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Anime d20 — System Reference Document v1.0

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Chapter 5: Classes

Step 5: Select Class

A class is an archetype that helps you define the baseline capabilities of your character, a template from which you build your anime hero. It is also a label of convenience that tells the Game Master and other players your character’s strengths and abilities (the class name) as well as his or her rank of achievement (the class Level). Each class presents its own progression chart that indicates what new Skills, abilities, Feats, Attributes, and bonus Character Points your character gains as he or she advances in Level. Players should select a class (or possibly classes, if starting at higher than 1st Level) for their characters as outlined in the PHB.

Table 5-1: Anime d20 Classes

Adventurer  

Magical Girl  

Samurai

Dynamic Sorcerer  

Martial Artist  

Sentai Member

Giant Robot  

Mecha Pilot  

Shapechanger

Gun Bunny  

Ninja  

Student

Hot Rod  

Pet Monster Trainer  

Tech Genius

The Multiclass Character

As your character acquires experience and advances in Level (or if your character starts above 1st Level), he or she may choose to gain Levels in one or more new classes instead of only advancing in a single class. Adding secondary or tertiary classes gives the character different advantages, but progression in the new classes occur at the expense of advancement in the character’s other classes.
For more information on the multiclass character, see the PHB. Though Anime d20 characters do not usually suffer Experience Point (XP) penalties for multiclassing, the Game Master may decide otherwise.

Level Bonuses

All classes gain various character bonuses at each Level, the exact type and when depends on the specific class. The bonuses granted to each class are presented in a chart in their respective sections.

Base Save Bonus

The two numbers listed under Base Save Bonus in Table 5-2 are added to your character’s saving throws — Fortitude (Fort) Save, Reflex (Ref) Save, and Willpower (Will) Save. To determine whether the lower or higher bonus applies to each specific saving throw, see the appropriate class progression chart for your character. These bonuses are cumulative for multiclass characters.

Base Attack Bonus

When attacking in combat, your character adds his or her Base Attack Bonus to the attack check. The bonus associated with each class is listed in Table 5-2. The first number reflects the bonus applied to the character’s first attack, and any additional attacks provided by the Extra Attacks Attribute. Numbers after the slash indicate additional attacks at reduced bonuses. For example, “+15/+10/+5” means the character has three attacks each round: the first at a +15 bonus, the second at a +10 bonus, and the third at a +5 bonus.

The first Base Attack Bonus is cumulative for multiclass characters, which will determine how many additional attacks the character can make and their bonuses. Additional attacks are gained once the character’s lowest Base Attack Bonus reaches +6, +11, or +16; an additional attack is then gained at a +1. For example, a 12th Level Samurai/8th Level Giant Robot has individual Base Attack Bonuses of +12/+7/+2 and +6/+1. The character’s combined first bonus equals +18 (12 + 6 = 18).

Consequently, the character’s combined Base Attack Bonus is +18/+13/+8/+3.

Gaining Attribute Ranks

When an Attribute is listed in the Special section of each specific class progression chart, your character gains a Rank in that Attribute upon achieving that class Level. If the character already possesses one or more Ranks in that Attribute, his or her Rank is increased by one. If the Attribute is new for the character, he or she gains the Attribute at Rank 1. You can determine specific details regarding the Attribute with GM approval. For example, if your character gains the Special Attack Attribute, you should add Attack Abilities and Disabilities as appropriate for your character, and then discuss your ideas with your Game Master. With the Game Master’s approval, any Attribute Ranks gained through Level progression can be exchanged for a number of Character Points equivalent to the cost of the Attribute through the Incomplete Training Defect.
Unless specified otherwise, abilities listed in the Special section refer to Attributes.

Character Point Bonuses

When Character Points are listed as a Level progression Special bonus, you can spend them to: increase Ability Scores, increase Attribute Ranks, obtain new Attributes, add new Feats, acquire new or raise existing Skills (through the Highly Skilled Attribute), or eliminate current Defects. The Character Point cost for these modifications is the same as it is during character creation. If you prefer, Character Points can be saved for future allocation (with GM permission).

Level Benefits

See Table 5-3: Level-Dependent Benefits and the PHB for information regarding Level advancement.

Maximum Skill Ranks (Optional)

The maximum number of Skill Ranks your character can have in a class Skill, if your Game Master uses this optional rule, is equal to his or her character Level + 3. For cross-class Skills, the maximum is one-half the maximum for a class Skill. Class and cross-class Skills are listed with the descriptions for each class.

Feats

In addition to specific class benefits, your character gain one Feat at 1st Level (two if he or she is a human) and an additional Feat at 3rd, 6th, 9th, 12th, 15th, and 18th character (not class) Level, as listed in Table 5-3.

Ability Score Increase

At 4th, 8th, 12th, 16th, and 20th character (not class) Level, your character increases one of his or her Ability Scores (your choice which Ability) by one Point.

Table 5-2: Base Attack Bonuses
 

Giant Robot

Hot Rod

Magical Girl  

Adventurer

Mecha Pilot  

Dynamic Sorcerer

Base  

Gun Bunny  

Ninja  

Pet Monster Trainer

Class  

Save  

Martial Artist  

Sentai Member  

Student

Level  

Bonus  

Samurai  

Shapechanger  

Tech Genius

1  

+0/+2  

+1  

+0  

+0

2  

+0/+3  

+2  

 +1  

+1

3  

+1/+3  

+3  

+2  

+1

4  

+1/+4  

+4  

+3  

+2

5  

+1/+4  

+5  

+3  

+2

6  

+2/+5  

+6/+1  

+4  

+3

7  

+2/+5  

+7/+2  

+5  

+3

8  

+2/+6  

+8/+3  

+6/+1  

+4

9  

+3/+6  

+9/+4  

+6/+1  

+4

10  

+3/+7  

+10/+5  

+7/+2  

+5

11  

+3/+7  

+11/+6/+1  

+8/+3  

+5

12  

+4/+8  

+12/+7/+2  

+9/+4  

+6/+1

13  

+4/+8  

+13/+8/+3  

+9/+4  

+6/+1

14  

+4/+9  

+14/+9/+4  

+10/+5  

+7/+2

15  

+5/+9  

+15/+10/+5  

+11/+6/+1  

+7/+2

16  

+5/+10  

+16/+11/+6/+1  

+12/+7/+2  

+8/+3

17  

+5/+10  

+17/+12/+7/+2  

+12/+7/+2  

+8/+3

18  

+6/+11  

+18/+13/+8/+3  

+13/+8/+3  

+9/+4

19  

+6/+11  

+19/+14/+9/+4  

+14/+9/+4  

+9/+4

20  

+6/+12  

+20/+15/+10/+5  

+15/+10/+5  

+10/+5

Table 5-3: Level-Dependent Benefits
 

  

  

Maximum Skill  

Maximum Skill  

  

Ability

Character  

XP  

Ranks (Optional)  

Ranks (Optional)  

Feats  

Score

Level  

(Experience)  

Class  

Cross-Class  

  

Increases

1  

0  

4  

2  

+1  

-

2  

1,000  

5  

2  

-  

-

3  

3,000  

6  

3  

+1  

-

4  

6,000  

7  

3  

-  

+1

5  

10,000  

8  

4  

-  

-

6  

15,000  

9  

4  

+1  

-

7  

21,000  

10  

5  

-  

-

8  

28,000  

11  

5  

-  

+1

9  

36,000  

12  

6  

+1  

-

10  

45,000  

13  

6  

-  

-

11  

55,000  

14  

7  

-  

-

12  

66,000  

15  

7  

+1  

+1

13  

78,000  

16  

8  

-  

-

14  

91,000  

17  

8  

-  

-

15  

105,000  

18  

9  

+1  

-

16  

120,000  

19  

9  

-  

+1

17  

136,000  

20  

10  

-  

-

18  

153,000  

21  

10  

+1  

-

19  

171,000  

22  

11  

-  

-

20  

190,000  

23  

11  

-  

+1

Beyond 20th Level

Once a character reaches 20th Level, advancing beyond is handled a little differently. While the XP needed to achieve higher Levels follows a logical progression [XP needed for Level Y = (Level Y-1) x 1,000], the character no longer receives anything automatically at reaching a higher Level: no Base Attack Bonus increase, no save increase, no extra Hit Points, no additional Skills, etc. Instead, the character gains +10 Character Points at each new Level, which can be used to acquire Attributes, Feats, and Ability Scores the character desires.

Class Descriptions

Anime d20 presents 15 new character classes appropriate for a wide range of anime adventures. The classes are presented in alphabetical order, and outline important information you need to better understand the nature and game mechanics of the class.

Alternatively, you may select a class from the PHB for your character (with GM approval). Details on how Anime d20 converts the standard fantasy classes to a point-based system are presented at the end of this chapter.

Adventurer

Abandoned ruins, secured locations, and tales of lost or hard-to-get treasure are like a siren’s call for the Adventurer, whose penchant for getting into trouble gives him or her endless opportunities to develop potential that would otherwise remain untapped. Adventurers are a varied lot, as likely to find themselves exchanging witticisms in a social gathering as they are to swing from a dangling chain in a crumbling tomb. Depending on their personal preferences, they can specialise in particular areas, but one thing will always remain true: wherever they are, they can expect to run into trouble ... even if they are not actively seeking it out.

Characteristics

Adventurers are flexibility personified. With no particular feature to distinguish them, they have the freedom to become whatever they want to be. They are not particularly strong or innately talented, but they make up for it with dedication and courage. They can learn any trade they want and become increasingly better at it as they grow in experience. During their adventures, they discover many things about themselves and can awaken abilities that lay dormant until then, surprising friends and foes alike with each new development. They have few limits except those that they set for themselves.

Other Classes

The adaptability that characterises an Adventurer helps him or her get along well with almost everybody, although this does not exempt personality clashes and romantic rivalries with other people without regard to their callings. Their insatiable thirst for excitement brings them closer to Hot Rods and Gun Bunnies. Sentai Members and Magical Girls are natural trouble magnets and “trouble” may be the Adventurer’s presence itself. They have no particular relationship with Giant Robots, Tech Geniuses, or Dynamic Sorcerers, but their oddities attract an Adventurer’s curiosity. They adapt easily to the rest of the classes if they have a common interest, complicating each other’s existence just by being close.

Hit Dice and Ability Scores

The Adventurer uses d4 Hit Dice.
Any Ability can be useful to the Adventurer — the “classless” class of Anime d20. The most important Ability depends on the character concept.
Class Skills and Skill Points
All non-combat Skills are class Skills for the Adventurer.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Special Note

The power level of an Adventurer is lower than that for all other classes (6% fewer Character Points over 20 Levels), but the Adventurer’s unrestricted gain of 5 Character Points each Level provides the greatest degree of flexibility. Consequently, the Adventurer class balances well with other classes.

Table 5-4: Adventurer
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+0  

+0  

+5 Character Points

2  

+1  

+0  

+0  

+0  

+5 Character Points

3  

+1  

+1  

+1  

+1  

+5 Character Points

4  

+2  

+1  

+1  

+1  

+5 Character Points

5  

+2  

+1  

+1  

+1  

+5 Character Points

6  

+3  

+2  

+2  

+2  

+5 Character Points

7  

+3  

+2  

+2  

+2  

+5 Character Points

8  

+4  

+2  

+2  

+2  

+5 Character Points

9  

+4  

+3  

+3  

+3  

+5 Character Points

10  

+5  

+3  

+3  

+3  

+5 Character Points

11  

+5  

+3  

+3  

+3  

+5 Character Points

12  

+6/+1  

+4  

+4  

+4  

+5 Character Points

13  

+6/+1  

+4  

+4  

+4  

+5 Character Points

14  

+7/+2  

+4  

+4  

+4  

+5 Character Points

15  

+7/+2  

+5  

+5  

+5  

+5 Character Points

16  

+8/+3  

+5  

+5  

+5  

+5 Character Points

17  

+8/+3  

+5  

+5  

+5  

+5 Character Points

18  

+9/+4  

+6  

+6  

+6  

+5 Character Points

19  

+9/+4  

+6  

+6  

+6  

+5 Character Points

20  

+10/+5  

+6  

+6  

+6  

+5 Character Points

Dynamic Sorcerer

Magic is a very real force and there is no one better to prove it than the Dynamic Sorcerer. A being of power incarnate, the Dynamic Sorcerer knows how to harness the hidden energies that move the world and shape them into whatever form he or she desires. Such mystical knowledge can come from a variety of sources, whether wrenched from the secrets of an ancient civilisation, inherited from an occult tradition, or granted by powerful entities. Sometimes, the Dynamic Sorcerer may not even be human, but an otherworldly being whose very nature allows it to use magic at will.

Characteristics

The main feature that distinguishes Dynamic Sorcerers from other people is their ability to use magic. This power develops slowly over time, manifesting in the spells they can cast and in the deepening of their understanding. The Dynamic Sorcerer’s stores of energy also expand to fuel his or her increasing mystical might. The path of magic requires that the sorcerer be knowledgeable in order to understand what he or she is doing and, more importantly, how. Magic offers insight as well, and Dynamic Sorcerers grow as people at the same time that they grow in power.

Other Classes

Dynamic Sorcerers feel more comfortable with other classes that have a relationship with the occult, such as Magical Girls, Shapechangers, and some Pet Monster Trainers. Martial Artists and Ninja, with their limited command of mystical forces, sometimes associate cautiously with these magicians. Dynamic Sorcerers feel out of place when dealing with a Tech Genius or Giant Robot and try to keep their distance from them, as they do with the violent approach of Hot Rods, Gun Bunnies, Mecha Pilots, and Sentai Members. Samurai distrust the Dynamic Sorcerers unless their power comes from a traditional source, while Students and Adventurers feel the pull of the sorcerer’s enigmatic nature.

Hit Dice and Ability Scores

The Dynamic Sorcerer uses d4 Hit Dice.

At first Level, the Dynamic Sorcerer must choose one of Intelligence, Wisdom, or Charisma. This choice will determine the Ability used to determine how powerful his or her spells are. To cast a spell, the Dynamic Sorcerer must have their chosen Ability Score equal to or greater than 10 + the spell’s Level. The Difficulty Class of a saving throw against a Dynamic Sorcerer’s spell is 10 + the spell’s Level + the modifier for the Dynamic Sorcerer’s chosen Ability. Both a high Dexterity and a high Constitution are useful to a Dynamic Sorcerer since he or she lacks heavy combat abilities and Hit Points.

Class Skills and Skill Points

The Dynamic Sorcerer’s class Skills (and the key Ability for each) are: Concentration (Con), Diplomacy (Cha), Knowledge: Arcane (Int), Knowledge: Foreign Culture (Int), Knowledge: Occult (Int), Knowledge: Religion (Int), Knowledge: Streetwise (Int), Profession (Int), Research (Int), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), and Special Ranged Attack.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-5: Dynamic Sorcerer
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+2  

+0  

Dynamic Sorcery +1

2  

+1  

+0  

+3  

+0  

+2 Character Points

3  

+1  

+1  

+3  

+1  

Dynamic Sorcery +1

4  

+2  

+1  

+4  

+1  

+2 Character Points

5  

+2  

+1  

+4  

+1  

Dynamic Sorcery +1

6  

+3  

+2  

+5  

+2  

+2 Character Points

7  

+3  

+2  

+5  

+2  

Dynamic Sorcery +1

8  

+4  

+2  

+6  

+2  

+2 Character Points

9  

+4  

+3  

+6  

+3  

Dynamic Sorcery +1

10  

+5  

+3  

+7  

+3  

+2 Character Points

11  

+5  

+3  

+7  

+3  

Dynamic Sorcery +1

12  

+6/+1  

+4  

+8  

+4  

+2 Character Points, Energy Bonus +1

13  

+6/+1  

+4  

+8  

+4  

Dynamic Sorcery +1

14  

+7/+2  

+4  

+9  

+4  

+2 Character Points

15  

+7/+2  

+5  

+9  

+5  

Dynamic Sorcery +1

16  

+8/+3  

+5  

+10  

+5  

+2 Character Points

17  

+8/+3  

+5  

+10  

+5  

Dynamic Sorcery +1

18  

+9/+4  

+6  

+11  

+6  

+2 Character Points, Energy Bonus +1

19  

+9/+4  

+6  

+11  

+6  

Dynamic Sorcery +1

20  

+10/+5  

+6  

+12  

+6  

+2 Character Points

Giant Robot

An observer should not be fooled by the unchanging expression of the Giant Robot’s electronic eyes, because there is surely something deep going on behind them. Giant Robots are the last step in technological evolution, scientific wonders that astound everyone by their lifelike movements and, above all, their free will. Giant Robots range in temperament from the angst-ridden soul-searchers and psychopathic war machines to the naïve innocents and the stalwart protectors ... just like other beings, but with rocket thrusters and deadly weapons. A Giant Robot is certainly more than meets the eye.

Characteristics

Despite appearances, Giant Robots are not really alive; they are machines that do not get sick, do not need food, and do not even need to breathe. As machines, they have certain advantages over living organisms: they can customise their bodies. Under thick metal armour, Giant Robots can hide all sorts of equipment and can keep adding and changing parts as desired. Further tinkering gives them the power to fly, adds even tougher armour, increases their size, and gives them the power to destroy buildings ... and their opponents.

Other Classes

A Tech Genius is the Giant Robot’s best friend, with the Sentai Member the most trusted companion. Mecha Pilots relate strangely with Giant Robots, mostly because they keep looking for the cockpit. There are tales of Giant Robots that can interface with the mystical forces of Dynamic Sorcerers and Magical Girls, but such models are extremely rare. Martial Artists, Samurai, and Ninja do not hold mechanical power in high esteem, and Pet Monster Trainers, Hot Rods, and Gun Bunnies prefer their own “mascots.” Students and Adventurers regularly befriend Giant Robots.

Hit Dice and Ability Scores

The Giant Robot uses d10 Hit Dice

Dexterity is important to a Giant Robot because of its lack of Constitution. Avoiding attacks means damage will make it through the Armour less frequently. Strength is important for any Giant Robot engaging in melee combat and a high Intelligence will help with its Skills.

A Giant Robot must acquire the Construct race (costs 4 Character Points) to represent its mechanical body.

Class Skills and Skill Points

The Giant Robot’s class Skills (and the key Ability for each) are: Computer Use (Int), Drive (Int or Dex), Knowledge: Electronics (Int), Knowledge: Mechanics (Int), Knowledge: Military Sciences (Int), Knowledge: Police Sciences (Int), Powerlifting (Str), Repair (Int), Speak Languages (Int), Heavy Weapons, Melee Attack, Special Ranged Attack, and Unarmed Defence.
• Skill Points at 1st Level = (2 + Int Modifier) x 4
• Skill Points at Each Additional Level = 2 + Int modifier

Table 5-6: Giant Robot
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+0  

+0  

+2  

Features +1

2  

+1  

+0  

+0  

+3  

Armour +1

3  

+2  

+1  

+1  

+3  

+2 Character Points

4  

+3  

+1  

+1  

+4  

Flight +1

5  

+3  

+1  

+1  

+4  

+3 Character Points

6  

+4  

+2  

+2  

+5  

Massive Damage +1

7  

+5  

+2  

+2  

+5  

Armour +1, Features +1

8  

+6/+1  

+2  

+2  

+6  

+2 Character Points

9  

+6/+1  

+3  

+3  

+6  

Flight +1

10  

+7/+2  

+3  

+3  

+7  

Size Change (Growth) +1

11  

+8/+3  

+3  

+3  

+7  

Features +1, Flight +1

12  

+9/+4  

+4  

+4  

+8  

Armour +1

13  

+9/+4  

+4  

+4  

+8 +2  

Character Points

14  

+10/+5  

+4  

+4  

+9  

Massive Damage +1

15  

+11/+6/+1  

+5  

+5  

+9  

+3 Character Points

16  

+12/+7/+2  

+5  

+5  

+10  

Features +1

17  

+12/+7/+2  

+5  

+5  

+10  

Armour +1

18  

+13/+8/+3  

+6  

+6  

+11  

Flight +1

19  

+14/+9/+4  

+6  

+6  

+11  

+2 Character Points

20  

+15/+10/+5  

+6  

+6  

+12  

+4 Character Points

Gun Bunny

The smell of smoking gunpowder is the perfect drug for a Gun Bunny — male or female. Those who walk technology’s razor edge will prefer burning ozone, but the effect is the same. Gun Bunnies are all about their personal weapons, sharp-shooting, and blasting their way through any obstacle. Although many people see the Gun Bunny as a crazed force of destruction, there are as many cool, silent, and dark strangers as there are trigger-happy psychos. Snipers, law enforcement, outlaws, bounty hunters (and bounty hunted) are amongst the most common careers for the Gun Bunnies, where their talent is appreciated and they can get easy permit to carry their beloved guns.

Characteristics

When a Gun Bunny enters combat, he or she enters it with style. Gun Bunnies’ reflexes and cool hands are almost superhuman and they can draw a gun at an opponent’s head before anyone can blink. As they become better, they learn to carry more weapons than physically possible, not to mention the variety of trick shots they master, such as shooting with their eyes closed and doing the damage of a mortar shell with a simple submachine gun. People think that there must be a higher power looking out for the Gun Bunny for all the gunfights he or she walks away from.

Other Classes

Hot Rods give wheels to Gun Bunnies’ firepower. A Gun Bunny grins with glee when facing the challenge of a Giant Robot, and scoffs at the antiquated (and in their opinion, obsolete) fighting styles of Martial Artists, Samurai, and Ninja. They like Mecha Pilots if only because they are good bragging buddies. To their eyes, a Tech Genius is the techie version of a Dynamic Sorcerer — both nerds that rely on huge power sources to do their thing. Pet Monster Trainers fall under the same wimpy category along with Students. Sentai Members and Adventurers can gain the Gun Bunny’s friendship and respect with their deeds, not their words.

Hit Dice and Ability Scores

The Gun Bunny uses d8 Hit Dice.

Dexterity is the most important Ability for a Gun Bunny. Most combat is ranged, and a Gun Bunny is more focused on avoiding damage than enduring it. Strength and Constitution are also important since a Gun Bunny does engage in many battles. Finally, a high Charisma is useful as well; several vital class Skills depend on it.

Class Skills and Skill Points

The Gun Bunny’s class Skills (and the key Ability for each) are: Balance (Dex), Bluff (Cha), Climb (Str), Demolitions (Int), Gamble (Wis), Gather Information (Cha), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge: Police Sciences (Int), Listen (Wis), Powerlifting (Str), Read Lips (Int), Seduction (Cha), Sense Motive (Wis), Speak Languages (Int), Sports (Str, Dex, or Con), Spot (Wis), Archery, Gun Combat, and Ranged Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier


Table 5-7: Gun Bunny
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+1  

+2  

+0  

+0  

Improved Initiative Feat

2  

+2  

+3  

+0  

+0  

Divine Relationship +1

3  

+3  

+3  

+1  

+1  

Massive Damage +1

4  

+4  

+4  

+1  

+1  

Blind-Shoot Feat

5  

+5  

+4  

+1  

+1  

Portable Armoury Feat

6  

+6/+1  

+5  

+2  

+2  

Weapons Encyclopaedia Feat

7  

+7/+2  

+5  

+2  

+2  

Divine Relationship +1

8  

+8/+3  

+6  

+2  

+2  

Judge Opponent Feat, Massive Damage +1

9  

+9/+4  

+6  

+3  

+3  

+2 Character Points

10  

+10/+5  

+7  

+3  

+3  

Defensive Combat Mastery +1

11  

+11/+6/+1  

+7  

+3  

+3  

+2 Character Points

12  

+12/+7/+2  

+8  

+4  

+4  

Steady Hand Feat

13  

+13/+8/+3  

+8  

+4  

+4  

Divine Relationship +1, Massive Damage +1

14  

+14/+9/+4  

+9  

+4  

+4  

Defensive Combat Mastery +1

15  

+15/+10/+5  

+9  

+5  

+5  

+2 Character Points, Accuracy Feat

16  

+16/+11/+6/+1  

+10  

+5  

+5  

Two-Weapon Fighting Feat

17  

+17/+12/+7/+2  

+10  

+5  

+5  

Divine Relationship +1

18  

+18/+13/+8/+3  

+11  

+6  

+6  

Massive Damage +1

19  

+19/+14/+9/+4  

+11  

+6  

+6  

Defensive Combat Mastery +1

20  

+20/+15/+10/+5  

+12  

+6  

+6  

+2 Character Points, Improved Initiative Feat

Hot Rod

Hot Rods feel the need — the need for speed. Leading as fast a life as they can, they live with one foot on the accelerator and the other on the clutch (no self-respecting Hot Rod will drive an automatic!). Cocky and self-assured, Hot Rods have a certain magnetism that they carry with them even when they get out of their cars and off their motorcycles. They are damn proud of their vehicle and will do anything to make sure it is always in top condition, going so far as to risk their lives for a part they want or mouthing off to the fool who dares to sit on the chromed bumper.

Characteristics

The telltale sign of a Hot Rod is his or her set of wheels; it is a badge of honour, a trusted friend, and a symbol of freedom. Not content to just drive it, the Hot Rod has enough mechanical skills to fix and enhance it. Since top-notch parts cost money, however, the Hot Rod often develops ties with an organisation that funds his expenses or gives him work to pay for them. Their natural charisma attracts followers in the form of pit crews, gear heads, co-pilots, and navigators. They can keep their cool under the most harrowing circumstances, never losing their grip on the wheel and the stick shift.

Other Classes

Hot Rods and Mecha Pilots have a lot in common and therefore share a friendly rivalry. They understand the spiritual connection of the Samurai with their katana, as well as the Gun Bunnies’ attachment to their guns. Magical Girls, Pet Monster Trainers, and Sentai Members are targets to be run over more often than they are friends. Martial Artists and Ninja get grouped under the “crazy kung-fu” banner, but Hot Rods can respect their fighting prowess. A Tech Genius is a highly useful mechanic by his or her standards, while Students and Adventurers make for good flunkies. Dynamic Sorcerers and Giant Robots are two questions that a Hot Rod prefers to leave unanswered.

Hit Dice and Ability Scores

The Hot Rod uses d8 Hit Dice.

Intelligence and Dexterity are the two key Abilities for a Hot Rod. Dexterity helps with his or her reflexes and agility and Intelligence helps with Skills and Attributes. Charisma is also important, since many activities of this class involve social situations.

Class Skills and Skill Points

The Hot Rod’s class Skills (and the key Ability for each) are: Bluff (Cha), Disable Device (Int), Drive (Int or Dex), Gamble (Wis), Investigate (Int), Knowledge: Area (Int), Knowledge: Mechanics (Int), Knowledge: Police Sciences (Int), Navigate (Int), Pilot (Int or Dex), Read Lips (Int), Repair (Int), Ride (Dex), Seduction (Cha), Sense Motive (Wis), Speak Languages (Int), Spot (Wis), Gun Combat, Melee Attack, Unarmed Attack, and Unarmed Defence.
• Skill Points at 1st Level = (4 + Int Modifier) x 4
• Skill Points at Each Additional Level = 4 + Int modifier

Table 5-8: Hot Rod
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Personal Gear (Car) +1

2  

+1  

+3  

+0  

+0  

Mechanical Genius +1

3  

+2  

+3  

+1  

+1  

Flunkies +1, Item of Power (Car-related) +1

4  

+3  

+4  

+1  

+1  

Organisational Ties +1, Personal Gear (Car) +1

5  

+3  

+4  

+1  

+1  

+5 Character Points, Divine Relationship +1

6  

+4  

+5  

+2  

+2  

Steady Hand Feat

7  

+5  

+5  

+2  

+2  

Personal Gear (Car) +1

8  

+6/+1  

+6  

+2  

+2  

Aura of Command +1, Wealth +1

9  

+6/+1  

+6  

+3  

+3  

Item of Power (Car-related) +1

10  

+7/+2  

+7  

+3  

+3  

+5 Character Points, Personal Gear (Car) +1

11  

+8/+3  

+7  

+3  

+3  

Flunkies +1, Organisational Ties +1

12  

+9/+4  

+8  

+4  

+4  

Mechanical Genius +1

13  

+9/+4  

+8  

+4  

+4  

Personal Gear (Car) +1

14  

+10/+5  

+9  

+4  

+4  

Improved Initiative Feat, Item of Power (Car-related) +1

15  

+11/+6/+1  

+9  

+5  

+5  

+3 Character Points, Divine Relationship +1

16  

+12/+7/+2  

+10  

+5  

+5  

Aura of Command +1, Personal Gear (Car) +1

17  

+12/+7/+2  

+10  

+5  

+5  

Defensive Combat Mastery +1, Wealth +1

18  

+13/+8/+3  

+11  

+6  

+6  

Flunkies +1, Organisational Ties +1

19  

+14/+9/+4  

+11  

+6  

+6  

Defensive Combat Mastery +1

20  

+15/+10/+5  

+12  

+6  

+6  

+5 Character Points, Divine Relationship +1

Magical Girl

The forces of light sometimes choose the least likely candidate to be their defender. Enter the Magical Girl (or Magical Guy) — once a normal person with normal worries like snagging a boyfriend (or girlfriend, as the case may be), preparing for exams, or just eating the right food. With the appearance of a strange little creature, however, everything changed. Now wielding a strange artefact that grants weird and wonderful powers, the Magical Girl is charged with protecting friends, family, and often the rest of humanity. Oddly enough, nobody seems to recognise her (or him) under the costume.

Characteristics

All Magical Girls have mentor friends, creatures that guide and advise them about their new role as protectors. The mentors try to teach them about magical powers as well, often with mixed results. Depending on the source of their powers, Magical Girls display special attacks that varies greatly for each individual, usually linked to a relic or special tool that unlocked their magical abilities. Battling against monsters much uglier than their worst nightmare, Magical Girls learn to jump very high, and with time to even fly as they learn new special attacks and unlock more power from their Items of Power.

Other Classes

Pet Monster Trainers understand Magical Girls’ plights with their servant/mentor and the two get along well. Dynamic Sorcerers are also good companions, since they usually share the same goals and methods. Students and Adventurers will often be objects of the Magical Girls’ affection or trusted allies. They admire the abilities of the Martial Artists, Samurai, and Ninja and wish they could fight just as well. They tend to dislike Hot Rods and Gun Bunnies, although they too, can become a romantic focus for a Magical Girl.

Hit Dice and Ability Scores

The Magical Girl uses d8 Hit Dice

A Magical Girl usually has a high Dexterity; she does not typically wear armour preferring to use a variety of flips and tumbles during combat. Wisdom is also important since the Magical Girl is usually on a path of higher understanding. A Magical Girl will often have a higher-than-average Charisma as well.

Class Skills and Skill Points

The Magical Girl’s class Skills (and the key Ability for each) are: Balance (Dex), Jump (Str), Knowledge: Arcane (Int), Knowledge: Cultural Arts (Int), Knowledge: Occult (Int), Perform (Cha), Power Usage (Varies), Profession (Int), Speak Languages (Int), Sports (Str, Dex, or Con), Spot (Wis), Swim (Str), Tumble (Dex), Archery, Ranged Defence, Special Ranged Attack, and Thrown Weapons.
• Skill Points at 1st Level = (2 + Int Modifier) x 4
• Skill Points at Each Additional Level = 2 + Int modifier

Table 5-9: Magical Girl
 

  

Base  

Ref  

Will  

Fort

Level  

Attack Bonus  

Save  

Save  

Save  

Special

1  

+0  

+2  

+0  

+0  

Servant +4

2  

+1  

+3