Available Classes (Main Campaign)

Here are the current classes available that players in this D&D Campaign can choose from. These Classes are all custom made and edited by the dungeon master. The classes can be improved or weakened as time progresses. All classes include Standard Equipment, Special Equipment, and Special traits. Unless stated otherwise, all equipment is up to Player's imagination, but must be discussed by the DM (Dungeon Master). Some classes may include skills specifically for that class, and cannot be obtained otherwise. Players obtain traits based on their actions, both inside the campaign and outside (Players can obtain traits)

Currently the Classes have been updated to match Update #31

Athlete
Standard Equipment:


 * This Class starts with 3 small HP restoring Items, 1d200 Dollars, & 1 Physical Weapon (DM’s Help is required)

Special Equipment:


 * Compression Gear Set - A set of clothing based on the user’s choice that helps assist with Athletic based skills and recovery, User must discuss with the DM which piece of clothing does what. (DM’s Help is required)
 * Recovery W.Bottle - +3d6 HP, -5 Stress, 3% chance to cure active status effects. (15 Mana)

Special Traits:


 * Athletic Prowess - User gains a bonus +PlayerLevel d5 to all Athletic based checks, User gains a bonus +1d15 to Acrobatic based checks.
 * Physical PowerWalk - Your body has a certain build to it allowing for move maneuverability, User starts with 45 Movement Speed instead of 30.
 * Workout! - User gains a bonus +1 Extra Level Up Point when Leveling Up
 * However the User’s EXP needed to Level Up is always increased by 25
 * EX. Level 1 needs 100 EXP to level up but now it’s 125 EXP
 * Cannot be disabled

Blaster
Standard Equipment:


 * This Class starts with 1 Rusty Particle based weapon, 1 Physical weapon, 2 Guns, & 7 Mana Items (DM’s Help is required)

Special Equipment:


 * Compressed Energy Supporters - Special Life Support systems the User has built onto their bodies that allows them to discharge their compressed energy without injuring their body. (If damaged the User will start taking damage when firing their own energy blasts)
 * Victoria Visors - Special Visors allowing the User to aim their compressed energy, User gains a bonus +3 to Hit with their own energy blasts.

Special Traits:


 * EN.Resist - User takes 20 Less damage from Energy based attacks.
 * Solar-Sun SHI - At the beginning of each session the User rolls 1d28ma17e17 for Temporary HP, If this Temp HP is not lost until the end of the session then it will be subtracted.
 * EN.Dispersal - User’s body was born with EN waves pumping through their special heart allowing them to build up energy within their body, they can only hold so much energy at a time
 * User starts with 3 + Player Level EN.Charges
 * User can recharge EN.Charges by draining existing energy (charge based items) or draining their own lifeforce (HP).
 * EN.Manipulate - User can utilize the energy within their body to either fire off blasts from appendages of their body, the blasts can be held and charged up or fired in multiple shots
 * Based on the type of energy held/charged/fired the User will subtract at a base of 2 EN.Charges
 * If the User charges the blasts, then it will increase by 2 EN.Charge cost per turn waited to a max of 5 turns charged.
 * Blast damage is 2d5 + Constitution
 * EN.Combust - User can hold in the energy to boil of it in a way to transform simple energy into laser based energy, and so on based on the chart below, If the user holds it for to long their body will combust expelling all EN.Charges and dealing 100 X EN.Charge held. (Deals the same amount of damage to the User)

EN.Energy Tier List


 * 1) Energy           [Default]
 * 2) Laser             [2 Turns charged]
 * 3) Plasma          [5 Turns charged]
 * 4) Particle          [15 Turns charged]
 * 5) Microwave    [20 Turns charged]
 * 6) Nova             [25 Turns charged]
 * 7) ZPE               [35 Turns charged]

Bounty Hunter
Standard Equipment:


 * This Class starts out with 2 Guns, 1 Physical Weapon, 3 Grenades (DM's Help is required)

Special Equipment:


 * Merc-Brand Contract Locator - Allows user to find contracts from people from the website called Merc.Org

Special Traits:


 * Looter - User gains +25% more loot when they find something, and they get a +1 to searching hidden treasures.
 * Contracted to Capture - User picks their side based on the subject they are looking for, winnings in the game is all you need, User gain advantage in Nature, Survival, & Deception based checks, if user already has Advantage in any of these checks then they instead gains a +2d80 to their checks.
 * Experienced Weaponry Training - User gains a +1d40 to utilizing weapons that use both Physical & Ranged damage. (Only weapons that utilized both Physical & Ranged)

Boxer
Standard Equipment:


 * This Class has a choice of two loadouts
 * 3 First Aid Kits
 * 1 Physical Weapon, 1 First Aid Kit, & 1 Energy Based Weapon (DM's Help is required)

Special Equipment:


 * Personal Boxing Gloves - Roll to attack (4d20)
 * Over 12: 2d30 Per Punch + Strength Modifier
 * Personal Head Gear - DG: 13 + Player Level (If user is over Level 15 than this gains DD: 2)
 * Evade and Counter Book - User gains +9 to Dexterity, when user is countering they gain a extra +7 to hit

Special Traits:


 * Special Traits: KO - User has a 2% chance to knock out an enemy when they attack (Flip Coin) (If user succeeds than user gains Exhaustion Tier 1)
 * TKO - If user KO's enemy three times then the enemy has a concussion (Passes through Immunities) (If Player is over Level 15 Than enemies gains the Adv. Concussion Effect)
 * Star Punch - User hits an opponent with a large amount of Style, does a large amount of damage even when people are watching. (1dPlayer's Level * Popularity) (28 Mana)

Brutalist
Standard Equipment:


 * This Class starts with 1 set of Armor, & 20 Healing Items (DM’s Help is required)

Special Equipment:


 * Urban-Concealing Clothing - Special clothing that can be discussed with the DM, this clothing must be able to conceal up to 3 Items in some special creative ways, Items held in this clothing cannot be detected by natural means or pat downs.
 * Unmastered Metal Pendant - A special magical Pendant relating to the user’s backstory, depending on its ability based on unarmed combat is how much mana it will cost. (DM’s Help is required)

Special Traits:


 * Bear Hands - User is only skilled in fighting with their hands and only their hands, User gains a bonus +4d12mi3e12 towards hit based checks while unarmed, If user utilizes any form of weapon they gain a -3d40mi25 to Hit & Damage based checks. (Cannot be Disabled)
 * Back/Forth Flow Fighting - User’s Unarmed attacks gain the Flintlock Principle (Flintlock P.) status effect
 * Brutal Knuckle Punishments - User deals an extra set of Brutal damage when attacking unarmed. (!rr 2 2d3 + Strength)
 * Bronze, Iron, Gold Breaking - User when below 7 HP deals double damage to enemies while unarmed, User gains +23 to Strength based checks while this trait is active.

Cartographer
Standard Equipment:


 * This Class starts out with 1 Gun, 1 Small Physical Weapon, & 3 Small Mana Potions (DM’s Help is required)

Special Equipment:


 * Weaponized Caliper - User starts with a strong measuring device that not only assists with figuring size and length but also helps in defending and attacking
 * 4d2 P^2 Physical, Bleeding
 * +2 P^Player Level to assisting in building/repairing/designing/or construction based checks.
 * Around the World Backpack - User can hold up to 4 Items within this backpack, these items count as Exploring Tools
 * User can utilize an Exploring tool in many different ways even if the item originally couldn’t be used as a tool for exploring
 * User can also use the exploring tool in ways it has never been used before as a bonus action
 * (EX. Gun to shoot down a rock to create a bridge) (Requires check based on situation)

Special Traits:


 * Magical Marker (The Signal) - User can select a location on a map to place a large glowing beacon of a selected color that only the user can see, if user is near the location or the location is in the horizon user can see the large beacon coming from the placed location.
 * User can only place up to 3 + Constitution markers on a map at a time.
 * User gains a +3 to traveling to marked locations
 * Fast Travel! - User if they have a marker on a selected location they can pay the mana cost to instantly travel to the selected location, mana cost increases based on how many people are fast traveling with the user.
 * This trait is only active once user is over level 30
 * 70 Mana * number of Players
 * Remember your landmarks - User gains a +13 to History checks relating to landmarks or locations the user is trying to remember.
 * Exploring new Biomes! - User gains a +3 + Player Level to exploring/searching/repairing based checks.

Celebrity
Standard Equipment: This Class starts out with 1 Token, 2d2500 Cash, 3 Guns, 2 Physical Weapons, & 30 Healing Items (DM's Help is required)

Special Equipment:

Special Traits:
 * Iconic Symbol - User can either choose from the following based on the list below, this depicts an immense reputation, skyrocketing you into fame!
 * Item of Infamy - User found this Item or either stole this Item, This Item has some form of worth or immense power within. (Must be discussed with DM)
 * Act of Eminence - User has done a feat no other has, either it be true or a lie the User knows how to act off this and gains a bonus in showing off. (+30% Good Cause & Effect) (+3 to Popularity Checks) (Must be discussed with DM)
 * Movie Business - User has either directed or starred in one blockbuster movie that kickstarted them into fame, either they believe your truly the movie character or that you just recognizable is up to you. (+3 to Popularity Checks) (+4 to one Skill based on the Movie) (Must be discussed with DM)
 * ~ Cunning Charisma ~ - User gains a bonus +2d5 to Charisma based checks, when doing a Popularity check the User gains a MI:3
 * Self-Reliant Renegade - The User can do things themselves, they only need to rely on themselves to get a job done~, User gains +1 Bonus Action for the first 3 Turns in Combat. (Traits Deactivates After 70 Turns)
 * EGO - The User doesn’t keep track of Inspiration, Instead they keep track of EGO, User can gain EGO anytime they interact with fans or do something seen by tons of people, either it be embarrassing or impressive, User Starts with 1 EGO of the User’s Choice based on the following chart.

EGO’s


 * ID EGO - User can Use this type of EGO to accomplish any form of Task as long as it fits the User’s Desires, Of Course this type of Ego doesn’t count Good & Bad Cause and effect chances so it doesn’t count as a pure success. (EX. bodily needs, wants, and impulses, particularly their sexual and aggressive drives)
 * EGO - User can Use this type of EGO to accomplish any form of Advanced Task, The User can still die or take critical damage when utilizing this type of ego but they will be able to add their Popularity to the check, User can also Use this type of EGO to enhance Main Modifiers Temporarily (1-30 Turns). (EX. Judgment, tolerance, reality testing, control, planning, defense, synthesis of information, intellectual functioning, and memory.)
 * Super-EGO - User can Use this type of EGO to accomplish any Task to Perfection, It will require the User to do several Performance based checks but the User will keep doing so until completed to Perfection or till the User cannot withstand the Task anymore, If the User cannot withstand the task and cannot complete it to Perfection they will Automatically take 30 Brutal Damage, If the User is above level 20 then Instead they take 60 Stress, This type of Ego doubles the chances of Good & Bad Cause and effect chances and if done successfully counts as a 33% High bonus then a Regular Inspiration. (EX. Egotistic Ideals)

Chef
Standard Equipment:


 * This Class starts with 1 Physical weapon, 200 Dollars, & 1 high quality meal. (DM’s Help is required)

Special Equipment:


 * Cooking Pot - User can put in many ingredients to make a meal or a special item, User then has to roll a specific set of checks based on ingredients and what the user is trying to make. (User can put a Max of 7 Ingredients in at a time)


 * Cooking Equipment: User selects from up to 3 Items from the list below. (Once chosen user cannot change the items)

Cooking Gadgets


 * Pan - When cooking with this item the consumable gains an extra 5% chance to have a HP bonus.
 * Spatula - When cooking with this item the consumable gains an extra 5% chance to have a Mana bonus.
 * Whisk - When cooking with this item the consumable gains an extra 5% chance to have a Temporary HP bonus.
 * Peeler - When cooking with this item the consumable gains an extra 5% chance to give a random resistance.
 * Rolling Pin - When cooking with this item the consumable gains an extra 5% chance to have a Temporary Mana bonus.
 * Grater - When cooking with this item the consumable gains an extra 5% chance to give Armor.

Special Traits:


 * Eye for Taste - User gains a +5 to searching for rare ingredients.
 * Passion to Please - User upon giving a meal (Consumable) of their own creation to another Player the user will gain 1 Determined Inspiration to use for their next turn
 * if they do not use the inspiration their next turn then they lose the Determined Inspiration. (3 Times per session)
 * Very Particular - Users can only consume Items made by themselves.
 * Cannot be Disabled

Child Adventurer
Note for Players - Character must be the age of 10-14

Standard Equipment:


 * This Class starts with 1 Magical Item, 1 Toy Based Physical Weapon (DM's Help is required)

Spells - Start with 2 Effect Spells, 1 Utility Spell, and 1 level two Particle Spell

Special Equipment:


 * Cool Object (Users choice): This item or piece of clothing can assist you in thousands of ways, in order to discuss the main 3 things this item is used for please chat it out with the DM so he can approve. (Stats Based off DM's saying)
 * Striped Shirt: All Kids have a Striped Shirt, this shirt allows you to gain the Vital Yellow Effect for 1 Turn. (3 Mana)

Special Traits:


 * Innocent Wonder - User gains +3 to checking/finding Items
 * Small but Powerful - User can add +6 to one modifier/skill
 * Dork - If user rolls a 1-3 in any check it counts as a Critical fail, but if the user rolls a 13,17, or 6 those count as Critical Hits (Nat 20)

Demolitionist
Standard Equipment:

Special Equipment:
 * This Class starts out with 3 Grenades, 2 Time Bombs, 1 Rusty Ranged Weapon (DM's Help is required)
 * Bomb construction/destruction kit - Allows the user to create or deactivate bombs, User requires Materials and 30 Scrap Metal per Bomb Constructed, User gains a bonus +2d18 to Deactivate bombs, Bomb Quality is based on material.
 * Personalized Grenade Launcher - Fires only bombs constructed by you, User gains a bonus +4d8 to Hit with this Weapon.

Special Traits:


 * Cool guys never look at explosions - User gains a bonus +4 to Popularity when detonating a bomb, User takes 20% less damage from area based damage.
 * Rule Breaker - The user gains a +1 to all break-ins. (Break-ins are a type of entrance with no door way included.)
 * Homemade Homewrecker - User gains a bonus +12 to reaction based checks when utilizing a bomb of their own construct.
 * A Constructor always finds some scrap! - User gains a +Player Level to find scrap metal. (This trait is disabled after level 30)

Detective
Standard Equipment:


 * This Class starts out with 2 Guns, 1 Physical Weapon (DM's Help is required)

Special Equipment:


 * Detectives Journal - Allows the user to understand puzzles easier and faster, which faced with a puzzle like a locked door the user can use there Journal to gain a +3 to there next roll, but the roll must be related to the objective in some way, and the answer must be very long and impressive for when the user pulls it off.


 * Magnifying glass - Allows user to see things closer, something even some like clues. (Roll Charisma skill check)

Special Traits:


 * Detectives Hunch - Allow the user to make an estimated guess (Dexterity Skill check) and understand the whole situation or understand something the user has not seen before. (The User must roll a Dexterity skill check higher than a 14 to pass)

Dream-Caster
Standard Equipment:


 * This Class starts out with 1 Physical Weapon, 1 Magical Item (DM's Help is required)

Spells - Start with 2 level two Particle Spells, 1 Combat Spell, and 1 Effect Spell

Special Equipment:
 * Spell Book - Keeps track of every spell the user finds.
 * Dream Journal - Every time the user sleeps they enter a dream zone in which they can talk to the whole party in their dreams, User while in this Dream Zone can reduce Ally’s Stress based on actions the User does, While Ally’s & User is in the Dream Zone they gain a bonus +5 Temp HP & Mana Upon waking up. (Requires the Rest to be a Long Rest) (25 Mana)
 * Dream Catcher - User can drain 3-80 Mana from sleeping enemies, If the Enemy doesn’t have any Mana to drain they instead drain HP, User can pay the Mana cost to view the selected enemies dream. (120 Mana for Dream Reading) (Dream Catcher can be overused and broken easily)

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Green Mana Harvester - You hold a special type of mana, Green Mana if transferred to another person gives the other +1dMissing HP back. (13 times per session) 3. Emotional breakdown - If the User is below 5 Mana they gain +3 Stress per turn.

Duelist
Note for players - This class is based on the anime/manga Yu-gi-oh and it's spinoffs. When using cards, you must draw from a shuffled deck of playing cards.

Standard Equipment:


 * This Class has a choice of two loadouts
 * This Class starts out with 1d1000mi100 Magic Cards, 1 set of Weak Armor (DM's Help is required)
 * 2d100 Magic Cards & 1 Physical Weapon (DM's Help is required)

Special Equipment:


 * Duel Gear - This device allows the User to use 1 Magic Card Per Action, User can only damage Card Effects (EX. Smashing Items/ Destroying stuff/ Break-In) in Combat, User when Playing a Card will first Pick what the card will be based off the card type listed below, once chosen the user then rolls it’s listed stats & Pays the Mana cost.

Card Types


 * 1) Creatures/Assistants - /r deal 6 (Mana Cost/ HP/ ATK/ DEF/ Bonus/ Turns active)
 * 2) Stage/Landscape - /r deal 3 (Mana Cost/ S.E.P. (Stage Effect Potance)/ Turns active)
 * 3) Spells/Magic Effect - /r deal 4 (Mana Cost/ M.E.P. (Magic Effect Potance)/ Turns active)
 * 4) Traps/Devices - /r deal 5 (Mana Cost/ HP/ ATK or DEF/ S.E.P. (Stage Effect Potance)/ Turns active)
 * 5) Artifacts/Permanents - /r deal 2 (Mana Cost + 50/ Permanent Effects Quality)
 * 6) Fusions/Combiners - /r deal 2 (Mana Cost/ Fusion Effects Quality)
 * 7) Graveyards - /r deal 6 (Mana Cost + 16d20/ S.E.P. (Stage Effect Potance)/ M.E.P. (Magic Effect Potance)/ Undead Quality/ Phantom Point Quality/ Resurrection Times (Uses))

Card Symbol Meanings


 * 1) Hearts - (If found on other rolls then HP than this has no effect) - Increases the Cards HP by +4d66 + Player Level
 * 2) Diamonds - (If found on other rolls than ATK, DEF, or Fusion Quality than this has no effect) - Increases Damage/ Resistances/ & Fusion effects by Player Level d10%.
 * 3) Clubs - (If found on other rolls then S.E.P, M.E.P, or Undead Quality than this has no effect) - Increases S.E.P/M.E.P/& Undead Quality by 15% (Increases when Player Level is over 25 to 44%)
 * 4) Spades - (If found on other rolls then Mana Cost than this has no effect) - Decreases Mana cost by 1. - Orb = (Can be used for any card type) - Increases the selected effect it’s placed on by 78%.

Card Letters Meanings


 * A:+10d20
 * K: +5d15
 * Q: +7d30
 * J: +3d20


 * Duelist Log - If a user wants to keep a certain card idea then they can keep it in their Duelist Log, User can keep up to (10 + Player Level) Cards within the Duelist Log, If user wishes to play a saved card than firstly they need to roll a luck check, if passed than user pays the cards Mana cost and the card is then played. (User must keep track of card info, Cost/Effect/Name/Stats)

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Phantom Manipulation - User can accumulate Phantom Points over a specific amount of time, User cannot use Phantom Points outside of combat, When in Combat user can pay 1-20 Phantom Points to increase a card's specific number or percentage by 1% per point. (0/20 Phantom Points) (Max 20 Points)
 * Heart of the Cards - User when in combat cannot take direct damage while there is a creature or device placed on the field.
 * Fair & Square - User can come up with any sort of card but if this card isn’t reviewed by the DM then it has no effect.

Fighters
All [Fighter] classes receive belts at the start of their journey. As they progresses within their chosen fighting style, either Flame, Fortune, Hardware, or Reflex, the belts rankup when the prerequisite level has been achieved. The Martial Artist class falls under this category

Belt Ranks:


 * 1) White (Purity) [Starting]
 * 2) Yellow (Pure Novice) [Level 3]
 * 3) Orange (Stability) [Level 15]
 * 4) Purple (Pure Intermediate) [Level 24]
 * 5) Blue (Adaptability) [Level 35]
 * 6) Green (Great Flow) [Level 50]
 * 7) Brown (Pure Experienced) [Level 60]
 * 8) Red (Confidence) [Level 75]
 * 9) Black (Mastery) [Level 95]

Flame Fighter
Standard Equipment: This Class starts out with 1 Physical Weapon, 10 Mana Potions, & 1 Magic Item (DM’s Help is required) Special Equipment:


 * Scorched Book of F.F - This Book is one of many different, held by those who wish to learn the way of the flame fist, User with this Book can learn an unlimited amount of F.F Skills, User cannot input any other Skills within this book.
 * Belt of Flame - This Belt changes as you level up granting new powers per change based on the list below.

Belts Changes


 * Smoggy White (Purity) [Starting] - Gives no bonuses.
 * Warm Yellow (Pure Novice) [Level 3] - User gains a bonus +6 to executing F.F Skills
 * Ember Orange (Stability) [Level 15] - User gains a bonus +26 to executing F.F Skills & Techniques
 * Smokey Purple (Pure Intermediate) [Level 24] - User gains a bonus +42 to executing F.F Skills & Techniques
 * Blazing Blue (Adaptability) [Level 35] - User gains a bonus +70 to executing F.F Skills & Techniques
 * Gasping Green (Great Flow) [Level 50] - User gains a bonus +100 to executing F.F Skills & Techniques, User gains a bonus +12 to reaction based checks
 * Burning Brown (Pure Experienced) [Level 60] - User gains a bonus +130 to executing F.F Skills & Techniques, User gains a bonus +22 to reaction based checks
 * Rampaging Red (Confidence) [Level 75] - User gains a bonus +160 to executing F.F Skills & Techniques, User gains a bonus +32 to reaction based checks
 * Ashes Black (Mastery) [Level 95] - User gains a bonus +200 to executing F.F Skills & Techniques, User gains a bonus +42 to reaction based checks

Special Traits:


 * Born in Flame - User gains a DG:5 towards Fire based attacks, User deals 24 extra Damage when attacking.
 * Inner Trust - User gains a bonus +8 to Wisdom based checks, After each level up the User can add their Wisdom Modifier to their Max HP.
 * Burning Passion - User upon reaching level 20+ when unlocking the stress meter can gain +15 Stress to Increase the User’s next attacks damage by 30%. ~

F.F. Skills


 * Burning Knuckle’s - 1d14 Physical, Burning, Energy (4 Mana)
 * Ash Kick - 2d4e4 Physical, Blind, Burning (4 Mana)
 * Healing Camp Aura - +3d3e3 HP to all Ally’s nearby the Caster. (3 feet around the caster) (12 Mana)

Fortune Fighter
Standard Equipment: This Class starts with 100 Dollars, 50 gp, 1 Physical Weapon, & 1 Magic Item (Dm’s Help is required) Special Equipment:


 * Exquisite Training Magazine of M.M - This Book is one of many different, held by those who wish to learn the way of the reactive reflex, User with this Book can learn an unlimited amount of M.M. Skills, User cannot input any other Skills within this book.
 * Belt of Avarice - This Belt changes as you level up granting new powers per change based on the list below.

Belts Changes


 * Beggars White (Purity) [Starting] - Gives no bonuses
 * Yellers Yellow (Pure Novice) [Level 3] - User gains a bonus +6 to executing M.M. Skills
 * Open House Orange (Stability) [Level 15] - User gains a bonus +26 to executing M.M. Skills & Techniques
 * Published Purple (Pure Intermediate) [Level 24] - User gains a bonus +42 to executing M.M. Skills & Techniques
 * Banker Blue (Adaptability) [Level 35] - User gains a bonus +70 to executing M.M. Skills & Techniques
 * Glistening Green (Great Flow) [Level 50] - User gains a bonus +100 to executing M.M. Skills & Techniques, User gains a bonus +12 to reaction based checks
 * Buying Brown (Pure Experienced) [Level 60] - User gains a bonus +130 to executing M.M. Skills & Techniques, User gains a bonus +22 to reaction based checks
 * Rich Red (Confidence) [Level 75] - User gains a bonus +160 to executing M.M. Skills & Techniques, User gains a bonus +32 to reaction based checks
 * Billion Black (Mastery) [Level 95] - User gains a bonus +200 to executing M.M. Skills & Techniques, User gains a bonus +42 to reaction based checks

Special Traits:


 * Born to be a Backer - User gains an extra 2% more Money from Money Gains, The User gains a bonus +8 to Stealth based checks.
 * Inner Trust - User gains a bonus +8 to Wisdom based checks, After each level up the User can add their Wisdom Modifier to their Max HP.
 * Rule Breaker - The user gains a +1 to all break-ins. (Break-ins are a type of entrance with no door way included.) ~ M.M. Skills

"- Money Might Issue #1 - 1d12 + Amount of Money in user’s inventory. (User subtracts 5gp to use this ability) (4 Mana) - Stocks Sockum - !rr 5 3d6 + Amount of Money in user’s inventory. (User subtracts 30gp to use this ability) (15 Mana) - Bronze Bull Punch - 4d50 + Amount of Money in user’s inventory. (User subtracts 400gp to use this ability) (30 Mana)"

Hardware Fighter
Standard Equipment:


 * This Class starts out with 3 Physical Weapons, 10 Small Mana Potions (DM’s Help is required)

Special Equipment:


 * Messy Blueprinted Book of H.H.H. - This Book is one of many different, held by those who wish to learn the way of the reactive reflex, User with this Book can learn an unlimited amount of H.H.H. Skills, User cannot input any other Skills within this book.

Belt of Handwork - This Belt changes as you level up granting new powers per change based on the list below.

Belts Changes


 * Wallpaper White (Purity) [Starting] - Gives no bonuses.
 * Measuring Yellow (Pure Novice) [Level 3] - User gains a bonus +6 to executing H.H.H. Skills
 * Organized Orange (Stability) [Level 15] - User gains a bonus +26 to executing H.H.H. Skills & Techniques
 * Painted Purple (Pure Intermediate) [Level 24] - User gains a bonus +42 to executing H.H.H. Skills & Techniques
 * Built Blue (Adaptability) [Level 35] - User gains a bonus +70 to executing H.H.H. Skills & Techniques
 * Giant Green (Great Flow) [Level 50] - User gains a bonus +100 to executing H.H.H. Skills & Techniques, User gains a bonus +12 to reaction based checks -
 * Cemented Brown (Pure Experienced) [Level 60] - User gains a bonus +130 to executing H.H.H. Skills & Techniques, User gains a bonus +22 to reaction based checks
 * Reinforced Red (Confidence) [Level 75] - User gains a bonus +160 to executing H.H.H. Skills & Techniques, User gains a bonus +32 to reaction based checks
 * Architectured Black (Mastery) [Level 95] - User gains a bonus +200 to executing H.H.H. Skills & Techniques, User gains a bonus +42 to reaction based checks

Special Traits:


 * Born to be Building - User gains a bonus +30 to Construction based checks, User gains a bonus +12 to Sleight of Hand.
 * Inner Trust - User gains a bonus +8 to Wisdom based checks, After each level up the User can add their Wisdom Modifier to their Max HP.
 * A Constructor always finds some scrap! - User gains a +Player Level to find scrap metal. (This trait is disabled after level 30)

H.H.H. Skills


 * Drill Punch - 2d8mi3 Physical, Push, Bleeding (5 Mana)
 * Concrete Stand - User gains a DT:6 for 1d6 Turns (5 Mana)
 * Hole Punch - 3d2 Physical, Piercing, Push, Bleeding (5 Mana)

Reflex Fighter
Standard Equipment:


 * This Class starts out with 1 Gun, 1 Rusty Particle Weapon, & 1 Physical Weapon (DM's Help is required)

Special Equipment:


 * Crystallized Book of R.R - This Book is one of many different, held by those who wish to learn the way of the reactive reflex, User with this Book can learn an unlimited amount of R.R Skills, User cannot input any other Skills within this book.
 * Belt of Glass - This Belt changes as you level up granting new powers per change based on the list below.

Belts Changes


 * Cracked White (Purity) [Starting] - Gives no bonuses.
 * Hazy Yellow (Pure Novice) [Level 3] - User gains a bonus +6 to executing R.R Skills
 * Opened Orange (Stability) [Level 15] - User gains a bonus +26 to executing R.R Skills & Techniques
 * Pieced Purple (Pure Intermediate) [Level 24] - User gains a bonus +42 to executing R.R Skills & Techniques -
 * Bright Blue (Adaptability) [Level 35] - User gains a bonus +70 to executing R.R Skills & Techniques
 * Glorious Green (Great Flow) [Level 50] - User gains a bonus +100 to executing R.R Skills & Techniques, User gains a bonus +12 to reaction based checks
 * Beautiful Brown (Pure Experienced) [Level 60] - User gains a bonus +130 to executing R.R Skills & Techniques, User gains a bonus +22 to reaction based checks
 * Reflective Red (Confidence) [Level 75] - User gains a bonus +160 to executing R.R Skills & Techniques, User gains a bonus +32 to reaction based checks
 * Diamond Black (Mastery) [Level 95] - User gains a bonus +200 to executing R.R Skills & Techniques, User gains a bonus +42 to reaction based checks

Special Traits:


 * 1. Born in Bullet Hell - User gains a DG:5 towards Ranged based attacks, User deals 24 extra Damage when attacking with ranged weaponry, User gains a bonus +25 to Movement Speed.
 * Inner Trust - User gains a bonus +8 to Wisdom based checks, After each level up the User can add their Wisdom Modifier to their Max HP.
 * Bullet’s Honeymoon~ - User can clash with an opponent when they are attacking and can activate a R.R. Skill/Technique as a reaction. ~

R.R. Skills


 * Reclashive B.S. - User Upon taking damage from a ranged attack can activate this skill to reduce the damage by 5 and create up to 1d16 floating circling shards of energy that attack all nearby opponents for 15 turns. (!rr 3 4d2 Physical, Bleeding) (16 Mana)
 * Royal Bullet-Smack - If a nearby ally is being attacked by a ranged attack they can activate this skill as a reaction to take the damage and reduce it by 20%. (Can only activate if user has sight on the ally/target) (16 Mana)
 * Room Clear! - User can activate this skill once per combat, upon activation the User will shout as all nearby allies & enemies will be disarmed (requires skill check), User will then gain a bonus +28 to their next action. (20 Mana)

Martial Artist
Standard Equipment:
 * This Class starts with 10 Small Mana Potions, 3 Stress Relieving Items (DM’s Help is required)

Special Equipment:


 * Personalized Skill Book - This Book/Journal contains every Martial Skill/Technique you have created, You will discuss with the DM 5 Skills & 5 Techniques you have already made and mastered, and as you go along with your adventure you can level up those skills or create new ones.
 * User can level up 1 Skill or create 1 Skill after every 5 Level Ups have passed
 * Belt of Change - This Belt changes as you level up granting new powers per change based on the list below.

Belts Changes

Special Traits:
 * White (Purity) [Starting] - Gives no bonuses.
 * Yellow (Pure Novice) [Level 3] - User gains a bonus +3 to executing Martial Skills
 * Orange (Stability) [Level 15] - User gains a bonus +26 to executing Martial Skills & Techniques
 * Purple (Pure Intermediate) [Level 24] - User gains a bonus +42 to executing Martial Skills & Techniques
 * Blue (Adaptability) [Level 35] - User gains a bonus +70 to executing Martial Skills & Techniques
 * Green (Great Flow) [Level 50] - User gains a bonus +100 to executing Martial Skills & Techniques, User gains a bonus +12 to reaction based checks
 * Brown (Pure Experienced) [Level 60] - User gains a bonus +130 to executing Martial Skills & Techniques, User gains a bonus +22 to reaction based checks
 * Red (Confidence) [Level 75] - User gains a bonus +160 to executing Martial Skills & Techniques, User gains a bonus +32 to reaction based checks
 * Black (Mastery) [Level 95] - User gains a bonus +200 to executing Martial Skills & Techniques, User gains a bonus +42 to reaction based checks
 * Inner Trust - User gains a bonus +8 to Wisdom based checks, After each level up the User can add their Wisdom Modifier to their Max HP.
 * 24 Hour Combatant - User is always prepared for combat, User gains a bonus +1 to Turn Placement, User gains a bonus +4 to hit based checks for the first 3 turns of combat.
 * Quick and Quiet - +2 to Stealth based checks.
 * Personify You! - User can activate this trait once per session, upon activation the User’s perception of reality stops as they compose themselves, in doing so they cure themselves of any effects or abilities used against them
 * After use the User suffers the Exhaustion status (Level of Exhaustion is based on tasks completed).

Gladiator
Standard Equipment:


 * This Class starts with 1 Physical Weapon, 1 set of Armor, & 3 other weapons based on User’s Choice (DM’s Help is required)

Special Equipment:


 * Arsonal Sack of the Gladiator - User can hold up to 6 Weapons in this sack, while in this Sack these weapons gain Advantage when being equipped for combat,
 * If the User is being attacked by surprise they gain a bonus +3 to Dodge/Counter.
 * Enchanted Emblem/Tattoo - User discusses with the DM what the enchantment does to the User upon activation.
 * Mana is based on Enchantment
 * Item cannot be destroyed

Special Traits:


 * Gladiators Rage - User can activate this ability after taking a short/long rest, upon activation the User gains a Enraged status effect for as long as they wish or until knocked unconscious,
 * After use the User gains the Tired & Exhaustion status effects (1-3 Exhaustion based on actions done while rage was active),
 * User gains the Vital Orange effect for the first 15 turns while rage is active,
 * If Rage is active for more than Player Level Turns then it’s deactivated and the User gains after effects.
 * Urban Weaponry Training (Gladiator) - User gains a +2d15mi5 to utilizing Simple Physical/Ranged Weapons.
 * Scars of the Unmatched - User’s body has gone through hell many times or is prepared to go through hell, User gains a bonus +5 to Max HP when Leveling Up.
 * Resourceful Dired - When the User has a Broken weapon they gain advantage towards searching for Simple weapons, If the user cannot find any they gain a bonus +3 to their next action.
 * 24 Hour Combatant - User is always prepared for combat, User gains a bonus +1 to Turn Placement, User gains a bonus +4 to hit based checks for the first 3 turns of combat.

Graffiti Artist
Standard Equipment:


 * This Class starts out with 1 Physical Weapon, 1 Ranged Weapon, & 10 Dollars (DM’s Help is required)

Spells - 'HighLight', and 1 Particle Spell


 * HighLight - Shoots a blast of Neon Ink towards an object giving it an aura that can be seen through walls for 1d3 turns. (2 Mana)

Special Equipment:


 * 210 Selectable Spray-Paint Cans - User can Utilize a Can of Spray Paint to “Tag” an area or target, the tagged area will now give you a bonus from a radius of 665 Feet from where the Tag was placed,
 * While in the Tagged area
 * User gains a bonus +15 to Break-Ins
 * +20 to Stealth
 * +2d14 to Hit based checks.
 * If the User Tag’s a Target the selected Target has a 5% chance to be instantly Defeated Non-lethally.


 * Street-Performance Outfit - User’s regular stained clothing from the artworks of their past, User gains a bonus +2 to Popularity
 * Personalized Grapple-Device - User has constructed their own grapple device to escape certain situations. (DM’s Help is required)

Special Traits:


 * Mystic Mana - The user knows 2 spells already and with 15 Mana (1 is DM's choice other is Player's)
 * Rule Breaker - The user gains a +1 to all break-ins. (Break-ins are a type of entrance with no door way included.)
 * Unauthorized Entrance - If the user enters combat after making a Break-in the User gains the Undetermined Figure status effect for 10 Turns.
 * Graffiti’s Majestic Kiss~ - User when in mid-action or in an action based situation can still “Tag” a target/area as a bonus action. (2 Per Fight)

Grunt
Standard Equipment:


 * This Class starts out with teams specific weapons/tools/& armor (DM's Help is required)

Special Equipment:


 * Factionary Banner - User can expand 1 Charge to power up all nearby Ally’s, All Nearby Ally’s within a 28 Meter Radius from the caster gains a bonus +30 to all Combat/Evasion based checks, This Lasts for 1d26 Turns. (4/4 Charges)
 * The Meaning of this Employment - User chooses an Item/Reason based on their backstory they hold close, this item holds great power only the user can use, it’s the main reason or one of the main reasons they choose to work for this faction. (DM’s Help is required)

Special Traits:


 * Beginning Launch - User when entering combat gains a bonus +1d18 to all checks for the first round.
 * Typical Reinforced Training (Grunt Edition) - User gains a bonus +22 to reaction based checks, User can flip a coin when dodging, if they call right they automatically initiate a counter which counts as a direct hit against the defender. (Damage from Counters are piercing but capped off at 100)
 * Unwavering Work! - User when doing a task/command gains a bonus +8d30 to accomplishing the task/command, If the User cannot accomplish the task they gains 1 Determined Inspiration that can be Used for the next 60 Turns, If not used in the next 60 Turns the Determined Inspiration is lost.

Gunman
Standard Equipment:


 * This Class starts out with 3 Guns, 1 Rusty Particle Weapon, 2 Grenades (DM's Help is required)

Special Equipment:


 * Merc-Brand Contract Locator - Allows user to find contracts from people from the website called Merc.Org

Special Traits:


 * Ammo-Maker - If user has the materials to make ammo they can craft up to 4 Boxes of Ammo (1d20 for quality) (Requires check)
 * Contracted to Fight - User picks the winning side based on nothing but bloodshed, User gains a + Player Level bonus to all checks, If user goes over level 20 then this trait stops at +20 but user then gains a 6% Resistance to all forms of plasma damage.
 * Urban Weaponry Training - User gains a +2d5mi3 to utilizing bullet or gun based weaponry.

Hacker
Standard Equipment:


 * This Class starts out with 1 Gun, 1 Rusty Particle Weapon (DM's Help is required)

Special Equipment:


 * AlienWare Laptop - Allows the user to search the internet for items, each item has a price and needs to be shipped by a drone, which could take many turns or days, User can also Utilize this Laptop to research information based on an investigation skill check.
 * Hard Mobile GPhone - Allows the user to hack objects from a distance. (1d20 + Intelligence)

Special Traits:


 * Rule Breaker - The user gains a +1 to all break-ins. (Break-ins are a type of entrance with no door way included.)
 * Unauthorized Entrance - If the user enter’s combat after making a Break-in the User gains the Undetermined Figure status effect for 10 Turns.
 * Trespass Badass - User gains Advantage when in enemy territory for the first 26 Turns.
 * I'm In! - Upon a successful Hack the User gains a bonus +4 to their next action that stacks to a max of +80.

Hardlight Constructor
Standard Equipment:


 * This Class starts out with 1 Advanced Ranged Weapon, 1 Heavy Particle Weapon, 1d600 Scrap Metal (DM’s Help is required)

Special Equipment:


 * Cosmo-Construction Workers Gear - User gains +10 to constructing/repairing/demolishing items/buildings/constructs/or other landmarks. (Armor: 40 + Player Level, DG: 2)
 * Cosmo-Construction Tool-Box - User can utilize this tool box (Subtract told amount of scrap per construction), User’s constructions gain an extra 5% bonus to whatever their utility/purpose is.
 * Cosmo-Construction Helmet - a durable but fine looking helmet, +3 to charisma, Armor: 20

Special Traits:


 * Masonry - User starts off with 20 MAS (Put next to or along with Mana), your MAS increases by 5 every 2 Levels, User can subtract 5 MAS to gain a +5 to construction and reduce the amount of time for construction by 1.2%
 * Constellation Construction - User can subtract from 2-200 MAS to construct a hard light construct, this construct can be any item/object/creature/or thing the user can think of, the item persists as long as user has mana
 * Subtract: 40 - Player Level every 4 turns)
 * Cannot give the Mana Sickness for mana subtraction
 * The constructs are valued on quality (1d1000 + 2-200 MAS for Quality).
 * Damage for Items is based on MAS used.
 * EX: 120 MAS = 1d120)
 * Increase First Dice by utilizing Scrap metal
 * EX:5 Scrap = 5d current construct roll)


 * A Constructor always finds some scrap! - User gains a +Player Level to find scrap metal.
 * This trait is disabled after level 30

Juggernaut
Standard Equipment:


 * This Class starts out with 1 Large Heavy Physical Weapon, 1 Heavy set of Armor (DM's Help is required)

Special Equipment:


 * Armor enchantment (1 time use when making character): Add 1 out of many effects to your set of armor (DM's Help is required)
 * Cyber/Mythical Advancement(s) - User gains 1-6 extra organic enhancements by user’s choice, either could be Magical or Cybernetic, These Advancements must be discussed with the DM. (DM’s Help is required)

Special Traits:


 * Tough to put down - If the user has any armor on that armor has a 5% chance not to take damage when the user is taking physical damage, if an enemy is using a piercing attack while you have armor on you don't take piercing damage.
 * Time for the Pain!: If the user's armor breaks than the user gains +2d10 to all physical attacking damage.
 * Unbelievable Survivability - User can add their Survival skill to all checks, User’s Armor is 30% Restored at the end of combat even if broken.
 * Overwhelming Knockback! - User when attacking unarmed automatically deals Push based damage.
 * You can't stop me! - User when making an Athletics check can add their Movement Speed. (EX. Movement Speed = 30, Athletics = 4, 1d20 + 4 + 30)
 * Puny Punches - User gains a DT: Player Level. (Cannot be disabled)

Keyblade Wielder
Standard Equipment:


 * This Class starts with 3 Medium Health Potions, 6 Mana Potions, & 1 Magic Item (DM’s Help is required)

Spells - Start with 1 Utility Spell, 1 Particle Spell, and 1 Effect Spell

Special Equipment:


 * Depending on selected Player style user will gain the following. (Can only choose one path and cannot change their path)
 * Chosen by the Blade - User has been selected by the Keyblade and begins with a Kingdom Key version of the Keyblades
 * User also gains +4 to utilizing this KeyBlade
 * Stolen/Found by the Heart - User has found or stolen a Keyblade that has taken form into their own design (Personal Keyblade)
 * User gains a -10 to Utilizing this KeyBlade until after level 20, once level 20 user gains a +1d10 to Utilizing this KeyBlade


 * Spell Book - Keeps track of every spell the user finds.

Special Traits:


 * Dodge Roll! - User gains a +Player Level to dodging/evading based actions
 * If the user fails a dodge/evading roll, they take 5% less damage. (5 Uses per Session)
 * Stronger Heart - User every time user levels up user instead rolls 2d10mi5 for HP.
 * Key to Victory! - User gains a +8 to all checks when below Half of their Max Mana. (Trait is disabled when user is over level 50)
 * Form your Destiny and open the door! - User picks from one from each list.

Fate List #1

Fate List #2
 * Wisdom - User will gain +2d8 Mana after every level up.
 * Vitality - User will gain a +Player Level Bonus to Hit an opponent with a physical weapon.
 * Balance - User will gain a +1 to Mana & Strength after every level up but this trait is disabled when user is over level 50.
 * Guardian - If user is below 10 HP user gains a DG:5d40 as long as user is below 10 HP, if healed or put above 10 HP than user loses the DG:5d40.
 * Warrior - User gains +1 Extra Turn, But spells casted cost 27% More Mana.
 * Mystic - All Spells casted from the user cost 3% Less, But user gains a -4 to Strength/Dexterity based checks.

Lawyer
Standard Equipment:


 * This Class starts out with 2 Guns, 1 Plasma Physical Weapon, and a debt of 1d500 Dollars (DM's Help is required)

Special Equipment:


 * Briefcase - User can hold up to 10 Items with this Briefcase, all Items in this briefcase count as Case Clues
 * Case Clues cannot be stolen unless the entire Briefcase is stolen
 * User gains advantage on protecting and utilizing the Case Clues
 * Advanced Book of Law: Disarray - User gains advantage against Intimidation & Persuasion skill checks
 * User gains +1 to Insight every time user levels up as long as user still possessing this item during level up.


 * Cane of Sightseeing - The Trusty Cane which all lawyers have. This cane allows the user to see the world as if it was a map in a 28 by 40 Mile Radius (40 Mana)

Special Traits:


 * Figure or Fight - At the beginning of every battle, the user can either choose to stay on the sidelines or join the fight with everyone else.
 * While on the sidelines
 * User cannot be targeted and cannot attack enemies
 * User can give healing items and Information to their Teammates
 * While fighting
 * User has -20 on Hit Rolls
 * User cannot switch positions mid-battle


 * I call to the stand.... - User can Baton Pass to any player above them in the turn list, this player must than give a detailed explanation to the enemies what they are going to do, user than rolls disadvantage on that action. (6 Per 3 Sessions)
 * Objection! - User stops a fight for 1d60miPlayers Level Turns
 * Costs 40 + Player Level Mana
 * 2 times per Fight
 * Can do one of three things
 * Explain details to teammates
 * Attempt to talk to the enemies
 * Strategize with their team


 * Take That! - User can use 1 Case Clues as Evidence or a identifier, depending on dice roll will show how effective it is one the current battle.
 * EX. uses Case Clue to show enemies weakness, immunities, crimes, etc.
 * 1d100 + Charisma + Intelligence/2)
 * 3 per Case/Battle

Success Chart


 * 1-10 - Failure
 * 11-15 - Doesn't relate to question
 * 16-20 - Has some sort of relation
 * 21-30 - Could be related
 * 31-50 - It can show something but only bit's and pieces, still needs more investigation
 * 51-60 - Hmm wait it's starting to make sense....
 * 61-70 - HOLY COW!


 * Anything Above counts as an Automatic 70

Leader
Standard Equipment:

Special Equipment:
 * This Class starts with 1 Magical Item, 1 Physical Weapon (DM's Help is required)
 * Leaders Trademark Clothing - Special Custom clothing used to identify that you are a leader, +3 to 3 Skills of your choice. Leaders Locket - User gains advantage when Commanding teammates.

Special Traits:


 * Commander - User gains the ability to Command teammates to attack, guard, or do something else with a combination of your Wisdom Modifier, This acts as a Simple Baton Pass, User gains a bonus +5 to Turn Placement.
 * Cunning Leadership - User has advantage against persuasion, disarm, pickpocket attempts against attackers/enemies.
 * Clear Communication - User before any Ally Action can give them a quick talk to improve their check by a bonus +3-30 depending on how well they discuss with the Ally. (3 Per Long Rest)


 * Important Integrity - As long as the User remains alive/conscious on the field of battle or in general the user’s party gains a bonus +3 to all checks.

Life Stream Mage
Note for Players - This Class is suggested for people who "want a bad time"

Standard Equipment:


 * This Class starts out with 1 HP (If you level up maximum HP only goes up by 1), 1 Physical Weapon, 2 Time Bombs (DM's Help is required)

Spells - Start with 1 Utility Spell, 1 level two Effect Spell, and 2 Particle Spells

Special Equipment:


 * Life Pack - User depends on this pack to survive, without it the user would die of age instantly (Armor = 50) User can use this to protect themselves but if it is destroyed the player will as well. (In order to gain extra Traits user must Upgrade Life Pack to process the extra DNA/Power)
 * Spell Packet - Keeps track up to 10 spells, if user finds new spells and reached limit user must discard one spell to make space.

Special Traits:


 * Laughing in the face of death - User gains 100% extra EXP every time they defeat a major enemy/boss.
 * Bringing your own Downfall - When user is affected by a status effect than multiply how many turns users is affected by 3. (Cannot be Disabled)
 * Enter the Lifestream! - User can enter the lifestream, while in the lifestream user gains 9 chance/questions that user will get an answer or powerful effect for Player level amount of time. (100 Mana)
 * Some things only make it worse… - User cannot level up any traits at all. (Cannot be Disabled)

Lone Wolf
Standard Equipment:


 * This Class starts out with 2 Ranged Based Weapons and 1 Physical Weapon \or/ 1 Ranged Based Weapon and 1 Magical Based Weapon (DM's Help is required)

Special Equipment:


 * Survival Equipment - Allows user to surpass a dangerous event or give assistance during a dangerous event.
 * User will gain a +3 to their next roll, if they pass the check based off what the user wants to do they do it in perfection and survive
 * If user has any death marks they can remove 1 if they passed (cannot remove any if no death save dots have been filled)
 * Passed down Compass - User gains + Player Level to Travel checks

Special Traits:


 * Who needs a Team?, When you have me! - Any action that would make you roll Disadvantage because it's just you is negated.
 * I'll make it on my own... - User gains Advantage When user is Alone
 * I work Alone - Depending on how many Players/NPC Followers are with you, you gain effects based on the chart below.

Alone Chart


 * Just You - +16 to all Rolls
 * 1 NPC/Player with you: -1 to all checks
 * 2 NPC/Players with you: -2 to all checks
 * 3 NPC/Players with you: -3 to all checks
 * 4 NPC/Players with you: -4 to all checks
 * 5+ NPC/Players with you: -Player Level to all checks

Mage
Standard Equipment


 * This Class starts out with 10 Small Mana Potions, 1 Magical Item (DM's Help is required)

Spells - Start with 2 Combat Spells, 2 Effect Spells

Special Equipment:


 * Spell Packet - Keeps track up to 10 spells, if user finds new spells and reached limit user must discard one spell to make space.

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5

Medic
Standard Equipment:

This Class starts out with 1 Physical Weapon, 10 Small Mana Potions (DM's Help is required)

Special Equipment:
 * Medical Weapon - This weapon can be used to Help teammates or give bonus status effects to Teammates equivalent to the users Medical Skill.
 * Medical Pouch - User can hold up to 13 HP restoring Item within this Pouch, User can use these items as a reaction and gains advantage towards using them as a reaction.
 * Medical License - User gains Advantage towards Medicine based checks, User can utilize their Medical License in many different ways. (Mostly Bragging Rights)

Special Traits:


 * Born to Save - User gains a bonus +1d13 to Medicine based checks, User recovers Half of their Lost HP at the end of each fight.
 * Curiosity of Biology - User has some good detail and knowledge based on 3 selected races, User gains advantaged towards attacking the 3 selected races. (User must discuss this with DM) (The Selected races cannot be changed once selected)

Mercenary
Standard Equipment:


 * This Class starts out with 2 Guns, 1 Physical Weapon, 3 Grenades (DM's Help is required)

Special Equipment:


 * Merc-Brand Contract Locator - Allows user to find contracts from people from the website called Merc.Org

Special Traits:


 * Ranger Science - Allows user to re-roll any roll that includes these traits (Strength, Dexterity, Wisdom, & Constitution) Can only be used 1 per day, in-game sleep refreshes this trait.
 * Contracted to Acquire - User picks no side based on morals, no it’s based on the paycheck, User gains a +1 Bonus to all checks per 2000 gold pieces the user carries, If user stacks the +1 bonus over a +20 user then gains a 6% Resistance to all forms of bullet damage.
 * Personal Weaponry Training - User gains a +1d12ma6 to utilizing guns/ranged weaponry.

Monster Hunter
Standard Equipment:


 * This Class start out with 3 Advanced Weapons, 3 Grenades (DM's Help is required)

Spells Cloak - Turns to user invisible for (1d4) of turns. (Costs 3 Mana), and 1 Effect Spell

Special Equipment:


 * Hyper-Go-On D.N.A Detector - A Radar that detects monsters within a small area (15 Foot Square Area) (Can only detect small Creatures)
 * Hunting Gear - User can use this gear to help out during a situation, gear varies based on roll... (1d20) (Gear only lasts 1 Day)
 * 1-10 = Trap/Killing Mechanism
 * 11-20 = Set Up devices/Scanning or Surveillance.

Special Traits:


 * Blood of the beast - +3 to strength, dexterity, constitution checks
 * Hunter's Knowledge - User can reroll Intelligence, Dexterity, & Charisma checks, but must take the second roll (3 per day)
 * The Hunt is On! - User gain Advantage when Attacking on their First Turn (3 per Day)
 * The Game is what matters... - User gains 3% More from EXP, Money, & Item Drops

Musician
Standard Equipment:


 * This Class starts out with 200 Cash, 1 Physical Weapon, & 2 Smoke Grenades (DM's Help is required)

Spells - Start with 1 Effect Spell, 1 level two Utility Spell, 1 level three Combat Spell, and 1 level two Particle Spell

Special Equipment:


 * Weaponized Music instrument (Users customized) - Depending on what user makes it it does a different range of damage while buffing team mates (1d20 + Charisma) (If user does over 15 Damage than next players Turn gains +3 to their next action)

Special Traits:


 * Music Master - User gains +20 HP & Mana every time they level up if they can come up with a song to sing to their team mates (IRL requirement)
 * Powerful Jams - If the user can pull off playing their instrument or making a beat of something they can boost their teammates by 60% either by increasing their rolls or having when they flip a coin it goes to their side. (1d20)
 * Performing for the People - Every time the User enters a fight they Always have to fight using the Rhythm (Discord Bot) Battle Mechanic.

Newscaster
AKA Reporter

Standard Equipment:


 * This Class starts with 1 Magic based Item, 1 Gun, & 1 Light Armor Piece (DM's Help is required)

Spells - Start with 1 Effect Spell, 3 level two Combat Spells

Special Equipment:


 * Live-Stream Camera - Can record and stream current events, User rolls popularity, if over 18 they gain triple advantage for 2d2 turns. (After use user gains a +3 to Popularity for their next action)
 * Spell Packet - Keeps track up to 10 spells, if user finds new spells and reached limit user must discard one spell to make space.

Special Traits:


 * Raining Sideways - User gains immunity to all weather status effects. (This includes damage from weather)
 * The Head Story for Tonight! - User when entering combat can roll popularity, if user passes than user gains a +15 to Hit for the first 3 Turn Cycles, If user casts a spell during this effect then extend the bonus turn limit by 1 (Does Not Stack).
 * The New Scoop - User when below Half of their Max HP they gain -80 to all Intimidation/Deception/& Persuasion Checks.
 * Always there to find the hottest News! - User gains a +5 to Chance related checks.
 * Mana Infused - Every time you level up add 10 to Max Capacity instead of 5

Ninja
Standard Equipment:


 * This Class starts out with 36 Throwing Stars, 1 Physical Weapon (DM's Help is required)

Special Equipment:


 * Spell Packet - Keeps track up to 10 spells, if the user finds new spells and reaches the limit the user must discard one spell to make space.
 * Ninja Outfit - User gains Advantage on Stealth Based checks, User gains +3 to Stealth Based Attacks.

Spells: Cloak - Turns the user invisible for (1d4) of turns. (Costs 3 Mana) - Start with 3 Effect Spell

Special Traits:


 * Quick and Quiet - +2 to Stealth based checks.
 * Mystic Mana - The user knows 2 spells already and with 15 Mana (1 is DM's choice other is Players)
 * 24 Hour Combatant - User is always prepared for combat, User gains a bonus +1 to Turn Placement, User gains a bonus +4 to hit based checks for the first 3 turns of combat.
 * Experienced Weaponry Training (Ninja) - User gains a +1d40 to utilizing weapons that deal Physical or Ranged damage.

Painter
Standard Equipment:

This Class starts out with 1 Magical Item, 10 small Mana Potions (DM's Help is required)

Special Equipment:
 * Canvas - User can take their time to create a piece of artwork, Upon creating this piece of art they can keep it, User’s Art doesn’t seem very Important in this state but it can be sold, enchanted, or go beyond normal magical limits.
 * Painters Satchel - This holds all the User’s Painting tools and inks, User gains a bonus +5 to Performance/Sleight of Hand checks.


 * Pamphlet of Artistry~! - User can read this Pamphlet once per session, If they do this they gain 1d3 Temporary Inspiration, If this Inspiration is not used by the end of the session then it is lost.

Spells - Start with 1 Effect Spell, 1 Combat Spell, 1 Utility Spell, and 1 Particle Spell

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Passion for the Arts - User can subtract 10 Passion Points to increase nearby Ally’s rolls by 1d50, User gains a bonus +2 to Charisma based checks.
 * Abstract Magic~ - User starts with 15 Max Mana, User gains a bonus +3 to Arcana based checks.

Pilot
Standard Equipment: This Class starts out with 1 Gun, 3 First Aid Kits, 1 Physical Weapon (DM's Help is required) Special Equipment:


 * Driver's License - User gains Advantage towards Driving based checks, User can utilize their Driver’s License in many different ways. (Mostly Bragging Rights)

Special Traits:


 * Universal Driver - When Piloting any vehicle the user gains a +6 to Driving/Controlling the Vehicle (No matter what vehicle, even if the user has not used this vehicle before)
 * Green Light Luck Master - With Luck like that you gain a +3 to any roll while in a vehicle (Not driving).
 * Extra Awareness - User gains a +1 extra Reaction.
 * Road Rage - If User is in combat while in a vehicle they deal a bonus +50 extra Brutal damage.

Player
Standard Equipment:

This Class starts with 3 items on the creators desk (DM's Help is a must for this class)

Special Equipment:

Item of the Player - Creator chooses a magical item that can do a very powerful effect. (DM's Help is required)

Special Traits:


 * Who said you were the one in control? - You control this character you made, they have no free will until you let them go, if you're not on during a session your character will do their OWN thing.
 * The Grind is real - Every time you kill/cripple/disarm 3 enemies in a row you gain 1 PLAYER token (mark it down) after the fight based on how many tokens you have multiply your EXP amount by the amount of PLAYER tokens you gained (Max is 13).
 * New Game+ - User at any time can activate this trait, Upon activation this will set all modifiers/skills back to 0, Users level is set back to Level 1, But User keeps all items/traits/current mana/current hp. (This trait can only be activated once.)
 * Alignment does mean something - Based on the characters alignment they gain a special effect listed below.

Alignment Chart


 * Good - +20% to Good cause & effect, User gains +1 Bonus Action
 * Moral - +15% to Good cause & effect, User gains a bonus +3 to Non-Combat based checks
 * Neutral - +10 to all checks
 * Impure - +15% to Good cause & effect, User gains a bonus +3 to Combat based checks
 * Evil - +20 to Good cause & effect, User gains a bonus +2 to Turn Placement


 * Lawful - User gains a bonus +3 to all skills, But the user cannot deal Lethal damage
 * Social - User gains a bonus +1 to all skills, User gains a bonus +15 to Charisma
 * Rebel - User gains a bonus +1 to all skills, User gains a bonus +15 to Deception
 * Chaotic - User gains a bonus +3 to all skills, But the user can only deal Lethal damage
 * True Neutral - Doubles the Neutral effect. (EX. +20 to all checks)

Race-car Driver
Standard Equipment:


 * This Class starts out with 1 Gun, 1 Physical Weapon, and 1 Magic Item (DM's Help is required)

Spells - Starts with 2 level three Combat Spells (Vehicle Spells/Speed Spells), 2 level two Utility Spells (Vehicle Spells/Speed Spells), and 1 level three Effect Spell (Vehicle Spell/Speed Spell)

Special Equipment:


 * Driver's License - User gains Advantage towards Driving based checks, User can utilize their Driver’s License in many different ways. (Mostly Bragging Rights)
 * Racer Gear - Armor: 250, DT. 5, DG. 17, Gives user +1 to all Charge Items (+1 to Charges)

Special Traits:


 * Driver - When Piloting a vehicle (Car) the user gains a +6 to Driving/Controlling the Vehicle (Car) (Has to be a Car, even if the user has not used this vehicle before)
 * Green Light Luck Master - With Luck like that you gain a +3 to any roll while in a vehicle (Not driving).
 * Extra Awareness - User gains a +1 extra Reaction.
 * Road Rage - If User is in combat while in a vehicle they deal a bonus +50 extra Brutal damage.
 * Drifter - +20 extra to speed, -5 to Parking in normal fashion (User must always drift to park)

Rancorous Vouchsafe
Standard Equipment:


 * This Class starts out with 1 Magical Item, 10 Small Mana Potions, 1 Physical item (DM's Help is required)

Spells - Start with 1 Effect Spell, 1 level two Combat Spell, and 1 Particle Spell

Special Equipment


 * The Book of Despair and Hate - Keeps track of every spell the user finds, if the user is angered or in a state of despair the user gains 1 extra turn to cast a spell.

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Emotional breakdown - If the User is below 5 Mana they cannot attack

Ring Bearer
Standard Equipment:


 * This Class starts out with 2 Rusty Particle based ranged weapons & 1d9000 Dollars /or\ 2 Guns, 1 Physical Weapon, & 1d500 Dollars (DM’s Help isrequired)

Special Equipment:


 * Cosmic Rings (10 Rings) - These rings are infused with cosmic powers from the celestial side of the universe, these rings can have custom properties, depending on the list requirements below. (Mana costs depend on requirements) (User can lose rings)

Cosmic Ring Attributes


 * 1) Must be Damage related in some form or way
 * 2) * Mana cost is depending on current HP, Damage is multiplied by Players Level.
 * 3) Must be Movement related in some form or way
 * 4) * Mana cost is depending on current Acrobatic Skill X 2.
 * 5) Must be Armor/Guarding related in some form or way
 * 6) * Mana cost is depending on current Dexterity X 2.
 * 7) Must be Curse related, this curse hinders the user but when user gets to a certain level it gives the user a large bonus
 * 8) * Mana cost is depending on current Survival Skill X 2.
 * 9) Must be Spell related, can hold up to 1 + Player Level Spells
 * 10) * Spells in this ring count as Celestial Spells.
 * 11) Must be Effect related, makes the user immune to 1 type of status effect as long as the user has this ring
 * 12) * User cannot heal to max HP and must subtract 5 if at full.
 * 13) Must be Chance related, users must make a coin flip in order for something to happen with a good and a bad effect attached onto it
 * 14) * Mana cost is depending on current HP.
 * 15) Must be Utility related, it must have some form of technique to do a simple 15 tasks and only those 15 tasks
 * 16) Mana is depended on current HP * Player Level.
 * 17) Must be Stupid in a way
 * 18) a simple party trick or a little silly thing.
 * 19) Must be Legendary with a heavy downside, can do a very powerful effect
 * 20) Mana is dependent on Current Arcana X 5.

Special Traits:


 * Mystical Mind - User can learn an Unlimited amount of spells without having to keep a spell book with them.
 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Ringing Around the Rosie - User gains the ability to call upon 7 versions of magic depending on the user’s rings.
 * Can be used 3 Times per session
 * 12 + Player Level Mana

Ring Versions


 * Prayers - User upon calling for the power of Prayer User gains the following effects. (Lasts for 2d15 Turns)
 * User can add their religion to all non-combat checks.
 * User gains the Deity like state status effect for the next 15 Turns.
 * User can communicate with other party members/ally’s from any range through mental speech.
 * Depression - User upon calling for the power of Depression User gains the following effects. (Lasts for 2d15 Turns)
 * User gains the Turmoil 3 but also gains the Invincible status effect for the next 3 Turns.
 * User gains a 78% Resistance to Mental & Phasing damage.
 * User gains the Devastate status effect.
 * Rage - User upon calling for the power of Rage User gains the following effects. (Lasts for 2d15 Turns)
 * User gains a SD: 60
 * User gains a 80% Resistance to all status effects.
 * User deals X2 Extra damage when attacks damage features Brutal damage.
 * Hatred - User upon calling for the power of Hatred User gains the following effects. (Lasts for 2d15 Turns)
 * User gains the Vital Red status effect for 15 Turns.
 * User gains a +8 to all Combat based actions, User cannot take counter damage.
 * User takes 35% more damage from all sources but deals +100 more damage.
 * Joy - User upon calling for the power of Joy User gains the following effects. (Lasts for 2d15 Turns)
 * User gains the Enhanced Regeneration effect for the next 16 Turns.
 * User gains a 33% Resistance to all forms of damage.
 * User halfs all combat damage dealt by them.
 * Pleasure - User upon calling for the power of Pleasure User gains the following effects. (Lasts for 2d15 Turns)
 * User gains the Bliss status effect for 6 Turns.
 * User gains the C.Ivory status effect.
 * User gains the Vital Purple status effect for 6 Turns.
 * Wishes - User upon calling for the power of Wishes User gains the following effect. (Lasts 1 Turn)
 * User can choose 1 Player/Ally to make a wish, this wish has to be reasonable and cannot extend the limits of the user, Upon making the wish the user will lose all their mana and the wish will be carried out in a flash of blue and yellow light. (-15 Max HP)

RNG Class
Note for Players -This Class is for those who like those hard after game characters, real challenging class

Standard Equipment:


 * This Class starts out with 3 Special Weapons of the User’s Choice (DM’s Help is required)

Special Equipment:


 * Mythical Dice Box - This Box allows the User to use one of each of the following dices once per session.
 * D6 - User Can pay the Mana Cost to add a bonus 1d6 to any roll. (This can be used on Ally’s) (16 Mana)
 * D12 - User can pay the Mana Cost to add a bonus 1d12 to any roll. (This can be used on Ally’s) (26 Mana)
 * D20 - User can pay the Mana Cost to add a bonus 1d20 to any roll. (This can be used on Ally’s) (46 Mana)
 * D100 - User can pay the Mana Cost to add a bonus 1d100 to any roll. (This can be used on Ally’s) (116 Mana)

Special Traits:


 * Mystified Figure - User is always affected by the Mystified status effect. (Cannot be disabled) (Cannot be cured)
 * Unknown Threat - All of the User’s Main Modifiers count as “?”, Each Modifier is affected different based on “?”, ? is based on “?” Counters, User gains a “?” Counter by skipping turns, User can gain as many “?” up to their current Player Level, “?”’s are then measured towards modifiers like this.
 * (EX. Player Level - 14, 14 ? Counters, User then rolls 1d100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 User then counts from the left of the result and based on “?” Counter spaces is how much the User adds) (User only Adds “?” Counters & the 1 Selected Number)
 * True Randomness - User is beyond weird, that makes you different…. -13 to Charisma based checks, +10 to Intelligence based checks, User’s Cause & Effect chances are always randomized from session to session.
 * Unstable Unpredictability - User can break down at any moment but also still be twice as dangerous, User is Immune to Stress.

Scientist
Standard Equipment:

Special Equipment:
 * This Class starts out with 1 of their own creations, 3 Tool Sets, 2 First Aid Kits, 1 Rusty Particle Weapon, 34 scrap metal (DM's Help is required)
 * Constructors Blueprints - Allows the user to take time within a day (depending on creation) to construct either a feat of machinery, chemistry, or weaponry. (Depending on creation it requires parts)

Special Traits:


 * For Science! - Every time you fail an intelligence skill check mark down 1 counter, every time you go over 5 counters you gain +1 to your intelligence, if your intelligence is over 30 this trait disables itself and you lose all counters.
 * Failure leads to success - If you get a 7 or lower on intelligence check make it a crit fail instead, if you get a 18 or higher count it as a Nat 20 (Can't exceed over Nat 20)
 * Scientific Intuition - User when failing an Intelligence skill check can reroll it once but must take the second roll. (3 Times per session)
 * IQ - User rolls 1d1000mi90, the number they get represents their IQ, depending on the number they gain pluses in the Intelligence Modifier. (DM's Help Required)

IQ Chart


 * Under 100 - +1 Intelligence
 * Under 200 - +2 Intelligence
 * Under 300 - +3 Intelligence
 * Under 400 - +4 Intelligence
 * Under 500 - +5 Intelligence
 * Under 600 - +6 Intelligence
 * Under 700 - +7 Intelligence
 * Under 800 - +8 Intelligence
 * Under 900 - +9 Intelligence
 * Under 1000 - +10 Intelligence


 * 1000 - +20 Intelligence

Shaman
Standard Equipment:


 * This Class starts out with 2 Magic Items, 3 Large Mana Potions, & 1 Ancient Family Heirloom (DM’s Help is required)

Spells - Starts with 'Hex: Guaranteed Chance', 'Chance Aura', 1 any tier effect hex spell, 1 any tier utility hex spell


 * Hex: Guaranteed Chance User creates a Hex status effect (Guaranteed Chance), while active for 7d2 Turns User gains 1 Extra roll/coin flip/and reaction towards any check, User will be surrounded by a Bronze Aura that is spirtatic and wavy.
 * Chance Aura- While active all checks, the user does also count as chance checks now. (45% Chance of Curse) (16 Mana)

Special Equipment:


 * Book of Handful of Hexes - Keeps track up to 15 Spells, If the user finds new spells and has already reached their limit the user must discard a spell to make room for any new spells, This book can only keep track of Hex based spells.
 * Mythical Crosier Staff - User while wielding this Staff gains a bonus +3 to Spell casting based rolls, The User may activate this staff at any time (pay Mana cost) to call upon their god to assist them. (User must discuss what god they wish to worship with DM)

Special Traits:


 * ~Hex Bound~ - The User gains a +20% Resistance against being cursed when casting a Hex, If User is affected by a curse then the curses negative effect if any is reduced by 12%.
 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Mystic Mana - The user knows 3 spells already and starts with 15 Mana (1 is DM's choice other is Players)
 * Shaman’s Promise - The User once per session can make a “Shaman’s Promise”, Upon doing so the User gains +1% Good cause and effect chance, If the User doesn’t keep their “Shaman’s Promise” then the User will gain a permanent -5% Good cause and effect chance. (Stacks)

Speedster
Standard Equipment:


 * This Class starts out with 5 Medium Healing Items, 13 Temporary HP Items, 3 Temporary Mana Items (DM’s Help is required)

Special Equipment:


 * Friction Survival Gear - Custom made gear either by the User or by someone else given to the User, either way it’s made to withstand the Friction given off the User when going high Speeds. (Armor: 40, DT:5)
 * Inertia Negative Serum - User either stole this powerful serum or has made it themselves, either way it has given them the power to withstand given Inertia to an extent, User gains +1d40 Movement Speed.

Special Traits:


 * Super-Speed - User Utilizes Speed in almost everything, User keeps track of their current M.A.C.H., User starts with 2 M.A.C.H., User’s M.A.C.H Increases by 2 per level up, M.A.C.H. is restored after a long rest, User can Spend -2 M.A.C.H. to increase their Movement Speed by 2 for 2d8mi3 Turns, When increasing Movement Speed the User gains the Haste Status effect for 1d8 Turns.
 * Afterimage Creation - User can spend -2 M.A.C.H. to Activate Afterimage Creation, Once active the User gains the Adv. Motion Blur status effect for 2d3 Turns, After the Turn Duration ends this Ability deactivates for the next 26 Turns.
 * Sensorimotor Synchrony - User gains Advantage When running/sprinting, User when doing an Athletics based check gains 1 Re-Roll per session, User must take the second roll.
 * Temporal Speed Shutter - User can spend -8 M.A.C.H to Activate Temporal Speed Shutter, Once active the User gains +1 extra Turn, Once the Turn is used this Ability deactivates for the next 26 Turns. (Can only be used in Combat)
 * FlowMotion - User when utilizing speed can spend -1 M.A.C.H. to Activate FlowMotion, Once active the User gains a bonus +8d4 to all checks Utilizing the User’s current surroundings, User deals an extra 1d13 Kicker damage for the next 2d18mi4 Turns.
 * Fast Implications - User gains a bonus +3 to Turn Placement

Spell Hunter
Standard Equipment:


 * This Class starts with 1 Magical Item, 1 Physical Weapon, 1 Ranged Weapon (DM's Help is required)

Special Equipment:


 * Spell Book - Keeps track of every spell the user finds.
 * Spell Extractor - By capturing Magical Creatures and Items, the user can obtain the magical effects of the creature/object and use it for 14 Turns before it fades away.
 * User can only hold 3 Magic Effects at once, if a new effect is acquired the oldest one is deleted. (Costs 3 Scrap Metal Per Use)

Special Traits:


 * Magic Tracker - User gains +Players Level to finding and searching for Magic Based Items, Creatures, Weapons, & People.
 * Mana Dealer - When user transfers mana to someone else they gain a extra 1d5 Temporary HP but the player who received the Mana loses 1d20 Money, if user doesn't have money on them they do not receive the Mana or the Temporary HP.
 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5

Demon Wielders
Standard Equipment:


 * This Class starts out with a Spirit Mask (Demon Wieldier) (DM's, Special equipment)
 * This Class has a choice of 1 Magic based Weapon (DM's Help is required)

Special Equipment:


 * Spirit Mask (Demon Wieldier) - Allows the User to unleash their Spirit once wearing the mask. they can unleash their spirit to do physical and mental attacks,
 * Physical depend on the users Strength
 * Mental is based off user's Intelligence.
 * Constitution check to summon Spirit, 13+ to pass
 * Spirit has a certain amount of armor, once used up Spirit dissipates and has to be resummoned
 * When user kills or catches souls, they can feed them to their Spirit to increase the Spirit's stats by 0.2%
 * This does stack
 * User rolls 6d8 for Spirits Stats
 * Soul Markers - User gains a dash on their skin every time user captures a soul, User can either dispel the soul and increase their attack or magical action next turn or keep them to increase their Spirits stats.

Special Traits:


 * Lasting Hope - As long as the user is on the battlefield, their Spirit can still assist others
 * If the user is knocked out but still on the field; they can still command the spirit to do things like attack.
 * Demonic Spirit Summoning - User when summoning out their spirit user gains the Vital Red Effect for 1 Turn and gains the backlash next Turn
 * User's spirit also gets 1d3 extra Turns when summoned out. (1/3 Days) (24 Mana)

Linked-Users
Standard Equipment:


 * This Class starts out with a Spirit Mask (Linked) (DM's, Special equipment)
 * This Class has a choice of two loadouts
 * 2 Physical Weapon's and 1 Magic Physical Weapon
 * 1 Heavy Physical Weapon and 1 Magic Ranged Weapon (DM's Help is required)

Special Equipment:


 * Spirit Mask (Linked) - Allows the user to unleash their Spirit once wearing the mask, they can unleash their spirit to do physical and mental attacks
 * Physical depend on the users Strength
 * Mental is based off user's Intelligence.
 * Constitution check to summon Spirit, 13+ to pass
 * Spirit has a certain amount of armor, once used up Spirit dissipates and has to be resummoned
 * User gains +Player Level to Arcana when wearing mask
 * User rolls 6d8 for Spirits Stats
 * Spirit Chains - A device that restricts any controlled spirits from any type of freewill. If user fails to summon their spirit, they can make a wisdom check to automatically pull out their spirit
 * Must be 6+ to pass
 * If summoned this way, Spirit take 1d20 Direct damage.
 * Costs 6 Mana

Special Traits:


 * Spirits Strength - Allows user to channel spiritual energy into electronic, elements, or items giving them increased power of even being someone back to life, this will cost the user 50% of there HP and if the user does not have enough HP they cannot use this Trait.
 * Lasting Hope - As long as the user is on the battle field their Spirit can still assist others, if the user if knocked out but still on the field they can still command the spirit to do things like attack.
 * Spirit's Punishment - User gains Advantage when trying to summon their spirit, Your spirit starts out with a base of the user's current HP than added on by summoning roll, The Spirit summoned when in battle gets an automatic attack commanded by the summoner.
 * Spirit Shield - User forces their currently summoned spirit to take all incoming damage that would be dealt to the user, as long as the spirit is active the user cannot take damage and all damage is taken directly towards their spirit.
 * Increase at a Religious Cost! - User makes a religion check (if over 15 + Player Level) user can increase their spirits damage and damage resistance by 15 for 3 turns. (20 Mana)

Luchador
Standard Equipment:


 * This Class starts out with a Spirit Mask (Luchador) (DM's, Special equipment)
 * This Class has a choice of two loadouts
 * 2 Physical Weapons
 * 1 Magic Physical Weapon (DM's Help is required)

Special Equipment:


 * Spirit Mask (Luchador) - Allows the user to unleash their Spirit once wearing the mask. They can unleash their spirit to do physical and mental attacks
 * Physical depend on the User's Strength
 * Mental is based off User's Intelligence.
 * Constitution check to summon Spirit, 13+ to pass
 * Spirit has a certain amount of armor, once used up Spirit dissipates and has to be resummoned
 * User gains +Player Level to Stealth when wearing mask
 * User rolls 6d8 for Spirits Stats

Special Traits:


 * Spirits Strength - Allows user to channel spiritual energy into electronic, elements, or items giving them increased power of even being someone back to life, this will cost the user 50% of their HP and if the user does not have enough HP they cannot use this Trait.
 * Lasting Hope - As long as the user is on the battle field his Spirit can still assist others, if the user if knocked out but still on the field they can still command the spirit to do things like attack.
 * Spirits Intertwined - User gains Advantage when trying to summon their spirit, Your spirit starts out with a base of the user's current HP than added on by summoning roll.
 * HONOR, FAMILY, TRADITION! - User gains knowledge of their Spirits full backstory, The Spirit is counted as your family even if you aren't related at all, When you are fighting along side your Spirit user gains +3 to Hitting.
 * Show Respect Towards the Dead - User's Spirits gains +1 to their Spirits Stats (This Trait cannot be disabled)

The Guide
Note for Players: You do not create a character, you can only help others, Players or otherwise, can only use direct message to each ally

Standard Equipment:

This Class starts out with 1d30 Small Mana Potions & 1 Almighty Particle Weapon

Special Equipment:


 * God Like Uniform - a Suit or set of clothing that of what a god or powerful being would wear, while wearing this suit or set of clothing user gains a + 5d26 to all rolls.
 * Book of __ - A Book in which the user has written and use for their entire existence, this book can be about anything and give knowledge and power
 * In order to read user must roll a Wisdom check over 500 + current Max EXP Amount
 * EX. Your level 9 which max in order to level up is 900 so it would be 500 + 900 = 1400
 * EX. Book can be the Necronomicon or the Bombinomicon, basically it’s user’s choice or they can even create their own) (DM’s Help is required)

Special Traits:


 * Spectator - User is not apart of this world and resides in their own plane of existence, which they select 1 other player to start with as a guide, user can only talk to selected party members or ally’s
 * Based off Current Level.
 * Cannot be disabled
 * Narrative Insight - User can insight the future or lines in reality to determine the best course of action or where they should head based on information given to them.
 * Requires an Insight check over 20 + Current Max EXP Amount: 85 Mana
 * Limited on Actions - User can only do so much in a limited amount of time.
 * User only gets 45 Actions per session: Cannot be leveled up
 * Actions carry over so if user didn’t use all of their actions last session their actions carry over and are only put back to max once user uses all actions and waits till next session
 * If user misses a session then they subtract -10 to their actions for next session: Cannot be disabled
 * Intervene to Assist! - User can take a full round to enlist a bonus or attack from their plane of existence, User when attacking can either smite with their weapon from the heavens or open a portal for the weapon or projectile to appear, User when giving bonuses is based off the chart below.

Buffs


 * Pluses - User can give (Player Level amount of selected players) a plus of 6d10 to 1 check if during or before the roll.
 * (Requires a Nature Skill check over 40 + Current Max EXP Amount) (90 Mana)
 * Shield - User can give (Player Level amount of selected players) a Temporary Shield that can give Player Level d35mi10 Armor for 6 Turns.
 * (Requires an Intimidation Skill check over 40 + Current Max EXP Amount) (230 Mana)
 * Pleasure - User can reduce or cure status effects placed on (Player Level amount of selected players) Players.
 * (Requires an Arcana Skill check over 40 + Current Max EXP Amount) (40 Mana)

Total Badass
Standard Equipment:


 * This Class starts with 3 Ranged based weapons, 2 Physical weapons, & 1 Magic Item (DM’s Help is required)

Special Equipment:


 * Custom Kickass Weapon - This weapon is custom designed to deal Brutal amounts of damage in a form of flashy or exotic way that most weapons could never accomplish.
 * DM’s Help is required
 * Damage is leveled up by the Players Level
 * Custom Kickass Wardrobe - A set of clothing made for a night out on the city, of course this either includes the biggest night of your life as this wardrobe will complement any occasion.
 * DM’s Help is required)
 * Gives +’s to all Skills depending on Players creation

Special Traits:


 * Crazy Combo Counter - If the user rolls over 18+ without pluses, the user can multiply their counter by 2.
 * Craving Combat! - User gains a +1 to Turn Placement.


 * Stylish Combat! - The User while in combat when dealing damage, keeps track of how much damage they deal. After dealing enough damage that hits over the tiers in the listed below, the user will gain the corresponding status effect based on which tier of damage the user is on. The user’s tier increases with the more damage they deal and is completely erased if they take any form of damage so they must start over again
 * Reduces the User’s Tier to 0 or below E
 * Cannot be Disabled

Stylish Damage Ranking (From Lowest to Highest)


 * E (Evening) [100 Damage] - User gains no listed effects but gains a +1 to their next roll.
 * D (Dismal) [250 Damage] - User upon getting to this Tier gains the D Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier or goes up a Tier.
 * C (Crazy) [1450 Damage] - User upon getting to this Tier gains the C Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier or goes up a Tier.
 * B (Brutal) [2450 Damage] - User upon getting to this Tier gains the B Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier or goes up a Tier.
 * A (Apocalyptic) [5560 Damage] - User upon getting to their Tier gains the A Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier or goes up a Tier.
 * S (Savage) [12400 Damage] - User upon getting to this Tier gains the S Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier or goes up a Tier.
 * SS (Sick Skills) [43000 Damage] - User upon getting to this Tier gains the SS Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier or goes up a Tier
 * SSS (Smoking Sexy Style) [136000 Damage] - User upon getting to this Tier gains the SSS Tier Status effect for as long as they remain in this Tier, remove the status effect once the user goes down a Tier.

Treasure Hunter
Standard Equipment:

Special Equipment:
 * This Class starts with 1 Random Rarity Artifact, 300 gold pieces, & 1 Ranged Weapon (DM’s Help is required)
 * Treasure Hunters Satchel - User can carry up to 10 “Artifacts” within this Satchel
 * When an Artifact is kept inside this Satchel they gain attunement towards the User and will work easier or more efficiently when pulled from the stachel.
 * Sonar Watch - A Special Watch that allows the User to detect nearby rare materials or gear nearby
 * Will give an indicator when activated to how close and where a rare item/material/artifact may be located
 * 1 Charge Per use. (9 Charges)
 * Mineral Hunter’s Lasso - User can utilize this Lasso to grapple onto nearby items/npcs/etc, This Lasso if disarmed from the user, it will always find a way back to their hand.
 * Passed down Compass - User gains + Player Level to Travel checks

Special Traits:


 * Finders Keepers - User upon finding an Item/Trinket/etc. They gain a bonus +2d24 towards Charisma and Intelligence based checks
 * User gains a bonus +2d25 to Persuasion on negotiating the found item/trinket/etc.
 * One Man's Trash is Another Man's treasure - You gain advantage for perception check on finding useful trash.
 * Treasure's True Power! - User has a sense for Treasure, the more Gold Pieces the User has in their inventory the more damage they can take before being killed.
 * EX. 1000 gp = Leaves You at 1 HP, Increases by every 1000 gp to a Max of 100 HP
 * This Effect activates only once per rest
 * Coinful Cunning~ - User gains a bonus +1d50 towards Deception based checks, but the User subtracts -1d15 Max HP per level up.
 * This cannot kill the User but leaves them at 1 HP

Vaticinator
Standard Equipment:

Special Equipment:
 * This Class starts with 2 Magical Items, 13 small Mana Potion (DM's Help is required)
 * Crystal Ball - User rolls a History check, if it's over 15 they can see 3 seconds into the future or 1 turn into the future,
 * If the player rolls a Nat 20 they can see 10 seconds into the future or 2 turns into the future,
 * If the player rolls a crit fail they see their past and if they took damage last turn they take that same amount again.


 * Moving Tattoos - These magical tattoos have been given life and are attached to your lifeforce, you can only hear them unless someone has magical properties, Your tattoos can give you info when needed and upon request.

Special Traits:


 * ~Lucky’s Poker Face~ - Fate has made you unreadable, User gains a bonus +12 to Intimidation/Persuasion based checks.
 * ~Future Foretells~ - User when seeing a future gains a bonus +2d22 to make that future occur, +2d22 to Actions based on future.
 * Prophecy! - User has seen a Prophecy, Upon making their character they must discuss with their DM what this Prophecy is, Now it’s their job to stop it or make it happen. (User gains a bonus +10 to Max HP)
 * Friends on the OtherSide! - User can subtract 1 Debt Token, Upon paying the cost the User can ask assistance from their “friends”, User can only recover Debt Tokens by paying back debts that are requested by their “friends”. (User starts with 5/5 Debt Tokens)
 * If User reaches 0 in Debt Tokens they cannot call upon their “friends” and will be reduced by 50% Max HP

Wastelander
Standard Equipment:

Special Equipment:
 * This Class starts with 3 Rusty Guns, 2 Rusty Physical Weapons, 1 Rusty Wasteland set of Armor (DM's Help is required)
 * 400 Wasteland Tent beacons - User can deploy one of these tents to alert and summon 1d10 Wastelanders to assist them in combat/objectives/or other tasks, these wastelanders last for 1d10 turns before moving to another settlement.
 * 50 Bags of Waster’s Nails - User gains a bonus +3 to Constructing Wastelander Camps
 * Wastelander Camps keeps Summoned Wastelanders for a longer time, It also gives an extra bonus,
 * Wastelander Camps only last 2 Days before being deconstructed.

Special Traits:


 * One man's trash is another man's treasure - You gain advantage for perception check on finding useful trash.
 * It's Kill or be Killed out here.... - Flip a coin at the beginning of a fight.
 * Heads - +10 to Combat damage for the whole fight
 * Tails - +10 to Evading damage for the whole fight


 * Radiation...? - User is immune to the Radiation status effect.
 * Sandbagger - User starts with 6 Deception Shards, User can use -2 Deception Shard during any check to gain Advantage towards the user’s next 3 checks, the advantage stacks per Shard used. (Deception Shards recover after each session)
 * Grit - All bad effects applied on User are reduced by 1.

Witch
Standard Equipment: This Class starts out with 10 Small Mana Potions, 1 Physical Weapon, & 1 Magic Item (DM's Help is required)

Special Equipment:

Cauldron (Potion Pot) - User can Utilize this Cauldron to create many different types of potions, the potions do require ingredients, User can construct Potions based on the List below.

Potion Types

Book of Potions, Volume #1 - User when creating a Potion can look for details based on the ingredients gathered, User can then write down what ingredients make what potion, User will then gain bonuses when constructing a written down potion again. Special Traits:(edited) Special Traits
 * Offensive: These types of Potions deal types of damage or effects that deal damage. (Requires Dangerous ingredients)
 * Defensive: These types of Potions bring Armor, Temp HP, or active effects used to protect oneself or others. (Requires Dense and Exotic ingredients)
 * Supportive: These types of Potions recover lost HP, Mana, Temp Mana or HP, Repair Armor or broken weapons, etc. (Requires tons of extra ingredients)


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5
 * Magic Tracker - User gains +Players Level to finding and searching for Magic Based Items, Creatures, Weapons, & People.
 * Googly Moogly - User once per session can activate this Trait, Upon activation the User can gain a Mi:7 towards their current check and only their current check. (Can be used as a reaction)

Users
All User classes have the ability to use Gauge, a type of magic. In each 'User' class, there is a certain code that a player must follow. However be warned, as the class that you have chosen can all revoked just as quickly. When the player breaks the code of their class, all special traits and equipment of the chosen class cannot be used.

Dynamo
Standard Equipment:

This Class starts out with 35 small Mana Potions, 1 set of weak Armor, & 1 Physical Weapon (DM’s Help is required)

Special equipment:


 * Glistening Gainers Clothing - A set of clothing that has been enchanted by the Dynamo force, acting as a form of costume upon activation.
 * DM’s Help is required to discuss costume and civilian forms, & enchantments

Special Traits:

Gauge - User keeps track of their Gauge Meter (3 + Player Level)
 * Gauge can be used for multiple things based on a given Gauge list
 * Gauge is restored after a long rest.
 * Gauge is counted as Hit Dice
 * User is not affected by stress


 * Person of the Hour - User gains Advantage towards Charisma & Popularity Checks, When someone is being threatened or endangered the user gains Double Advantage on your first move/action. (4/Day)
 * Dynamo Follower - User is close in contact with the Dynamo Force and can automatically see the Dynamo Aura of people. (Signifying if they are with you or not)
 * ~ Cunning Charisma ~ - User gains a bonus +2d5 to Charisma based checks, when doing a Popularity check the User gains a MI:3.
 * Dynamo Drives You - User gains a bonus +1d13 to all combat based checks.
 * Know what's right as you have been chosen! - This class can be removed if the user does not follow the code of the "Dynamo Force", If the user loses their class then they remove all Traits & Special Equipment relating to this class, they still keep the regular equipment.

"Nothing"
Standard Equipment:


 * This Class starts out with Nothing

Special Equipment:


 * Bag of Nothing - User can hold up to 15 Items with this bag, Items in this bag count as "Nothing"
 * When items count as "Nothing" they do not identity as anything and are technically not real,
 * If any Mana/Magic Items are kept in the bag for over 3 Sessions than they get automatically gain a bonus +3 to their effect to a max of +30 bonus. (Inform DM)

Special Traits:


 * Gauge - User keeps track of their Gauge Meter (3 + Player Level)
 * Gauge can be used for multiple things based on a given Gauge list
 * Gauge is restored after a long rest.
 * Gauge is counted as Hit Dice
 * User is not affected by stress
 * Person of the Hour - User gains Advantage towards Charisma & Popularity Checks, When someone is being threatened or endangered the user gains Double Advantage on your first move/action. (4/Day)
 * Nothing to Fear - If user dies they have a 50% chance of being automatically revived but as a ghost, user will remain as a ghost/spirit until they found a way to be brought back into the life of living, If user's beloved ones are injured/in danger within a 55 Meter radius the user gains +5 to All Skills.
 * Drifting Follower - User is close in contact with the Nothing (Null Force) and can automatically see the Null Aura of people. (Signifying if they are with you or not)
 * Know what's right as you have been chosen! - This class can be removed if the user does not follow the code of the "Nothing", If the user loses their class then they remove all Traits & Special Equipment relating to this class, they still keep the regular equipment.

"Vital"
Standard Equipment:


 * Players have two possible loadouts (DM's Help is required)
 * This Class starts out with 1 set of armor, 34 Small Mana Potions, & 1 Magical Weapon
 * 1 set of Magical armor & 5 Medium Mana Potions, & 2 Ranged Rusty Particle Weapons

Special Equipment:


 * Bag of Something - User can hold up to 25 Items with this bag, Items in this bag count as "Something"
 * When items count as "Something" they gain a bonus +10 to Damage/HP/Effect when used, Plus bonus stacks longer if the Item is kept inside the bag. (every 3 Sessions pass the bonus goes up by +10 to a max of +100)
 * Vital-Signature Weapon - User gains a weapon of users choice (Required Help from DM) that can be summoned to your hand for a cost of (10 + Player Level Mana),
 * This weapon does a special bonus effect of users choice
 * Required Help from DM)
 * This weapon is coated with the Vital Forces Aura.

Special Traits:


 * Gauge - User keeps track of their Gauge Meter (3 + Player Level)
 * Gauge can be used for multiple things based on a given Gauge list
 * Gauge is restored after a long rest.
 * Gauge is counted as Hit Dice
 * User is not affected by stress
 * Vital Follower - User is close in contact with the Vital Force (Outity) and can automatically see the Outity Aura of people. (Signifying if they are with you or not)
 * Rule Breaker - The user gains a +1 to all break-ins. (Break-ins are a type of entrance with no door way included.)
 * Know what's right as you have been chosen! - This class can be removed if the user does not follow the code of the "Vital Force", If the user loses their class then they remove all Traits & Special Equipment relating to this class, they still keep the regular equipment.

Void
Standard Equipment:


 * This Class starts out with 23 Small Mana Potions, 1 Ranged Weapon, & 1 Magic based Item (DM's Help is required)

Special Equipment:


 * Satchel Holstering Void - User can hold 10 Items within this Satchel, Items held within this Satchel deal an extra +30 Void based damage,
 * If Healing or Consumption based Items are kept inside this satchel for more than 2 sessions they will be lost the next session.
 * Impulse-Signature Weapon - User gains a weapon of users choice (Required Help from DM) that can be summoned to your hand for a cost of (10 + Player Level Mana), this weapon does a special bonus effect of users choice (Required Help from DM), (This weapon is coated with the Impulse’s Aura).

Special Traits:


 * Gauge - User keeps track of their Gauge Meter (3 + Player Level)
 * Gauge can be used for multiple things based on a given Gauge list
 * Gauge is restored after a long rest.
 * Gauge is counted as Hit Dice
 * User is not affected by stress
 * Gazed into the Void - User gains a bonus +3d6 towards Intimidation/Persuasion/& Deception based checks.
 * Gains of the Shallows - User gains an extra 2% EXP from combat scenarios.
 * Cannot be disabled
 * Void Follower - User is close in contact with the Impulse (Void) and can automatically see the Impulse Aura of people.
 * Signifying if they are with you or not
 * Death is your final goal - If the user fails 1 Death Save (fill in 1 dot) their character is automatically dead.
 * Cannot Level up this Trait
 * Cannot discard this trait)
 * Know what's right as you have been chosen! - This class can be removed if the user does not follow the code of the "Void", If the user loses their class then they remove all Traits & Special Equipment relating to this class, they still keep the regular equipment.

Wizard
Standard Equipment:


 * This Class starts out with 1 Physical Weapon, 1 Magical Item (DM's Help is required)

Spells: Start with 1 level two Effect/Particle Spell, 1 Utility Spell, and 1 Combat Spell

Special Equipment:


 * Spell Book - Keeps track of every spell the user finds.

Special Traits:


 * Mana Infused - Every time you level up add 10 to Max Mana Capacity instead of 5