This one was tricky. Wanted the realism of theft (not the cartoony version of Final Fantasy) but wanted a final fantasy feel to the class. This is what I came up with. THIEF Category: expert Ability maxes: 8 8 15 12 5 12 Allowed Weapons: boomerangs, light swords, knives, ninja blades, swallows Allowed Armor: Armwear, Hats, Suits Starting Ability: Backstab: +2d6 HKA (30 active points) ...
This one was really altered. I made it simpler for the sake of versatility (like what is seen for the other classes). But the ability mimicked must be one from an allies class of that day (with respect to job switching) or the abilities from the last time the Mime class was "equipped." MIME Category: expert Ability maxes: 10 10 10 10 10 10 Allowed Weapons: bows, crossbows, flails, knives, rods, staves ...
GUNNER Category: expert Ability maxes: 8 10 12 10 10 10 Allowed Weapons: Crossbows, rifles Allowed Armor: Armwear, Hats, Suits Starting Ability: Quick Trigger: +½d6 RKA Autofire: 5 shots (+1/2) Active cost 15 OAF (-1), 5 shot charges 2x clips (-1/2) Real cost 6 pts. With smaller rounds, you are able to squeeze of 5 quick rounds. Costs no END. Make 5 shots. Get 2 clips per day. Other ...
Getting REALLY lazy. I am the thoughts I'll explain more when a player chooses a class, but really just going for mechanics now. GAMBLER Category: expert Ability maxes: 6 6 10 15 10 13 Allowed Weapons: boomerangs, crossbows, knives, light swords Allowed Armor: armwear, Hats, Suits, shields Starting Ability: Dice: 2d6 RKA (30 active points) OAF (dice) (-1) requires gambling roll (-1/2) Extra ...
ENGINEER Category: expert Ability maxes: 10 11 10 15 9 5 Allowed Weapons: crossbows, claws, gloves, light swords, swords, polearms, rifles Allowed Armor: gauntlets, Hats, Suits, shields Starting Ability: Gadgeteering: VPP(15 pt pool{15 pts}; 26 pts control cost {OAF(-1) can only change slots 1/day (-1/4) requires access to spare parts (-1/4) 5 pts. ) Total cost: 20 pts. You grab a handful of items ...