20 penalty on skill checks as well as a -1 on all d20 rolls.

Paranoia – Character fears the actions of others or events they will take measures to avoid contact with people and events

Sterile – While this might be considered a boon to lecherous types fearful of long-term consequences of their debauchery they will never be able to produce heirs without magical aid.

Weak Constitution – Character is prone to easily get sick, +10 to the DC rolls vs. Poisons or disease

Weak Stomach – You have a hard time eating without getting sick, Resistance save DC 15 vs. Vomit -10 to social rolls at eating in a group

The Weird

Accident Prone – The character has to make random Reflex Rolls DC 15 vs. causing Chaos events, these events can bring harm or damage to the player or others around them.   

Animal Antipathy – Certain animals do not like the character and will attack any character with this on sight. The animal type is determined by the GM.

Announce Your Attack – The Player shouts out their actions or moves granting their target a +2 to their Protection Score versus the player.

Bad Family Name – You come from a well-known/hated family, -5 to social rolls

Bad Luck – Character seems to have bad luck happen to them often, When a GM must choose who gets attacked or such they must consider the character’s bad luck and give them double the chance than the others at it affecting them

Bad Name – character’s parents weren’t thinking when they gave them that name, -5 Diplomacy checks

Bad Sense of Humor – The character tells really bad jokes that no one likes, jokes require a DC 15 Will vs. enrage to those that hear it

Close Talker – This character doesn’t understand the concept of personal space. Whenever a person with this quirk engages another in conversation he tries to be within one or two feet of his audience. This gives a 2 point penalty to interaction rolls.

Cold Heart – Characters with this defect are unaffected by Bardic Music (unless the bards can affect Constructs)     

Conscientious Objector – The player is unwilling to fight without it being an absolute last resort. The player will try to find other means to resolve a fight till they or someone else is attacked by someone. The player will only fight for defensive means and never go on the offensive.   

Dark Past –  Character has had issues in the past that shaped them to act the way they do now, It’s up to the GM what the issues were and how they shaped the character it could be a mental issue, a physical issue, or even development of theirs

Debt – Character owes a large amount of money, GM chooses how this affects them when buying stuff or dealing with merchants

Dependent Family – Family is dependent on you to give them aid ether money or actual help, GM chooses if they have family follow or just keep mailing them for help

Elemental Chaos – Your character is unstable when it comes to elemental attacks / environmental conditions (I.E. it’s hot or cold) and takes a –2 to all attack rolls and -20 to all skill rolls.

Elemental Weakness – Your character is particularly weak to an element taking 2x normal damage normally taken.

Enemy – The character has made a powerful enemy that is seeking revenge, GM creates a character that is out to defeat and/or kill the character 

Gay – The character is fond of people of the same gender as themselves, No in-game effect

Haunted – The character sees ghosts and/ or is constantly bothered by them, No in-game effect other than the GM can pester the player with something only they

Hunted – You are being hunted by someone for some reason, Gm creates random bounty Hunters

and sends them after you

Involuntary change – character’s body changes randomly for some odd reason, GM’s choice on what causes that action and what reverses it

Miserly – A miser finds it nigh impossible to justify spending even a mere copper piece on anything that isn’t absolutely essential. This goes far beyond the ridiculous notion of spending money for someone else’s benefit. The miser doesn’t spend money on personal items unless they contribute directly to his obtaining more wealth. 

No Sense of Humor – jokes don’t affect you at all, no in-game effect other than they are just a killjoy of jokes

Obsessed Family – The player’s family is overprotective of them and obsessed with their well-being and care and whatnot. The player must make stealth rolls vs their own family to escape their grasp or to have events they do escape the ever-watchful eye of their family. Should they fall into danger while the family is observing the family will punish the team and baby the player by trying to prevent them from taking on greater risks, Sometimes the family will come to the player’s aid but they in turn take any EXP the player will gain from the events for themselves in place of the player?

Owned – Character was a former/current slave, GM chooses how this affects them, Social rolls in high social areas is -5

Skeleton in the closet – The character has a deep dark secret that they want to keep that way, Character must do things to protect this secret from coming out the GM has to decide what kind of penalty is made if they fail to do so

Stalker – The player has a character that follows them around and watches them almost all the time, the character is obsessed in some way with the player be as a rival or love interest. 

Superstitious – Characters who are superstitious feel they can control what happens to them by avoiding certain actions or performing certain rituals. These people put a lot of faith in luck. 

Taken – The player has a history of having been kidnapped or abducted in the past by mysterious forces during their sleep. When the player sleeps there is a 1 out of 10 chance they will be taken. The player will be gone for 1d30 hours, when they return they will be normal but will be under the effects of shaken and down 10 HP.

Rival – Character has a person from their past that seeks to be better than them at what they do, GM creates an NPC that will randomly challenge them to battles or contests

Red Tape – Character has a massive amount of paperwork involved in doing basic things, GM chooses what happens if they don’t do the paperwork involved with the basic tasks they have to do

Wears Drag – Character goes around in clothes of the opposite gender, -5 to social rolls

Categories
Fairy Tail RPG Green Lightning RPG General News

Green Lightning – Fairy Tail RPG Advanced Class – Dragon Slayer

Dragon Slayer/God Slayer – Legendary magic users that have some of the most powerful spells in the world.

 

Requirements: Dragon Slayer/ God Slayer Magic

Base Attack: +4

Skills: Concentration 50%

 

Level Base Attack Resist Save Reflex Save Will Save Defense Bonus Special Ability
01 1 2 0 0 1 Eat Element Boost, Burst Mode
02 2 2 1 1 1 Stronger Bond
03 3 3 1 1 2 Dragon Hide
04 4 3 1 1 2 Dragon Knowledge +10
05 5 4 2 2 3 Eat Magic Any, Fury Mode
06 6 4 2 2 3 Greater Bond
07 7 5 2 2 4 Dragon Skin
08 8 5 3 3 4 Dragon Knowledge +20
09 9 6 3 3 5 Eat Lacrima
10 10 6 3 3 5

 

Hit Dice: 1d10

 

Defect: Upon taking this class the player becomes weak to Motion Sickness [vehicle] (incurable)

 

Eat Element Boost – Gain double Mana from eating magic

 

Burst Mode – at the cost of ½ Mana pool Player is boosts a single stat by players level based on their element (IE wind would boost WIS or DEX, Fire STR or END 1d10+1/2 level active)

 

Stronger Bond – +1 per level of Dragon/ God slayer with the magic that is Dragon or God slayer

 

Dragon Hide – Players add ½ their dragon slayer levels into their Defense when their magic is active

 

Dragon Knowledge – Players gain one Knowledge Skill where they gain a bonus of +20 to that skill

 

Eat Magic – The player can now eat any magic, at ½ the gain eating their element but must make a  Resist save DC 15

 

Fury Mode – At 5th level the player can perform Burst mode on two stats instead of one

 

Greater Bond – The bond the player gets from Stronger Bond is increased to +3

 

Dragon Skin – Dragon hide gets stronger and now does per level and not half level

 

Eat Lacrima – The player can eat lacrima to gain its mana provided they pass a Resist save DC 30 vs poison

 

Skills: (per level 30 + INT MOD)

Climb, Concentration, Demolitions, Intimidate, Jump, Navigate, Notice, Search, Survival, Stealth, Use Magic Device

 

Green Lightning – Fairy Tail Advanced Class – Dragon Slayer

Green Lightning – Fairy Tail Advanced Class – Dragon Slayer

 

Categories
Fairy Tail RPG Green Lightning RPG General News

Green Lightning – Fairy Tail RPG Class – Wizard

Wizard

 

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 2 2 0 0
02 1 3 3 0 0
03 2 3 3 1 1 Mana Boost +10 Mana
04 3 4 4 1 1 Uncanny Dodge
05 3 4 4 1 1 Bonus Spell
06 4 5 5 2 2
07 5 5 5 2 2 Spell Resistance
08 6/1 6 6 2 2
09 6/1 6 6 3 3 Mana Boost +20 Mana
10 7/2 7 7 3 3 Bonus Spell
11 8/3 7 7 3 3
12 9/4 8 8 4 4
13 9/4 8 8 4 4
14 10/5 9 9 4 4
15 11/6/1 9 9 5 5 Mana Boost + 40 Mana, Bonus Spell
16 12/7/2 10 10 5 5
17 12/7/2 10 10 5 5
18 13/8/3 11 11 6 6
19 14/9/4 11 11 6 6
20 15/10/5 12 12 6 6 Mana Boost +60 Mana, Bonus Spell

 

Seeking the balance of mind and body, the wizard is a skilled master of magic and begins able to dish out melee attacks if they need to. Perfect, for quick powerful strikes. The Wizard is the roaming powerhouse of the world of magic.

 

Role: Wizards class is a group of magic users that trained their bodies along with their magic. They are a diverse class of both ranged combat and melee, but their training leaves them open to attacks.

 

Mana Boost – Mana Boosts at level 3 as the character levels they gain an addition +10 mana, this increases at level 9 to +20 Mana again at 15 to +40 and then to +60 at 20 the boost does not count to mana gained in lower levels just at levels as they are gained

 

Bonus Spell – At 5th level the Sorcerer gains a new Minor spell, at 10th level they gain a bonus Moderate spell, at 15th level they gain a Major spell, at 20th level they gain a bonus Sever spell.

 

Uncanny Dodge – At 4th  level, a Wizard gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Stat bonuses to PS score if immobilized. A Wizard with this ability can still lose her Stat bonuses to PS score if an opponent successfully uses the feint action against her. If a Wizard already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

 

 

Spell Resistance – At 7th level The Wizard gains Spell resistance naturally, the boost goes up every three levels thereafter. Allowing the Wizard which helps to shrug off the spells of others.

 

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light, Shield

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Biology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Streetwise, Use Rope, Use Magic Device

Green Lightning – FairyTail Class – Wizard

Green Lightning – Fairy Tail Class – Wizard

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG

Green Lightning – Advanced Class – Summoner

Summoner

Requirements for this class:

Ability to summon magical beings, Feats- Spell Focus (Summoning), Greater Spell Focus (Summoning) 6 Hit Die

 

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 2 2 1 Lasting Summoning, Connection, Mana Boost +10, Pact
02 0 0 3 3 1  
03 1 1 3 3 2 Mana Boost +20
04 1 1 4 4 2 Enhanced Summon
05 1 1 4 4 2 Double Summon
06 2 2 5 5 3 Mana Boost +30
07 2 2 5 5 3  
08 2 2 6 6 3 Mana Boost +40, Enhanced Summon
09 3 3 6 6 4  
10 3 3 7 7 4 Mana Boost +50, Channel
11 3 3 7 7 4  
12 4 4 8 8 5 Enhanced Summon, Mana Boost +60
13 4 4 8 8 5  
14 4 4 9 9 5 Mana Boost +70
15 5 5 9 9 6 Fusion Summon
16 5 5 10 10 6 Enhanced Summon, Mana Boost +80
17 5 5 10 10 6  
18  6/1 6 11 11 7 Mana Boost +90
19 6/1 6 11 11 7  
20 6/1 6 12 12 7 Enhanced Summon, Mana Boost +100, Summon Ally

 

Lasting Summoning – Any summoned creature by the user has a x2 duration

 

Connection – Any creature summoned shares a mental connection with the summoner, allowing the summoner to see and hear the things their summon does.

 

Mana Boost – At level 1 and every other level thereafter, The summoner gains +10 to their mana score granting them more magical power.

 

Pact – The summoner upon meeting a monster type can attempt to win the monster over to add them to a collection of monster types that they have to summon from. This is done through an Opposed Will Save. The summoned monster is not the same as the one fought but similar the GM can determine the difference of the creatures when the summoner summons them.

 

Enhanced Summon –  At 4th level the Summoner can choose to boost their summon creatures Attack and HP by 1d6, This ability is gained again every 4 levels. The effects only one summon at a time but can be stacked on one summon.

 

Double Summon – Summoner can call forth two summons at once but using abilities like Connection and later Channel are restricted to one choice. Having multiple summons however cost the summoner double the mana cost to use. (example: normally it cost  Jack 10 Mana to summon his slime. Using Double He has 2 slimes but at the cost of 20 Mana each. 40 Mana in total)

 

Channel – Allows the Summoner to channel and cast spells they have through their summoned creatures

 

Fusion Summon – As a full action this allows the player to infuse themself or another summoned creature with the abilities and powers of another creature. They maintain any stat boosts on the original form.

 

Summon Ally – This allows the player to Teleport an Ally in their party across distances to their aid in place of summoning one of their monsters. (They can even grant bonuses to said ally as if they were a summon of theirs)

Weapon Proficiency: Simple

Armor Proficiency: None

Hit Dice: 1d6

Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Biology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Streetwise, Use Rope, Use Magic Device

 

 

 

 

Summoning Magic and how it works:

 

The player has a selected monster / item / Creation that they summon. Much like Trainer Partners these summons have a choice of attacks and abilities. (Players can also just obtain a monster type by winning them over in a test of will.)  Each summon has a select amount of HP and Duration that they can remain out in play.

 

Once the player has a summon on their side that summon has stats equal to their ether established or created counterpart. Depending on the Points used in spell creation determines the creatures level. (creatures do not level as the player does like the Trainer class does)

 

Once a summon is defeated or the time limit is reached the summon disappears. Summons don’t die, but with no HP they can’t remain on this plain of existence.

 

Creating a summon spell requires combining the Summon type and Duration Type categories

 

Example 1 of a Summon Spell:

 

Summon Slime Warrior Level 10

Mana Cost: 14             Duration: 1d6+caster level

Slime Warrior lvl 10 HP  21 / 21  Attack Slam +3 1d8  x2 critical  immune to Slashing Damage

 

 

Example 2 of a Summon Spell:

 

Summon Slime Warrior Level 2

Mana Cost: 2   Duration: 1+ every 3rd caster level

Slime Warrior lvl 2 HP  4 / 4  Attack Slam -2 1d8-2  x2 critical  immune to Slashing Damage

 

 

Green Lightning – Advanced Class – Summoner

Green Lightning – Advanced Class – Summoner
 

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Green Lightning RPG General News One Piece RPG

Green Lightning – One Piece RPG – Race – Mechanoid

Cyborg

A cyborg is a human or other life form who has been modified with machinery and metal for better functioning. These mechanical enhancements can include cybernetic replacements for missing organs or body parts, metal skin for extra protection, and weapons installed somewhere in the body.

 

Cyborgs in One Piece

In the series, cyborgs are rare, as the technology required for their creation is somewhat advanced. Those who are cyborgs often have an advantage in battle, as they are more powerful than regular humans in both offense and defense.

 

Though they have mechanical parts, so long as their brain is not altered in any way, these cyborgs maintain their free will. As shown with Bartholomew Kuma, cyborgs with their brains modified lose their free will. This leaves them “dead”, reducing them to being nothing more than a tool. It is also claimed by Donquixote Doflamingo that such cyborgs have no memories or recollections of their past lives. Indeed, Kuma has become obedient to the words of the World Government he once hated so much. In an earlier instance when Nami hears a heartless remark from Franky, she asks him if he replaced his heart, to which he apologizes in metaphoric terms that he “never meant to go that far”. This confirms Franky, unlike Kuma, has not lost his humanity.

 

They can also be made from the corpses of the dead as well as the bodies of the living. The one thing      they all share in common is they are still capable of bleeding.

 

Inter-species Relationships

Cyborgs can be made from any race but generally are made from humans as they tend to handle the change better. As to their actions with other races is based off their each individual attitudes. Keep in mind though that many cyborgs have a cold heart to the emotional moments of other races so they may come off as jerks.

 

Overall Strength

Cyborgs are enhancing races and have an array of hidden weapons and armor about them. They lose most of the advantages of their former race, even though they are still living creatures, unlike robots. Additional attacks can be bought by gaining the feat Special Attack for which the play gains 1 more attack from the body for each time the feat is purchased. Most attacks however are standard based weapons damage or defenses unless bought up as a Power (See Creating powers section)

 

Cyborgs are a half race, they gain the following on top of the base races Stats, Skills, and some abilities based on the racial mixed race

  • PS Score – (based on original race)
  • ADS Score – 5
  • Stat Bonus – +4 STR, +2 INT, – 2 END, -2 SPI
  • Saves – +4 Resistance
  • Weakness – Bashing Weapons ignores 5 points of ADS
  • Built In Attacks – Cyborgs gain 3 free powers (equal to 15 Build points each) that are built into their body form
  • Power source – Cyborgs require a power source of some sort to use their bodies Built in attacks (see build rules for choices)
  • Mechanic – Cyborgs can only heal ½ their HP through the use of medicine, they need a repair check to be made to heal the other half of their damage.
  • Cold Emotions – Cyborgs are considered half constructs thus certain things like Bardic music have partial affect
  • Level Rating – 2

 

Favored Class:

Mechanic


Robot

Cold Uncaring Machines. Robots are a constructed race built by the greatest minds in the world to be walking machines of death and destruction. Most of these machines are complete control of the world government and where built by Vega Punk for use to place a halt in rebel and Pirate activities.

 

Inter-species Relationships

 

Robots have no intention to do anything other then what they are programmed to do and like.  Most races don’t know about nor seen a robot as they are often disguised as a human.

 

Overall Strength

One of the most powerful races in the game, yet at the same time hardest to play as they have no emotion and only do what is ordered of them. Robots greatest strength is in the fact that they are walking artillery houses. Each robot has a minimum 3 special attacks about its body. Additional attacks can be bought by gaining the feat Special Attack for which the play gains 1 more attack from the body for each time the feat is purchased. Most attacks however are standard based weapons damage or defenses unless bought up as a Power (See Creating powers section)

 

  • PS Score – Based on sizes 4 (huge)/ 6 (large)/ 8 (medium)/ 10 (small)/ 12 (tiny)
  • ADS Score – 10
  • Stat Bonus – +4 STR, +2 DEX, -2 CHA -4 SPI
  • Saves – Immune to all disease (except computer viruses), immune to poison
  • Regeneration – A robot will self- repair slowly over time restoring their END modifier and level per minute
  • Built in Attacks – Robots gain free powers based on their size (equal to 15 Build points each) that are built into their body form [Huge 6 powers, Large 5 powers, Medium 4 powers, Small powers, Tiny 2 powers]
  • Exchangeable Parts– Robots can spend a round and lock a weapon into place making it unable to be released or dropped, it can however be sundered and broken.
  • Power Source – Robots require a power source of some sort to use their bodies Built in attacks (see build rules for choices)
  • Cold Emotions (Robot) – Robots are considered constructs thus certain things like Bardic music don’t effect it as it would affect others
  • Machine Repair – Robots while they eventually self-repair cannot repair damage on their own quickly through medical, or other healing means. They require repair checks done instead.
  • Level Rating – 6

 

Favored Class:

Warrior

 


Spaceys

Spaceys (スペーシー, Supēshī) are a type of robot first seen in Enel’s mini-series who was deactivated in some ancient ruins on Fairy Vearth. It takes place after the Straw Hat Pirates defeated him in Skypiea.

First Appearance: Chapter 433

 

 Appearance

Spaceys are a robotic animal-like creature, similar in appearance to each other all with the same face and moustache. Despite being machines, there are no obvious signs of their robotic build on the outside of them and they appear as flesh and blood. The Machine Island ones are dressed in themed outfits and are a little bit bigger than their Fairy Vearth counterparts. The Fairy Vearth Spaceys have the same wings the Shandians and Skypieans wear on their backs.

 

Story

The story of the ancient Spaceys is that they were created by the ancient inhabitants of the moon. When the inhabitants of the moon ran out of resources, they left behind their homes and the Spaceys, heading off to the blue star leaving both sides saddened by their separation.

 

Inter-species Relationships

Spaceys being only known to those on Sky Islands make them a very mysterious race but what we know is that they more toy like looking at others as ones to play with them. Thus they most likely will get along with all races acting sort of childlike with them thinking that it is all a game to play.

 

Overall Strength

 

Originating from a distant sky island they are stuffed animal like in appearance and also have

little wings on their backs like the Sky Islanders but they are machines or cyborgs (not known yet

how much machine) Level Adjustment +3 Self Repair (Regeneration +5), Small Size, +2 DEX, +4

 

  • PS Score – 10
  • ADS Score – 0 While Spaceys are robotic in form they are also coated in a soft squishy shell
  • Stat Bonus – +2 DEX, +4 CHA, – 4 SPI
  • Saves – Immune to all disease (except computer viruses), immune to poison
  • Regeneration – A Spacey will self- repair slowly over time restoring their END modifier and level per minute
  • Built In Attacks – Spacey gain 1 free power (equal to 15 Build points each) that are built into their body form
  • No Seriously – has a difficult time getting people to listen or acknowledge them as a voice to be heard -4 to all social rolls
  • Level Rating – 4

 

Favored Class:

Warrior

Green Lightning – One Piece RPG – Race Mechaniods

Green Lightning – One Piece RPG – Race Mechaniods

 

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Witch

Witch

Level Base Attack Resist

Save

Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 2 4 1 Familiar,  Mana User +10 Mana, Spell Book
02 1 0 3 4 1 Magical Attack
03 2 1 3 5 2
04 2 1 4 5 2 Bonus Feat
05 3 1 4 6 2
06 4 2 5 6 3
07 5 2 5 7 3
08 6/1 2 6 7 3 Bonus Feat
09 6/1 3 6 8 4
10 7/2 3 7 8 4 Cast spells thru Familiar
11 8/3 3 7 9 4
12 9/4 4 8 9 5 Bonus Feat
13 9/4 4 8 10 5
14 10/5 4 9 10 5
15 11/6/1 5 9 11 6
16 12/7/2 5 10 11 6 Bonus Feat
17 12/7/2 5 10 12 6
18  13/8/3 6 11 12 7
19 14/9/4 6 11 13 7
20 15/10/5 6 12 13 7 Bonus Feat

Magic users that work as a team with their Familiar and study spells individually in place of studying them in general. They also gain means of attacking using raw magical power at their disposal.

 

Mana User – At first level and every level after that the Witch class gets +10 mana every level.

 

Spell book – The Witch casts spells from a book, each spell is gained by scrolls or learning from other casters and their spell book. Unlike Sorcerers the witch wizard learns based on individual spells a division of magic. While a Sorcerer cast without one instantly, a Witch must spend 1 round to search for a spell that is not their prepared spell (A prepared spell is one they have set to cast that moment at any time a Witch player can state to switch out which spell they have prepared). A Witch can learn spells and cast them on the fly but to cast those at double cost of mana. Additionally a Witch’s spell book is considered a book of scrolls for other players. Thus if a non-witch casts the spell the spell in the book is destroyed.

 

Familiar – A witch gains a familiar that grants them a bonus to a skill based on the choice, the familiar has the ability to communicate with their owner. They also can perform a second attack for their owner based on the witch/wizards attack. When a player loses a Familiar they cannot gain new spells to their spell book till they gain a new one. All Familiars have 10 HP and their saves match their owner, and their PS is +2 that of their owner.

 

 

 

Familiar Type Skill Bonus Attack Damage Critical Range Type
Toad 10 Jump Tongue lash 1d2 x2 10’ reach bashing
Raven 10 Appraise Peck 1d3 19-20/x2 N/A piercing
Rat 10 Survival Bite 1d4 x2 N/A slashing
Snake 10 Medicine Bite 1d4 x2 N/A slashing
Owl 10 Taunt Peck 1d3 19-20/x2 N/A piercing
Cat 10 Intimidate Claws 1d4 x2 N/A Slashing
Ferret 10 Bluff Bite 1d4 x2 N/A slashing
Monkey 10 Climb Bite 1d4 x2 N/A slashing
Lemur 10 Acrobatics Bite 1d4 x2 N/A slashing
Bat 10 Notice Bite 1d4 x2 N/A slashing
Mink 10 Seduction Bite 1d4 x2 N/A slashing
Pig 10 Gather Info Bite 1d4 x2 N/A slashing
Otter 10 Swim Bite 1d4 x2 N/A slashing
Swan 10 Navigate Peck 1d3 19-20/x2 N/A piercing
Squirrel 10 Streetwise Bite 1d4 x2 N/A Slashing
Dog 10 Diplomacy Bite 1d4 x2 N/A Slashing
Rabbit 10 Escape Artist Bite 1d4 x2 N/A Slashing
Lizard 10 Stealth Bite 1d2 x2 10’ reach bashing
Other more advance familiars can be gained by taking some monster types and granting a skill bonus based on the creatures highest rated skill.

 

 

Magical attack – player uses mana to make a ray attack doing damage magical damage based on the amount of mana used the player can add a total of their level in Witch/Wizard in mana per attack

 

Bonus Feat – Witch can gain a Bonus Meta Magic Feat to boost their spells for free, starting at level 4 and every 4th level thereafter, the choices are Spell Focus, Greater Spell Focus, Widen Spell, Empower Spell, Heighten Spell, Maximize Spell, Quicken Spell, Homing Spell, Signature Spell, Magic Boost. The choices still need to meet and requirements that they have. They can also choose advanced familiar as a feat choice as well.

 

Cast Spells thru Familiar – At level ten the witch wizard can have spells be casted through their familiar

 

Weapon Proficiencies:

Simple Weapons

 

Armor Proficiencies:

Light Armor

 

Hit Die: 1d8

 

Skills: (points per level 40 + INT MOD) Acrobatics, Bluff, Concentration, Craft, Disguise, Gather Info, Knowledge Astrology, Knowledge Occult, Medical, Notice, Profession, Perform, Search, Stealth, Streetwise, Taunt, Use Rope, Use Magic Device

Green Lightning – Class – Witch

Green Lightning – Class – Witch

Categories
Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Warrior

Warrior

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 1 2 0 0 2 Style +1
02 2 3 0 0 3 Bonus Feat
03 3 3 1 1 3  
04 4 4 1 1 4 Judge Opponent
05 5 4 1 1 4 Bonus Feat
06 6/1 5 2 2 5  
07 7/2 5 2 2 5 Style +2
08 8/3 6 2 2 6 Armor Adapt, Bonus Feat
09 9/4 6 3 3 6  
10 10/5 7 3 3 7  
11 11/6/1 7 3 3 7 Bonus Feat
12 12/7/2 8 4 4 8 Armor Novice
13 13/8/3 8 4 4 8 Style +3
14 14/9/4 9 4 4 9 Bonus Feat
15 15/10/5 9 5 5 9  
16 16/11/6/1 10 5 5 10 Armor Warrior
17 17/12/7/2 10 5 5 10 Bonus Feat
18 18/13/8/3 11 6 6 11  
19 19/14/9/4 11 6 6 11 Style +4
20 20/15/10/5 12 6 6 12 Armor Expert, Bonus Feat

 

 

A Warrior, the most common of fighters, they travel the world over. They wander as weapons for hire and work hard to prove their worth. They are the most versatile of fighters willing to use anything they can in a fight. They are also skilled in studying their targets and learning from them.

 

Style – Warrior gains a bonus to a weapon type of their choice, the choices are Unarmed, Clubs, Swords, Hatchets, Bows, Guns, Explosives, Chemical, Chains, Thrown Weapons, Sub-dual Weapons

 

Bonus Feat – Able Sniper, Bleeding Critical, Blinding Critical, Brutal Throw, Catch off Guard, Cleave, Close Quarters Fighting, Close Shot, Combat Expertise, Combat Reflexes, Critical Focus, Critical Mastery, Dazzling Display, Deadly Aim, Deadly Stroke, Deafening Critical, Double Slice, Exhausting Critical, Great Cleave, Greater Shield Focus, Greater Two Weapon Fighting, Greater Vital Strike, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Disarm, Improved Precise Shot, Improved Shield Bash, Improved Sunder, Improved Trip, Improved Two Weapon Fighting, Improved Unarmed Strike, Improved Vital Strike, Improvised Weapon Mastery, Leap Attack Doubles, Lunge, Many shot, Martial Weapon Proficiency, Monkey Grip, Mounted Archery,  Mounted Combat, Pinpoint Targeting, Precise Shot, Point Blank, Power Attack, Power Throw, Power Critical, Prone Attack, Quick Draw, Rapid Reload, Resounding Blow, Ride-by-Attack, Sickening Critical, Sharp-Shooting, Sharp Shooter, Shatter Defenses, Shield Focus, Shield Master, Shield Slam, Shot on the Run, Spirited Charge, Staggering Critical, Stand Still, Strike Back, Stunning Critical, Tiring Critical, Throw Anything, Trample, Trick Shot, Two Weapon Defense, Two-Weapon Rend, Unseat, Vital Strike, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirl Wind, Armor Proficiency, Attack Focus, Blind Fight, Brilliant Planned Attack, Combat Reflexes, Improved Initiative, Improved Overrun, Planned Attack, Reckless Offense, Shield Proficiency, Spring Attack, Unquenchable Flame of Life, Cumbrous Dodge, Cumbrous Resistance, Cumbrous Reflexes, Cumbrous Will, Diehard, Dodge, Greater Resistance, Iron Will, Lighting Reflexes, Mobility, Wind Stance, Known Killer

 

Judge Opponent – Warriors can make a check to see if their target is weaker, equal or stronger than them with a Warrior Level+ INT mod+d20 roll (natural 20 tells them how their class levels break down)

 

Armor Adapt – A Warrior of level 8 and Higher can gain +4 from shields to their PS score

 

Armor Novice – A Warrior of level 12 and Higher can gain +4 the ADS bonus they gain from armor

 

Armor Warrior – A Warrior of level 16 and can add +8 from their shields to their PS Score

 

Armor Expert – A Warrior of level 20 can add +8 to their ADS bonus they gain from armor

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Shields, Light, Medium, Heavy

 

Hit Die: 1d10

 

Skills: (points per level 30 + INT MOD)   Acrobatics, Animal Empathy, Climb, Craft, Drive, Intimidate, Jump, Notice, Profession, Perform, Ride, Swim, Taunt, Use Rope, Use Magic Device, Use Rope, Use Tech

Green Lightning – Class – Warrior

Green Lightning – Class – Warrior

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Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Wanderer

Wanderer

Level Base Attack Resist

Save

Reflex Save Will Save Defense Bonus Special Ability
01 0 2 0 2 1 Select Knowledge 1
02 0 3 0 3 1 Bonus Feat
03 1 3 1 3 2 +10 Skill Points
04 1 4 1 4 2 Road Stories, Bonus Feat
05 1 4 1 4 2 Select Knowledge 2
06 2 5 2 5 3 Bonus Feat, +10 Skill Points
07 2 5 2 5 3  
08 2 6 2 6 3 Able Survivalist, Bonus Feat
09 3 6 3 6 4 +10 Skill Points
10 3 7 3 7 4 Bonus Feat, Select Knowledge 3
11 3 7 3 7 4  
12 4 8 4 8 5 World Traveler, Bonus Feat, +10 Skill Points
13 4 8 4 8 5  
14 4 9 4 9 5 Bonus Feat
15 5 9 5 9 6 +10 Skill Points, Select Knowledge 4
16 5 10 5 10 6 Stories of Legend, Bonus Feat
17 5 10 5 10 6  
18  6/1 11 6 11 7 Bonus Feat, +10 Skill Points
19 6/1 11 6 11 7  
20 6/1 12 6 12 7 Survivor-man , Bonus Feat, Select Knowledge 5

 

 

A Wanderer is the most general terms for a person who travels the world in search of adventure. They tend to be educated individuals in both the world around them and the basics of survival. Although not a strong fighter they gain key insight that aids them to finding out the best places to strike.

 

Select Knowledge – A wanderer gains a +2 bonus in one weapon of their choice with damage and to hit. At 5th level they gain another bonus that can either be added to the weapon they already have knowledge for double the bonus or a new weapon at +2. The weapon chosen is always that exact type, such as if the wander took Chain whip if they had a whip they would not gain the bonus unless it’s a chain whip. It doesn’t have to be the same weapon all the time just the same exact type. If the player chooses to increase the weapon bonus each time they acquire this ability the bonus increases by 2 every time thus at 5 it would be +4, 10 +6, 15 +8, and 20 +10. This is not a magical bonus it’s a class based bonus.

 

Bonus Feat – At 2nd level and every 2 levels there after the Wanderer can choose any feat as long as they meet the requirements for them, unlike other classes they are not limited in their choice or selection of bonus feats.

 

+10 Skill Points – Starting at 3rd level and every 3rd level after that a Wanderer being well traveled is far more skilled then others thus they gain 10 extra skill points to spend on any skill. They still are limited by the max for that given level. This makes the wanderer a far more diverse character in multiple tasks that may come up in their travels.

 

Road Stories – At 4th Level or higher a Wanderer has sat in at many stories and has a bonus to dealing with that story. It plays out granting a Bonus in +2 combat and +4 skill checks against People with a Reputation score matching their level or lower.

 

Able Survivalist – At 8th level or higher a Wanderer has the ability 1/per day gain +2d8+Wanderer level in healing and remove (Blindness, Deafness, Sickness, and exhaustion) from a meal.

 

World Traveler – At 12th level or higher a Wanderer has the ability to study a target for 1d4 rounds, after the time they mimic the following based on how long they could wait without being disrupted (concentration check) [1 round – Mimic damage of a weapon, 2 rounds – Mimic to hit of melee weapon, 3 rounds – Mimic Ability of target such as Rage or Sneak Attack, 4 rounds – Mimic Ninja / Martial Artist Technique of choice without chi] this ability can be performed as long as the battle but the Wanderer does not retain the ability at the end of battle. This ability can be used at ¼ the Wanders Level in uses per day.

 

Stories of Legend – At 16th level or higher a Wanderer has learned of a legendary subject (see below for the listing) they gain a bonus towards +4 combat and +8 skills that involve such legendary subjects. Or if the GM allows the Wanderer may hold a key to a great power (such as a powerful Technique [A or S class] or a legendary weapon / item)

 

Survivor-man – At 20th level a Wanderer can gain back 6d8 + Wanderer Level in healing and remove all status effects with a single meal.

 

Weapon Proficiencies: Simple, Martial

 

Armor Proficiencies: Light

 

Hit Die: 1d8

 

Skills: (points per level 50 + INT MOD) Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Drive, Escape Artist, Gather Info, Jump, Knowledge Area, Knowledge Astrology, Knowledge Foreign Culture, Knowledge Geography, Knowledge History, Knowledge Law, Knowledge Mechanics, Knowledge Nature, Knowledge Religion, Navigate, Notice, Perform, Profession, Repair, Ride, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Magic Device, Use Tech

Green Lightning – Class – Wanderer

Green Lightning – Class – Wanderer

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Fairy Tail RPG Green Lightning RPG General News Naruto RPG One Piece RPG

Green Lightning – Class – Trainer

Trainer

Level Base Attack Resist Save Reflex Save Will Save Defense

Bonus

Special Ability
01 0 0 2 2 1 Pet / Partner, Combo Attack
02 0 0 3 3 1  
03 1 1 3 3 2 Pet Attack / Ability
04 1 1 4 4 2  
05 1 1 4 4 3 Loyal, Combo Attack
06 2 2 5 5 3 Pet Attack / Ability
07 2 2 5 5 3  
08 2 2 6 6 4  
09 3 3 6 6 4 Pet Attack / Ability
10 3 3 7 7 5 Protector, Combo Attack
11 3 3 7 7 5  
12 4 4 8 8 5 Pet Attack / Ability
13 4 4 8 8 6  
14 4 4 9 9 6  
15 5 5 9 9 7 Savior, Pet Attack / Ability, Combo Attack
16 5 5 10 10 7  
17 5 5 10 10 7  
18  6/1 6 11 11 8 Pet Attack / Ability
19 6/1 6 11 11 8  
20 6/1 6 12 12 9 Friend to the End, Combo Attack

 

Trainers are actually a well-planned and oiled team up. Together with their partners they are able to perform difficult tasks and face down foe with the strength of the combined force.

 

Losing a Partner or Pet. Should a Trainers Partner / pet die then they must find a replacement and until that time much of the team work abilities and attacks are not useable. Even after the new partner is achieved the GM may judge a certain amount of time must go by to train the partner to do the things the last one could.

 

Pet / Partner – At 1st level and higher a Trainer can form a close bond with a Pet or Partner. A Trainer unlike a ranger can take a monster, animal or NPC character as their companion can choose from.  This pet/partner is a loyal companion that accompanies the Trainer on his adventures as appropriate for its kind.

 

The Pet / Partner also is able to have levels themselves in classes (they can’t take abilities to take on their own companion) and they gain 15 build points as well at and 2 points every level afterwards.

 

Combo Attack – at 1st level and higher a Trainer gains a combo attack, Trainer and Pet/ Partner get a special attack that they use in sync with each other that attack has a critical range of 18-20/x4 no matter what weapons they are using. This attack is often a combination of special attacks the two may possess, but can be a wholly new attack or ability, See Creating Special attacks / Abilities section on how to create this action. This is a freely given action and does not cost the 5 build points to create. Trainers gain additional Combo attacks at levels 5, 10, 15 and 20. They can use this ability 1/per day

 

 

 

 Pet attack / ability – At 3rd level and higher the Trainer’s pet / partner is granted one special attack or ability as if they had the points to create one. This ability is repeated every 3rd level after 3, thus they gain an additional attack / ability at 6th, 9th, 12th, 15th, and 18th.  Much like Combo Attack this attack is created using the Special Attack / Ability section in the guide. They can use this ability 1/per day.

 

Loyal – At 5th level and higher a Trainer gains a +1 bonus to save and attacks with Pet/ Partner within 100 ft of each other. As long as their Pet / Partner is range the both of them gain the bonus on their saves and attacks, this bonus stacks with bonuses provided by other sources such as allies.

 

Protector – At 10th level and higher a Trainer gains a +2 bonus to PS score that applies to both, the trainer and Pet/ Partner when they are within 100 ft of each other. This bonus stacks with bonuses provided by other sources such as allies.

 

Savior – At 15th level and higher the trainer’s Pet /Partner can heal Trainer 2d8 + Trainer level, they gain this ability equal to the trainers CHA Mod in times that it can be used in a day. (thus a Trainer with 15 CHA granting him a +2 can have his pet / partner heal them 2 / day)

 

Friend to the end – At 20th level a trainer’s Pet / Partner grants complete cover bonus to trainer when within 30 ft even if the pet partner is much smaller than the trainer. This is doing to the fact that the Pet / Partner will leap in the way of attacks brought towards their Trainer. The Pet / partner takes damage but it’s only half the total damage the trainer would have taken.

 

Weapon Proficiencies: Simple, Net, Whip

 

Armor Proficiencies: Light

 

Hit Die: 1d6

 

Skills: (points per level 40 + INT MOD), Acrobatics, Animal Empathy, Bluff, Climb, Craft, Decipher Script, Diplomacy, Disguise, Drive, Gamble, Jump, Knowledge Area, Knowledge Nature, Medical, Navigate, Notice, Perform, Profession, Ride, Search, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Magic Device

Green Lightning – Class – Trainer

Green Lightning – Class – Trainer
 

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Green Lightning – Class – Student

Student

Level Base Attack Resist

Save

Reflex Save Will Save Defense Bonus Special Ability
01 0 2 0 2 1 Library Card level 1
02 0 3 0 3 1  
03 1 3 1 3 2 Cheat Sheet 1
04 1 4 1 4 2 Library Card level 2
05 1 4 1 4 3 Rope Climb/Pop Quiz
06 2 5 2 5 3 Cheat Sheet 2
07 2 5 2 5 3  
08 2 6 2 6 4 Library Card level 3
09 3 6 3 6 4 Cheat Sheet 3
10 3 7 3 7 5 Chin Up/ Debate Team
11 3 7 3 7 5  
12 4 8 4 8 5 Library Card level 4, Cheat Sheet 4
13 4 8 4 8 6  
14 4 9 4 9 6  
15 5 9 5 9 7 Take a Lap/Cram Session, Cheat Sheet 5
16 5 10 5 10 7 Library Card level 5
17 5 10 5 10 7  
18  6/1 11 6 11 8  Cheat Sheet 6
19 6/1 11 6 11 8  
20 6/1 12 6 12 9 Library Assistant, Dodge ball

The student is a weakling at first but has adaptability unlike any other class on hand. Students have access to open up locked skills for the class, boost stats, and even copy over other class’s abilities to use as their own.

 

Library Card – at first level and ever 4th level afterwards the player can use this ability and make one non-class skill a class skill and gain 10 skill points in it. If a player instead chooses to not use it for a new skill in turn they can gain 20 skill points in general to disperse where they want provided they do not exceed the levels skill limit.

 

Cheat Sheet – at 3rd level the student can copy one other class’s ability of level 1 or 2, at 6th level they can take a ability up to level 4, 9th up to level 7, 12th up to level 10, 15th up to level 13, and 18th up to level 15. The ability they take cannot be switched out or changed after the choice is made, cannot exceed level 15 abilities (if the character goes on beyond 20th level in the class) and the abilities must be chosen at the point they are gained in leveling (i.e. a new character created at level 15 cannot take all 13th level abilities they must treat the ability as if they leveled each time) Taking abilities that increase over time based on a certain class, such as Sneak attack does not increase unless it’s taken again thru another level of cheat sheet and taking the 13th level of such abilities does not work it is counted as you take the abilities 1st appearance in the other class.

 

Rope Climb/Pop Quiz – The player gains a choice of one of these two abilities Rope Climb adds a +1 to their Strength Score while Pop Quiz adds a +1 to their Intelligence score

 

Chin up/ Debate Team – The player gains a choice of one of these two abilities Chin Up increases the players Endurance Score by +1 or Debate Team which raises their Charisma Score by +1

 

 

Take a Lap/ Cram Session – The player gains a choice of one of these two abilities Take a Lap increases Dexterity by 1 while Cram Session increase Wisdom by 1

 

Dodge ball – The player rolls two d6, results of each die increases a stat by 1 with the choices being

1 – Strength, 2 – Dexterity, 3 –Endurance, 4 – Intelligence, 5 – Wisdom, 6 – Charisma

 

Weapon Proficiencies:

Simple Weapons

 

Armor Proficiencies:

Light Armor

 

Hit Die: 1d6

 

Skills: Skills: (points per level 50 + INT Mod), Acrobatics, Animal Empathy, Bluff, Climb, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Drive, Forgery, Gather Info, Intimidate, Knowledge (all skills), Medical, Navigate, Notice, Perform, Profession, Ride, Search, Seduction, Stealth, Streetwise, Swim, Taunt, Use Rope, Use Magic Device, Use Tech

Green Lightning – Class – Student

Green Lightning – Class – Student