Miridon Hunters RPG
 
 

Chapter 2: Classes



Basic Classes:


Basic classes are the standard starting classes of a Miridon character. When a character chooses a basic class, they gain the initial stats for that class. Each class has a special ability that is unique for the class. When they have the prerequisite stats for the next level in that special ability, they automatically gain the special ability to that level.


Grand Devourer


"I find philosophers are like mathematicians.  Both of them taste good despite being on the scrawny side.”


Grand devourers are the strongest of the strong on Miridon. Aside from already having immense strength, grand devourers can furter boost their innate strength with discipline and training. Grand devourers are generally considered the rulers of Miridon’s towns and the empire. The most famous grand devourer is the emperor himself.




Skiffmaster


"Life is easier when you have trustworthy cannon fodder to watch your back and check for traps.”

 

Skiffmasters are a versatile class, focusing on non-battle skills to build up a parties power. Skiffmasters command troops into battle, attempting to use the power of numbers to their advantage. A skiffmaster will rarely be the front-line fighters of Miridon, despite being able to hold their own, but they will organize the weaker units, arm the warriors, and fortify the defenses. They also build and run the mobile fortresses known as skiffs. They build the infrastructure of Miridon and manage their underlings. Behind every grand devourer claiming to be the ruler of an area, there are several skiffmasters actually managing the domain.



Duelist


"If you were a real man then you would walk right into my spinning blades of death!”

 

Duelists are talented fighters that make light of battle. They specialize in fast attacks and jeers. While they are necessarily strategically the best targets to go after on the battlefield, their flamboyant attitude will draw many attackers to focus their attacks on them. Many town protectors and homicide division members are duelists.




The Vessel


"Insanity is subjective. In reality I’m the only sane man… Kittens!!!!”

 

While any human being can be possessed by ghosts, only vessels have trained their bodies to make full use of the benefits possession has to offer. They learn to control the ghosts to an extent that few others would even think possible, turning potential insanity into a powerful weapon. They can even use their ghosts to curse another with insanity. In the Miridonian world, one famous vessel is the mad Gogo, who houses one thousand ghosts.



Techie


"As long as you stay in the eye of the storm you can weather anything.  Get a giant robot just to be on the safe side, though.”

 

Techies are researchers of the lost arts. While Miridonians are descendents and remnants of the space faring human race, many have lost all knowledge of such technologies. The loss of interest generally comes from the fact that human strength and speed far surpasses that of most technology. Techies, however, believe otherwise and work to create guns and mechs that can compete with powerful Miridonians. Techies do their best work in private, and are often found in underground caves building giant robotic armies. While they may not be able to compete physically with many Miridonians, their technology is a force to be reckoned with.



Ghost Hunter


"The first step to changing the world is to change your self.  Then you need firepower.”

 

Ghost hunters are the most critical characters in any party. While many characters are trained in the art of killing other humans, only ghost hunters are trained in capturing the ghosts of the world. Because of their unique skill set and the laws protecting ghost hunters, they are generally treated as heroes. All ghost hunters are trained by another ghost hunter and can trace their training back to the first ghost hunter, Warren. Warren invented ghost bullets, and, despite being still alive and openly traveling the world, is revered as a sort of mythical hero of old. Warren himself has even found it impossible to convince others of his identity.



Class Special Abilities:


A character will gain a [Class Special Ability] in whatever [Class] the character chooses. Characters with the [Dual-Class] talent gain the [Class Special Abilities] of both [Classes].

Every [Class Special Ability] will have a [Rank] determined by the sum of the character's [Maximum Strength Points] and [Maximum Speed Points]. For every 10 points in the sum of the character's [Maximum Strength Points] and [Maximum Speed Points], the [Class Special Ability] gains an additional [Rank].



Inhuman Strength
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Grand Devourer]

The character's [Maximum Battle Strength Points] are increased by [Rank].

The character's [Maximum Weight Penalty] is increased by [Rank].



Caravan Master
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Skiffmaster]

The character can have a maximum number of [Crew Members] equal to their [Rank] in [Caravan Master].

[Recruit] can be used to recruit new [Crew Members].

[Crew Members] can be replaced if they die.

The [Crew Member] is detailed on the "Crew Member" page.



Riposte
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Duelist]

The character can perform [Riposte Melee Attack] as a [Bonus Action].



Concentration
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Vessel]

The amount of the [Spell Ghost Power] is reduced when their [Current Health Points] are reduced is decreased by 3 times their [Rank] in [Concentration].



Mech Training
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Techie]

The character can drive any Mech of requiring [Rank] in [Mech Training] or less.

See the "Mech Piloting" page for details.



Inhuman Speed
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Class: [Ghost Hunter]

The character's [Maximum Battle Speed Points] are increased by [Rank].

Dual-Class Rules:


When a character takes the [Dual-Class] talent, they can choose a second class on top of their base class. After selecting this second class. After selecting a second class, they receive the following bonuses:


Class Skills - If a skill was previously not a class skill and is a class skill of the second class, then it is now a class skill. Since class skills cost less skill points than cross-class skills, the additional point cost is refunded. For each one of these skills of rank of [Rank],  this means that ([Rank] * [Rank + 1] / 2) points will be refunded.


Dual-Class Skills - Depending on the class combination, there will be one dual-class skill that matches that class combination. The character is not allowed to buy ranks in the matching dual-class skill.


Class Special - The character gains full access to the second class's special.



Dual-Class Special Abilities:



A character will gain a [Dual-Class Special Ability] when they take the [Dual-Class] talent. The character gains the [Dual-Class Special Ability] associated with the particular class pair.

Every [Dual-Class Special Ability] will have a [Rank] determined by the sum of the character's [Maximum Strength Points] and [Maximum Speed Points]. For every 10 points in the sum of the character's [Maximum Strength Points] and [Maximum Speed Points], the [Dual-Class Special Ability] gains an additional [Rank].



Flanking:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Skiffmaster]
Increase the [Damage Dealt] with a [Melee Attack] or [Melee Combo Attack] by the character's [Rank] in [Flanking] multiplied by the number of other friendly characters in [Melee Range] of the target.



Vicious Redouble:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Duelist]
Adds an additional 1d6 to [Damage Dealt] for [Redouble Melee Attack] for every [Rank] in [Vicious Redouble].



Ghastly Strength:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Vessel]
Recover a number of [Strength Points] and [Speed Points] equal to the character’s [Rank] in [Ghastly Strength] when the character's [Melee Attack] or [Melee Combo Attack] causes a target to become [Dead].



Mech Slash:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Techie]
Adds an additional 1d6 to [Damage Dealt] for a [Melee Attack] or [Melee Combo Attack] executed with a [Mech Blade] while piloting a [Mech].



Bull Rush:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Grand Devourer] and [Ghost Hunter]
Adds an additional 1d6 to [Damage Dealt] for a [Melee Attack] or [Melee Combo Attack] executed with [Charge] or [Fast Charge] for every [Rank] in [Bull Rush].



Guardian:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Duelist]
Any friendly character within 5 feet will have their [Passive Evasion] increased by the character's [Rank] in [Guardian]. This does not affect the character with [Guardian].



Healing Word:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Vessel]
This allows the character to perform the [Healing Word] action.



Team Mech:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Techie]
Every [Crew Member] can ride a [Mech] with 3 [Mech Parts], one of which is a [Mech Body]. Every [Mech Part] on the [Mech] must have a maximum number of [Mech Points] spent less than or equal to 15*[Rank] of the character's [Team Mech] ability.



Guidance:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Skiffmaster] and [Ghost Hunter].
This allows the character to perform the [Guidance] action.

This action can also be used outside battle to boost a nearby character's [Offensive Charisma Roll] by the character’s [Rank] in [Guidance].



Elemental Riposte:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Duelist] and [Vessel]
If the character is casting a spell and successfully hit a target with [Riposte], then they can choose to activate the spell immediately. The spell will only affect a single target, either the character or the target of the [Riposte]. The character's [Offensive Spell Boost] and [Defensive Spell Boost] are both increased by the character's [Rank] in [Elemental Riposte] for this spell.



Mech Counter:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Duelist] and [Techie]
If an attack misses a [Mech] piloted by the character, every [Mech Part] of the [Mech] may immediately perform an additional action. If this action is a [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack], then the [To Hit Bonus] of this attack is increased by the character’s [Rank] in [Mech Counter].



Bullet Hell:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Duelist] and [Ghost Hunter]
The character can use additional [Offensive Actions] on their [Turn] in an [Action Block]. The [Strength Cost] and [Speed Cost] of these [Offensive Actions] must sum to a value less than or equal to the character's [Rank] in [Bullet Hell].



Mech Spell Training:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Vessel] and [Techie]
The character can use a additional [Mech Part] in any [Mech] that they pilot. This [Mech Part] must be a [Mech Spell Core]. For every 3 [Ranks] in [Mech Spell Training], the character can add an additional [Mech Spell Core].



Teleport:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Vessel] and [Ghost Hunter]
This allows the character to perform the [Teleport] action.



Mech Puzzle Weapon:
Rank: 1 for every 10 ([Maximum Strength Points] + [Maximum Speed Points])
Dual-Class: [Techie] and [Ghost Hunter]
The character can use a additional [Mech Part] in any [Mech] that they pilot. This [Mech Part] must be a [Mech Puzzle Gun] or a [Mech Puzzle Blade]. For every 3 [Ranks] in [Mech Spell Training], the character can add an additional [Mech Puzzle Gun] or [Mech Puzzle Blade].

Unique Classes:

 

Unique Classes cannot dual-class. They are so unique that they cannot fit into the classifications of the other classes. Generally, starting players should not be allowed to play a unique class. Unique classes cannot learn the abilities of any other classes.


Crew Member


Crew members work for a skiffmaster. They follow the skiffmaster and his or her skiff and will fight with the utmost loyalty. In general, crew members work best manning the skiff into battle. Crew members are an NPC class, and are under the control of the player who plays the skiffmaster.

 

Special Notes: Crew members have their strength points, speed points, skills, and talents based on the stats of their skiffmaster leader.

 

Strength Points - When recruited, the crew member will have a maximum strength points equal to 3 fewer than their skiffmaster's maximum strength points.

 

Speed Points - When recruited, the crew member will have a maximum speed points equal to 3 fewer than their skiffmaster's maximum speed points.

 

Skills - The crew member will have their skills at a [Rank] equal to 2 fewer than the skiffmaster's [Rank] in that skill.

 

Talent- The crew member will have their talents at a [Rank] equal to 2 fewer than the skiffmaster's [Rank] in that talent.