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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

 

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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

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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

 

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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

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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
 

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

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

Categories
Fairy Tail RPG Green Lightning RPG General News

Green Lightning – Class – Sorcerer

Sorcerer  

Level Base Attack Resist

Save

Reflex Save Will Save Defense Bonus Mana

Bonus

Special Ability
01 0 0 0 2 1 10 Mana user +10 Mana a level
02 0 1 1 3 1 20  
03 1 1 1 3 2 30 Bonus Feat
04 1 2 2 4 2 40 Bonus Spell
05 1 2 2 4 2 50 New Form of Magic
06 2 3 3 5 3 60 Bonus Feat
07 2 3 3 5 3 80 +20 Mana a level
08 2 4 4 6 3 100 Bonus Spell
09 3 4 4 6 4 120 Bonus Feat
10 3 5 5 7 4 140 New Form of Magic
11 3 5 5 7 4 160  
12 4 6 6 8 5 180 Bonus Feat, Bonus Spell
13 4 6 6 8 5 220 +40 Mana a level
14 4 7 7 9 5 260  
15 5 7 7 9 6 300 Bonus Feat, New Form of Magic
16 5 8 8 10 6 340 Bonus Spell
17 5 8 8 10 6 380  
18 6/ 1 9 9 11 7 420 Bonus Feat
19 6/1 9 9 11 7 480 +60 Mana a level
20 6/1 10 10 12 7 540 New Form of Magic, Bonus Spell

 

Skilled users of magic, these great warriors have trained their skill with magic to points to increase the amount of mana that they possess and have ways to boost their power and explore new ways of using it.

 

Mana Boost – Mana Boosts at level one as the character levels they gain an addition +10 mana, this increases at level 7 to +20 Mana again at 13 to +40 and then to +60 at 19 the boost does not count to mana gained in lower levels just at levels as they are gained

 

Bonus Spell – At 4th level the Sorcerer gains a new Minor spell, at 8th level they gain a bonus Moderate spell, at 12th level they gain a Major spell, at 16th level they gain a bonus Sever spell, at 20th level the sorcerer gains a bonus Master spell.

 

Bonus Feats – Sorcerers can gain a Bonus Meta Magic Feat to boost their spells for free, starting at level 3 and every 3rd 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.

 

New Form of Magic – the Sorcerer at levels 5, 10, 15 and 20 gain one new magic category to add to their arsenal from their intense studies


 

 

Weapon Proficiencies:  Simple

 

Armor Proficiencies:  Light

 

Hit Die: 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

Green Lightning – Class – Sorcerer

Green Lightning – Class – Sorcerer