Introduction:
RPT is an RPG designed not for reality, conformance with a certain setting, or nuance, unlike many RPGs of this time period. What it is designed for is brevity and ability to pick up and play at pretty much any time you choose. Whereas many games like this are designed for use at weekly meetings, planned and scheduled in advance, RPT is designed as basically a structured activity to do anytime one is bored and with friends. As such, one character may often be in the middle of five games at once. This changes the way things are played and makes the GM (game master) need to worry much about continuity. Now let us explain how this works. Basically, one player is the Game Master (henceforth referred to as “GM”). They are the final rules arbiter, narrator and creator of the game world in which the players find themselves. They also control non-player characters (NPCs) and use them to usher the players through a story, which at the start is the GM’s creation. However, the other players will probably change that story through the actions of their characters. Though the rules are written with the idea that players will already have some background knowledge of RPGs, such as knowing how RPGs are supposed to go, in general, they are still hopefully easily learned and easily remembered, to facilitate not carrying around an enormous rulebook (or even a small one, as the case may be). These rules were designed so that, while lacking explanations for much, they can facilitate any environ thought up by the GM, maybe with his/her players together or maybe just by him/herself, from an ancient castle in the wilderness, rank with moldering magic, to the starship Queen Nighterian III.
Characters:
In an RPG like RPT, you are your character. Even if you are just Joe, you are Sinthiear, the powerful warrior from an alternate universe. Many RPGs have statistics for intelligence and other abilities of the mind. However, RPT has none, because your character is you in the mind. However, their memories are their own, so they have their own skill set and mannerisms. Thus, there is never a point where, “My character is an incredibly smart wizard with amazing eyesight from his race. Shouldn’t he be able to solve this puzzle easily?” The answer to this question is always, “No”, because the character is only as smart as you are. Perceptiveness is one thing, but your characters intelligence is only as much as you make it.
How To Play:
The basic mechanic is this: you go around the circle and each person tells everyone what he or she is doing, and the GM tells him or her the result. The GM is allowed to break in at any point to narrate or describe NPC actions. For players, though not necessarily NPCs, only one action is allowed per turn. These actions may vary from hitting an enemy to running to casting a spell to saying, “Moo”. Afterwards, the GM may say that they succeed, or that they fail, or any other consequence of their action. He might also say to do a “check”. The basic way a check works is this: the GM picks a difficulty based on what is happening (i.e. chopping down a tree with an ax is much easier than chopping one down with a sledgehammer). We’ll call this D. This may be a number from 1 to whatever number he chooses (that top value we’ll call T). Then he picks another number, again from one to T. This we will call R, because upon it the randomness hinges. Lastly the player picks a number between 1 and T (let’s call this one P). Then you do this formula:
V (value) = P+(T-R) mod T
This value is then compared to D. D-V is the success margin. A negative success margin indicates failure. A side note about the formula: mod T means that T is subtracted from the value, if it is higher than T until it is lower than T. For our purposes, however, 0 is the same as T. If V is lower than 0, T is added until it is between -1 and T (not inclusive). A higher success margin means a greater success. An example could go like this:
Player: I slash the soldier with my knife.
GM: OK, give me a number between 1 and 20.
The GM just gave the player T. Let us say R (which he keeps secret, by the way) is 10.
Player: Hmmm… 15.
At this point the GM would calculate V. Let’s walk through the math. T-R is 20-10, so we get 10. Add this to P, 15, and you get 25. As this is 20 or higher, you subtract 20 and get 5. If the difficulty was 15, the player would have just failed miserably. But now let’s pretend that R was 15. 20-15 is 5. 5+15 (the player’s value) is 20. This is V, so in regular modular arithmetic you would get 0. For our purposes, however, this is a 20, indicating critical success, possibly chopping off a head or something similar.
For monster attacks, this is done exactly the same, only the player supplies R and the GM keeps the rest hidden (except for T, of course).
Creating Your Character:
Your character in RPT is an alternate-universe incarnation of yourself, only possibly of a different species and possessing distinctly different talents. Try to give him/her a background to tie into the race and class you choose for it. Creating a character comes in multiple steps:
1. Think up a general concept. For example, a spell-hurling swashbuckler that wields twin scimitars.
2. Think about what class would best fit this concept. For our swashbuckler, we’ll want spells, so it will have to be Caster.
3. Think about a race. For example, if your character is a Rogue, then being a stone giant is not necessarily a good choice. For our swashbuckler, we’ll just pick human, because he really doesn’t need many special abilities, and humanity’s failings can make for a good story.
4. Customize. Pick spells for a Caster and assign skills for a Rogue. Choose your weapons and equipment.
Classes:
The main determining factor in the abilities of your character is your class. This is what you do in life, and you start with four basic choices: Caster, Transport, Rogue and Combatant. Each gives you different benefits and abilities, and they are described in detail below. Whenever your GM tells you that you can go up a tier, you pick any one class that you qualify for. In addition, you can multiclass, which means taking one of the special Multiclass Classes on page XX. Then, you can take another part of the class, or Multiclass Class of the same class to gain more benefits of the class. Instead of being able to take a third one, you can then take the full class, losing the benefits of the Multiclass Classes you took.
Format:
Class Name(Tier): Initiative: X
Requirements
• Ability 1
• Ability 2
• Ability 3
Class Name: This is the name of the class, which is a general description of what it is.
Tier: This is the relative specialization of the class. 1/3 means it is a partial class used for starting another class, 1 means it is a base class, 2 means it is a specialization, 3 means it is a double-specialization, and 4 means that it is a special class with special entry requirements.
Initiative: This is the relative speed of the class in terms of reaction time. As classes are accumulated, you use the highest initiative of all of your classes that you have not further specialized in (i.e. an Caster-red mage-blaster could not use his red mage initiative, even though it is highest, because he has built on red magic. However, if he was a rogue too, even though rogue is only a 1st-tier class, since he has not specialized in it, he can still use its higher initiative.
Requirements: You must have all of these to take the class. If the requirement is “start”, you can only take this class at the beginning.
Abilities: Each class gives certain abilities, which appear in a bulleted list.
List of Classes
Caster Type:
A caster is anybody who uses rare, powerful, elemental bursts, whether fueled by the magic of the moons, technology, or some other mysterious source.
Caster(1): Initiative: 8
Requires Start
• Spells: Casters can cast spells. Casting a spell can vary in description from activating a small gadget to waving one’s hands around yelling, “Booga booga!” A Caster gets three level one spells, three level two spells and three level three spells. These spells are picked from the generic spell index on page XX. Five times per day, an Caster can use a level one spell that is one of the three it knows. Three times per day it can use a level two spell, and one time a level three. It regains these uses by sleeping or resting. At shops, spells can be bought, but you can only have three usable at a time. While resting, you can choose the three spells of each level usable during that day.
First Specializations:
White Mage:
This type of caster specializes in healing and creating new animal life.
White Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the White Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Vita is in the sky.
Black Mage:
These specialize in killing and creating undead, like zombies, skeletons and ghouls.
Black Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the Black Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Decessus is in the sky.
Red Mage:
These casters specialize in fire spells.
Red Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the Red Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Ignus is in the sky.
Blue Mage:
These casters specialize in water spells.
Blue Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the Blue Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Unda is in the sky.
Yellow Mage:
These casters specialize in teleportation, telekinetics and other manipulations of nonliving matter.
Yellow Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 5th and 6th level spells. Pick three of each level from the Yellow Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 3 2nd, 1 3rd, 3 5th and 1 6th level spells cast per day. You can only regain your 5th through 6th level casts while Traetus is in the sky.
• Telekinesis: Instead of 4th level spells, Yellow Mages can use telekinesis within 20 feet of them. However, in terms of strength and such, it is just as hard to telekinetically lift something as regularly lifting the same thing, so unless you are like a giant or some other incredibly strong being, you couldn’t lift a tower up or anything of that nature.
Psion:
A psion is a mage of Consulo, the Reflective Moon. They specialize in magic of the mind, such as illusions and mind reading.
Psion(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the Psychic Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Consulo is in the sky.
Green Mage:
A Green Mage is a mage that specializes in magic of the forest, as well as stone and other parts of nature.
Green Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the Green Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Viridis is in the sky.
Clear Mage:
These specialize in wind magic, as well as storm and sky magic.
Clear Mage(2): Initiative: 8
Requires Caster
• Improved Casting: You can cast 4th through 6th level spells. Pick three of each level from the Clear Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st level, 3 2nd level and 1 3rd level per day to 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day. You can only regain your 4th through 6th level casts while Aer is in the sky.
Secondary Specializations:
From White Mage:
Healer:
These White Mages devote their most powerful spells for healing, including limited resurrection, but forgo the most powerful creation magic.
Healer(3): Initiative: 7
Requires White Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Healing White Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Vita is in the sky.
Creator:
These White Mages do not gain the most powerful healing spells, which include limited resurrection, but gain the ability to create large organisms.
Creator(3): Initiative: 8
Requires White Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Creation White Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Vita is in the sky.
From Black Mage:
Necromancer:
These Black Mages do not gain attack spells, but can even create some sentient undead, allowing limited resurrection by this means too.
Necromancer(3): Initiative: 7
Requires Black Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Necromancy Black Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Decessus is in the sky.
Death Mage:
These people simply can kill. They have many varied means of killing. However, they can’t do much with what they kill.
Death Mage(3): Initiative: 9
Requires Black Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Death Black Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Decessus is in the sky.
From Red Mage:
Warder:
These Casters use their fire for anything, from warding to empowering.
Warder(3): Initiative: 7
Requires Red Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Warding Red Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Ignus is in the sky.
Blaster:
These Casters use their fire simply for attack.
Blaster(3): Initiative: 9
Requires Red Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Blasting Red Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Ignus is in the sky.
From Blue Mage:
Healing Spring:
These use the water spells in their possession to heal or defend.
Healing Spring(3): Initiative: 7
Requires Blue Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Healing Blue Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Unda is in the sky.
Tidal Wave:
These simply attack with rushing waves, carrying their foes away.
Tidal Wave(3): Initiative: 9
Requires Blue Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Wave Blue Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Unda is in the sky.
From Yellow Mage:
Teleporter:
These specialize in moving objects from place to place over long distances.
Teleporter(3): Initiative: 8
Requires Yellow Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Teleportation Yellow Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Traetus is in the sky.
Telekineticist:
These specialize in grabbing and moving stuff from a distance.
Telekineticist(3): Initiative: 8
Requires Yellow Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Yellow Magic section on page XX.
• Casting Experience: Your total casts go from 5 1st, 3 2nd, 1 3rd, 3 5th and 1 6th level spells cast per day to 6 1st, 4 2nd, 4 3rd, 3 5th, 2 6th, 2 7th, 1 9th. You can only regain your 5th through 6th level casts while Traetus is in the sky.
• Improved Telekinesis: Instead of 4th level spells, Telekineticists can use telekinesis within 30 feet of them. However, in terms of strength and such, it is just as hard to telekinetically lift something as regularly lifting the same thing (but it only ways 3 quarters of what it normally would), so unless you are a giant or some other incredibly strong being, you couldn’t lift a tower up or anything of that nature.
From Psion:
Soother:
These soothe and heal souls and minds.
Soother(3): Initiative: 7
Requires Psion
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Soothing Psychic Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Consulo is in the sky.
Controller:
Controllers use their magic to control the minds of enemies, making them see illusions or even bend to your will.
Controller(3): Initiative: 9
Requires Psion
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Controlling Psychic Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Consulo is in the sky.
From Green Mage:
Stone Mage:
These abjurers and magicians bend the very fabric of Axis to their will.
Stone Mage(3): Initiative: 7
Requires Green Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Stone Green Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Viridis is in the sky.
Druid:
Druids manipulate the animals and living terrains of Axis.
Druid(3): Initiative: 8
Requires Green Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Nature Green Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Viridis is in the sky.
From Clear Mage:
Breeze Mage:
These Clear Mages ward their friends with wind, even using to soar high in the air.
Breeze Mage(3): Initiative: 10
Requires Clear Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Breeze Clear Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Aer is in the sky.
Gale Mage:
Gale Mages batter their foes with screaming winds.
Gale Mage(3): Initiative: 11
Requires Clear Mage
• Improved Casting: You can cast 7th through 9th level spells. Pick three of each level from the Gale Clear Magic section on page XX.
• Casting Experience: Your total casts go 5 1st, 4 2nd, 3 3rd, 3 4th, 2 5th and 1 6th level spells cast per day to 6 1st, 5 2nd, 4 3rd, 4 4th, 3 5th, 3 6th, 2 7th, 2 8th, and 1 9th. You can only regain your 4th through 9th level casts while Aer is in the sky.
Rogue Type:
A rogue is any sort of diplomat, backstabber, thief, pirate, swashbuckler, or other underhanded specimen.
Rogue(1): Initiative: 9
Requires Start
• Skills: A rogue has skills that they can spend points to improve. You spend 1 point to improve 1 power by 1. You may spend no more than 3 points in 1 skill. You begin with 5. The numbers by the skills indicate their starting value. Difficulty for checks for these is 20 minus the skill’s level.
Stealth-5
This skill allows you to move silently and without easy-to-notice movements.
Hide-5
This allows you to hide in one place. Camouflage or other such items or abilities may grant bonuses.
Steal-5
This skill is pickpocketing, sleight of hand and other methods of small-scale stealing. It often requires the target not to notice it.
Traps-5
This allows you to disarm and/or create traps. You can only create small traps, and you need to have the materials.
Sneak Attack-5
Use when attacking and the creatures you are attempting to attack do not know you’re there. If you make the Sneak Attack check and hit with the attack, you get the success margin of the sneak attack plus the success margin of the attack all times 1.5.
First Specializations:
Thief:
Thieves are Rogues who focus not on combat, but on their many unusual skills.
Thief(2): Initiative: 10
Requires Rogue
• New Skills: You gain 4 new skills:
Tumble-5
This skill allows you to roll around the battlefield to surprise enemies, break a fall or anything else quick rolling could do.
Climb-5
This skill allows you to climb walls, trees or virtually anything else climbable, at the GM’s discretion. You may climb upside-down, but at a -7 penalty.
Acrobatics-5
This skill allows you to jump far or high, bound over the heads of enemies, cartwheel down crowded alleyways, swing from chandeliers, or anything of that nature.
Bluff-5
This skill allows you to fool enemies into believing a bad disguise, allowing you through a locked gate, or anything else a good lie in the right place can do.
• Skill Points: You gain 10 points that you can put into any of your skills (not just your new ones). You can only put up to 4 of these new skill points into one skill, but it does not matter how much you put in initially.
Combat Rogue:
These Rogues go the way of combat, increasing their in-combat versatility manifold.
Combat Rogue(2): Initiative: 9
Requires Rogue
• Improved Backstabbing: You get +3 to your Sneak Attack skill.
• Assassinate: You get a new skill, Assassinate. This skill starts at level 3, but you do not gain any new points to spend. If Assassinate succeeds, the enemy dies. However, you must know the anatomy of that creature fairly well, or you get penalties.
• Overpowering Advantage: When you have the advantage in combat or the opponent does not notice you, you get two attacks every round until you are noticed or lose the advantage. You may Sneak Attack or take two attacks, but not both.
Secondary Specializations:
From Thief:
Pickpocket:
Pickpockets simply steal stuff.
Pickpocket(3): Initiative: 11
Requires Thief
• Thievery: Your Stealth and Steal each go up 4.
• I Didn’t Do It: 3 times per day, you can make a Steal check to secretly slip an item onto someone next to you (i.e. give them the stolen purse after you’ve extracted the money so they get blamed).
Trickster:
These Thieves are masters of disguise.
Trickster(3): Initiative: 9
Requires Thief
• Improved Bluff: Your Bluff skill goes up 3.
• Disguise: You gain Disguise 5.
• Hypnotic Bluff: Once per day, you can Bluff someone into thinking something only possible in dream logic (i.e. “I went that way!”). You can also use this to make someone obey you for a short amount of time.
Climber:
These Thieves are able to climb up vertical walls with ease.
Climber(3): Initiative: 9
Requires Thief, Climb 7
• Spider Climb: You can climb anywhere up and down freely at a regular pace. You must use Climb checks to race, but if you make it you can climb much faster than anyone else. In addition, you take no upside-down climbing penalty, though you do if you race. You can’t automatically climb upside-down, except on extremely easy surfaces.
From Combat Rogue:
Assassin:
Assassins wait for the perfect moment, before stealthily killing their target.
Assassin(3): Initiative: 9
Requires Combat Rogue
• Improved Assassination: Your Assassinate skill goes up 2. Your Stealth skill goes up 3. You gain Bluff 5 and a new skill: Disguise 5. This allows you to attempt to disguise yourself as anything that you have the materials to. You may take if the disguise is dificult.
Combat Acrobat:
These warriors roll around the battlefield, surprising opponents.
Combat Acrobat(3): Initiative: 10
Requires Combat Rogue
• Surprising Acrobatics: You gain Tumble 6 and Acrobatics 6. Both can be used to gain an advantage in combat for a double attack or a sneak attack in a suitably dramatic fashion.
Combatant Type:
A Combatant is anyone whose training and purpose is combat, and that uses mundane armaments to triumph, even over magic.
Combatant(1): Initiative: 7
Requires Start
• Stances: A Combatant can choose to be in Normal Stance, which does nothing, Attack Stance, where your attack rolls get a +T/10 bonus, but so does anybody attacking you, or Defense Stance, where your attack rolls take -T/10, but so do those of anything attacking you. This does stack. However, you can only use 1 stance at a time.
• Combat Experience: Your GM will factor this in, lowering slightly the difficulty of you hitting enemies and raising slightly the chance of you hitting them. This does stack.
• Reaction Attack: Once every 2 rounds, after you have been hit by an attack and nothing has happened afterwards yet, you may attack them, disregarding the normal turn cycle. You still get your turn as normal.
First Specializations:
Melee Fighter:
These are the warriors who use swords, axes and spears in close combat.
Melee Fighter(2): Initiative: 7
Requires Combatant
• Weapon Dance: A Melee Fighter can attack twice on the same turn every other round, when using a melee weapon.
• Melee Combat Experience: Your GM will factor this in, lowering slightly the difficulty of you hitting enemies and raising slightly the chance of you hitting them in melee combat. This does stack.
Ranger:
These are the warriors that favor bows, whether they snipe, guide or shoot whole volleys at point-blank.
Ranger(2): Initiative: 8
Requires Combatant
• Tracking: A Ranger can track something on a roll of 17.
• Rapidshot: Once every 2 turns, you can take 2 attacks.
• Aimed Shot: When you are not using Rapitshot, your GM will factor this in, increasing your chance to hit and do damage. This does stack.
Secondary Specializations:
From Melee Fighter:
Defensive Fighter:
These Combatants focus solely on their defensive skills.
Defensive Fighter(3): Initiative: 6
Requires Melee Fighter
• Toughness: A Defensive Fighter can take more hits. In addition, enemies are less likely to hit them.
• Guard Stance: You gain another stance to choose from: Guard Stance. This stance, when used, grants a specific ally within 10 feet of you GM-determined bonuses to defense against any attack you could attempt to deflect from them. If you move more then 10 feet away from them, the stance ends.
• Healer’s Touch: With a 13 or higher (subject to GM discretion), you can bind a persons wounds. If you have healing herbs, a 15 will allow you to begin to heal small wounds.
Specialist:
These Combatants devote their lives to the study of one particular weapon.
Specialist(3): Initiative: 8, 9 while wielding their Chosen Weapon
Requires Melee Fighter
• Chosen Weapon: A Specialist has one Chosen Weapon, which many of their abilities are based upon.
• Know the Feel: A specialist can attack twice every round with their chosen weapon.
• Advantage: The GM will factor in this extra bonus to attack, and slight bonus to defense. This does stack.
Berserker:
Raging across the battlefield, Berserkers smash anything in their path.
Berserker(3): Initiative: 7
Requires Melee Fighter
• Rage: Three times per day, a Berserker can Rage. This lasts for 3 turns. While raging, they take no notice of any wounds, gain +7 on attack rolls, +5 on strength-based rolls, and +3 on other rolls that are not defensive. Their defenses also are weakened during this duration.
• Crushing Blow: Three times per day, while raging, an attack that hits will knock an enemy as big as or smaller than the Berserker will go flying backwards, between 3 and 7 feet. Usually they will land on their back or front, not feet.
• Strength: Berserkers gain +2 to any roll to determine anything based on brute force. This includes most melee attacks, at the GM’s discretion.
From Ranger:
Tracker:
Trackers can track and observe foes, before shooting them down from afar.
Tracker(3): Initiative: 10, 11 in its Tracker’s Home
Requires Ranger
• Tracker’s Home: A tracker has a favored location. For many this is forest, but some may track enemies through the ruins of ancient cities, or magma-covered wastelands. In addition, on a roll of 13 or higher, they can remember important info related to that area, such as a certain healing herb. They can use plants and other material that can heal from their Tracker’s Home to heal, on a 15 or better.
• Track and Observe: On a roll of 15, a Tracker can pick up tracks. In addition they can hide like a Rogue on a roll of 17. They get +2 to all perception-based rolls. In addition, all the rolls mentioned here get +2 in your Tracker’s Home.
Sniper:
Snipers hide, looking for the perfect moment to shoot their opponent from afar.
Sniper(3): Initiative: 10
Requires Ranger
• Bloody Good Shot: On any shot from surprise made by a sniper that hits, the sniper can roll again. If successful (the difficulty is circumstantial, and thus GM determined), the shot either wounds for continual and damage or disables the opponent.
• Stealthy, Now: A Sniper can sneak like a thief on a roll of 15. In addition, they can hide on a roll of 13.
• I Know You!: A sniper chooses one race, such as human, elf, unicorn, or orc, and gets +3 to attacks and Bloody Good Shot rolls against them.
Point-Blank Shot:
These skilled ranged attackers shoot three enemies down from point-blank, before the rest can lift a finger.
Point-Blank Shot(3): Initiative: 13
Requires Ranger
• Point-Blank Mastery: A Point-Blank Shot can attack twice every round with a ranged weapon, as long as they are within 30 feet of both targets. In addition, they can forgo a second attack for a +5 bonus on the first one.
• Barrage: Once per day, you can take 6 shots in 1 round, with a -2 penalty on each.
• Acrobatics: You can climb, tumble or cartwheel through battle on a roll of 15.
Transport Type:
A Transport is somebody whose primary focus is an external transport, such as a car, spaceship or horse.
Transport(1): Initiative: 6, 12 in Chosen Vehicle, 8 in other vehicle
Requires Start
• Vehicle Mastery: A Transport has one vehicle, whether living or machine, that they are completely specialized in. This is their Chosen Vehicle. They get +2 to all rolls based on a vehicle while in their Chosen Vehicle. They can drive any other vehicle with no penalties, but they don’t get any bonuses.
• Chase: A Transport is allowed to pull off crazy maneuvers with very high success rate. However, the result still determines how well they do it. Basically, the GM should let them do any of the crazy things pilots and riders do in movies, most of them needing about a 7 to barely succeed.
First Specializations:
Combat Transport:
These Transports make combat their primary purpose for use of their vehicle.
Combat Transport(2): Initiative: 6, 11 in Chosen Vehicle, 7 in other vehicle
Requires Transport
• Combat Experience: Your GM will factor this in, lowering slightly the difficulty of you hitting enemies and raising slightly the chance of you hitting them while you are using your vehicle. This does stack.
• Reaction Attack: Once every 3 rounds, after you have been hit by an attack and nothing has happened afterwards yet, you may attack them, disregarding the normal turn cycle. You still get your turn as normal. This only applies while you are using your vehicle.
Skilled Transport:
These Transports just transport stuff in fancy ways, not focusing on anything specific … yet.
Skilled Transport(2): Initiative: 6, 13 in Chosen Vehicle, 9 in other vehicle
Requires Transport
• Skills: You get skills, as follows. You have 5 points that you can add on to the number next to each skill. The Difficulty for the roll for that skill is 20 minus the number.:
Blend with the Crowd 4
You can hide in a crowd of vehicles similar to the one you are using.
Sneak Attack 3
When you attack and surprise the enemy and hit with the attack, you can make a second roll with the Sneak Attack difficulty, and add together the success margins.
Driveby Attack 4
You can make an attack while moving broadside to an enemy with a successful Driveby Attack check.
Evasion 4
You can dodge enemy attacks adding the success margin of the regular dodge roll and the Evasion roll.
Casting Transport:
Casting Transports are transports with minimal spellcasting ability.
Casting Transport(2): Initiative: 6, 12 in Chosen Vehicle, 8 in other vehicle
Requires Transport
• Spells: Casting Transports can cast spells. Casting a spell can vary in description from activating a small gadget to waving one’s hands around yelling, “Booga booga!” A Casting Transport gets three level one spells, three level two spells and three level three spells. These spells are picked from the generic spell index on page XX. Three times per day, a Casting Transport can use a level one spell that is one of the three it knows. Two times per day it can use a level two spell, and one time a level three. It regains these uses by sleeping or resting. At shops, spells can be bought, but you can only have three usable at a time. While resting, you can choose the three spells of each level usable during that day.
Healing Transport:
These are the mechanics, the mounted healers and the horse-tenders.
Healing Transport(2): Initiative: 6, 12 in Chosen Vehicle, 8 in other vehicle
Requires Transport
• Healing: A Healing Transport chooses either to heal riders or mounts. They need a 15 to heal either, but get a +2 on healing for the one they specialize in. Note that mounts can also be machines such as cars.
• Heal From the Heart: Three times per day, a Healing Transport can cast Bind (page XX). Once per day, a Healing Transport can cast Multiple Heal 1 (page XX).
Secondary Specializations:
From Combat Transport
Mounted Assailant:
A Mounted Assailant focuses on attack over defense.
Mounted Assailant(3): Initiative: 6, 12 in Chosen Vehicle, 8 in other vehicle
Requires Combat Transport
• Weapon Dance: A Mounted Assailant can attack twice on the same turn every other round, when using their Chosen Vehicle.
• Mounted Attack Experience: Your GM will factor this in, raising the chance of you hitting them in melee combat. This does stack.
Evasive Defender:
These people can defend very well, whether evading or simply blocking.
Evasive Defender(3): Initiative: 6, 12 in Chosen Vehicle, 8 in other vehicle
Requires Combat Transport
• Evasive Maneuver: Once per day, an Evasive Defender can interrupt an attack, forcing it to miss and allowing you to attack them.
• Reflect: If you roll superbly on a dodge roll against a ranged attack, you can reflect the missiles back at them. However, the attack roll has a high difficulty.
• Mounted Defense Experience: Your GM will factor this in, raising the chance of them hitting you in melee combat. This does stack.
There are some other classes not stemming from the base classes. These are Multiclass Classes, and are in essence a 3rd of one of the base classes. This allows a very powerful character to have these ability sets, in this order:
• Transport (horse)
• Healer Transport (horse)
• Combat Transport
• Caster (1)
• Caster (2)
• Caster
• White Mage
• Healer
• Rogue (backstabber)
Races:
Your race determines the physical appearance of your character, possibly the capabilities and possibly the history, as well as mannerisms and social niceties. However, YOU determine its thoughts. Just because its race is not known for being scholarly, doesn’t mean your character can’t spend their time studying in a library. Here are some choices:
Player Character Races Go Here**
Equipment:
Weapons:
The main tenet of RPT is that you can do anything that seems cool, if it is not too powerful, and you will not be weaker. Just because in real life wielding a magical lamp of always being lit on a pole is not very good as a weapon, and a simple sword would be better, doesn’t mean that you will be less powerful than your friends. Here, below, are some ideas for unique items at different levels of power. Each is labeled on a scale of 1 to 10 for general power. However, you can always make your own with GM consent or use something more mundane.
Great Bow (1): These bows are enormous, and as such, take 4 hands to wield. However, their range is insanely large, and they can shoot an arrow the length of a short spear all the way through an armored opponent at 50 feet, with a very good archer.
Neverending Light (1): This is a torch that never goes out until you die. You can dim it with a thought, as well as expand its light to blinding quantities, shooting a laser-like beam at one target once per day. Other specifics may vary.
Cannon Array (1): This is an array of cannons attached to ones shoulders via implants. They can fire multiple times per round, as decided by the GM.
Hand Implants (2): These are various tools and appliances condensed into small bottle cap sized objects. These can be screwed into the hands of the user if they have had the receptor attached into their hands with a surgical operation. They can be activated with finger and hand motions, and have buttons for control of parameters. They can be anything from a laser-gun to a cooling unit to a gadget that creates a fuzz of energy around it.
Fire Sword (2): This is a sword that, when willed to, bursts into flame instantly. This flame cannot hurt the user.
Returning Projectile (2): This can be any sort of projectile. It instantly returns to the hand of the user, or in front of them if their hands are full, after being projected. When it ceases to move, it returns.
Interrupting Starfish (2): These are jars full of starfish that can be thrown like shuriken at any point (once per 2 rounds). On a hit, they clamp onto the mouth of the target, muffling them. The jars shrink to pocket size when closed, and grow when open. Each jar can hold 40. The starfish can live indefinitely within the jars.
Happy Starfish (3): These are the same as Interrupting Starfish, except that they lick the target, causing a pleasant, happiness-inducing rubbing feeling.