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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="marcoasalazarm" data-source="post: 7355333" data-attributes="member: 26698"><p>OK.... here's my initial idea for the Class Abilities of the Rocker Advanced Class (so far. I guess we could have an ability where the guy triggers a "musical sequence" out of nowhere that hostile characters must resist or be dragged into singing and dancing or just standing there looking awkward while everybody else pulls a Trapp Family singing "So Long, Farewell, Auf Wiedersen, Goodbye" (and maybe if other characters add to the performance using Aid Another the DC becomes higher somehow?). A good name for it.... dunno, "The Performance of a Lifetime, Every Night-Time"?)</p><p></p><p>Borrowed somewhat both from the Personality Class from the D20 Modern main rulebook and the Spirit of '77 RPG.</p><p></p><p><strong><u>THE ROCKER.</u></strong></p><p></p><p>[ATTACH]94686[/ATTACH]</p><p></p><p><em>"Do you know what it's like to be on the bill and play for 15 minutes, and have nobody there to see you except for the other bands and their girlfriends? Don't talk to me about Rock and Roll! I am out there in the clubs and on the streets living it! <strong>I <u>AM</u> ROCK AND ROLL!!!</strong>"</em></p><p>-<strong>Chazz Darvey, "<u>Airheads</u>".</strong></p><p></p><p>The Rocker is a modern-day bard, a wandering musician. It can be keytar synth-pop or "three chords and The Truth", but they all wander the roads of the Core Timeline, bringing hope, escapism and the occasional bout of moral outrage. They dream big, expecting each action that makes the news to lead them closer to stardom. They dream small, hoping for each person that listens to their songs to change their lives somehow. On pretty bad days, they hope that they will entertain well enough to get a good payment.</p><p></p><p><strong><u>Requirements:</u></strong></p><p></p><p>To qualify to become a Rocker, a character must fulfill the following criteria:</p><p></p><p><strong>-Skills:</strong> Perform (select one) 6 Ranks, Diplomacy 6 Ranks.</p><p><strong>-Feat:</strong> Creative.</p><p></p><p><strong><u>Class Information:</u></strong> The following information pertains to the Rocker Advanced Class:</p><p></p><p><strong><u>Hit Die:</u></strong> The Rocker gains 1d6 Hit Points. The character's Constitution modifier applies.</p><p></p><p><strong><u>Action Points:</u></strong> The Rocker gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class.</p><p></p><p><strong><u>Class Skills:</u></strong> The Rocker's class skills are as follows:</p><p>Bluff (Cha), Craft (Writing) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Art, Current Events, Popular Culture) (Int), Perform (Dance, Sing, any instruments) (Cha), Listen (Wis), Repair (Int), Read/Write Language (none), Speak Language (none).</p><p></p><p><strong><u>Skill Points at Each Level:</u></strong> 5 + Int Modifier.</p><p></p><p><strong><u>CLASS FEATURES:</u></strong> The following features pertain to the Rocker Advanced Class:</p><p></p><p><strong>+You've Got The Looks:</strong> The Rocker doesn't just performs -- he sells an impressive image to the audience, pouring his heart out. The Rocker gets a +2 bonus to Perform rolls at 1st Level, which increases to +4 at 5th Level.</p><p></p><p><strong>+This Song's For You:</strong> When the Rocker dedicates a performance to someone, he can create such good emotions that it empowers them.</p><p></p><p>To use this ability, the Rocker must spend 1 action point and select a target. The target must be able to understand the Rocker and be able to hear him (be it within 15 feet of the Rocker or any medium broadcasting his performance, such as radios, computers or speakers). The Rocker rolls a Perform roll (DC 18, full-round action). If he succeeds, the target gets a bonus to their actions equal to the Rocker's Charisma bonus for the following 1d6+1 rounds.</p><p></p><p><strong>+If It's Too Loud, You're Too Old:</strong> Through rote mastery of his trade, the Rocker has unlocked the ability to create hair-raising solos... literally!</p><p></p><p>To use this ability the Rocker must spend 1 action point and do a Perform roll (DC 18, full-round action). If he succeeds, all hostile characters up to 50 feet away from the Rocker (or any medium broadcasting his song) must do a Fortitude saving throw (DC 10 + the Rocker's class level + the Rocker's Charisma bonus) or be Deafened and Stunned for 1d4+1 rounds. If the targets succeed at their saving throw, they are just Deafened for 1 round.</p><p></p><p><strong>+Backstage Pass:</strong> The Rocker's fame precedes him, and it opens a lot of doors. The Rocker can always get into or backstage at a musical venue such as a concert, theater or nightclub, and if necessary to make a Diplomacy or Bluff check to smooth-talk their way into another type of event, the Rocker adds a bonus equal to his Rocker level.</p><p></p><p>The first effect of this ability only affects the Rocker. Getting other people in with the Rocker will always require a successful Diplomacy or Bluff check.</p><p></p><p><strong>+Black Belt In Crazy:</strong> The venues of the Core Timeline are insanely dangerous, and a Rocker that doesn't knows when to duck for cover or fight off an attacking enemy mid-set doesn't lasts long. Perform checks are considered free actions for the sake of determining what the Rocker can do in combat (and like other free actions, the GM has final call on their applicability).</p><p></p><p><strong>+Groupie Magnet:</strong> As a Rocker becomes more famous, more people begin to be drawn to him. People fanatical enough, crazy enough, to fight for him.</p><p></p><p>Once a day, the Rocker can do a Perform check (DC 21). If successful, a gang of 1d6 groupies will be formed and will follow the Rocker loyally for 1d4 hours. These groupies will be Low-Level Ordinaries of a Helpful attitude. This duration can be extended with a successful Diplomacy check once the initial period wears off, at the GM's discretion.</p></blockquote><p></p>
[QUOTE="marcoasalazarm, post: 7355333, member: 26698"] OK.... here's my initial idea for the Class Abilities of the Rocker Advanced Class (so far. I guess we could have an ability where the guy triggers a "musical sequence" out of nowhere that hostile characters must resist or be dragged into singing and dancing or just standing there looking awkward while everybody else pulls a Trapp Family singing "So Long, Farewell, Auf Wiedersen, Goodbye" (and maybe if other characters add to the performance using Aid Another the DC becomes higher somehow?). A good name for it.... dunno, "The Performance of a Lifetime, Every Night-Time"?) Borrowed somewhat both from the Personality Class from the D20 Modern main rulebook and the Spirit of '77 RPG. [B][U]THE ROCKER.[/U][/B] [ATTACH=CONFIG]94686._xfImport[/ATTACH] [I]"Do you know what it's like to be on the bill and play for 15 minutes, and have nobody there to see you except for the other bands and their girlfriends? Don't talk to me about Rock and Roll! I am out there in the clubs and on the streets living it! [B]I [U]AM[/U] ROCK AND ROLL!!![/B]"[/I] -[B]Chazz Darvey, "[U]Airheads[/U]".[/B] The Rocker is a modern-day bard, a wandering musician. It can be keytar synth-pop or "three chords and The Truth", but they all wander the roads of the Core Timeline, bringing hope, escapism and the occasional bout of moral outrage. They dream big, expecting each action that makes the news to lead them closer to stardom. They dream small, hoping for each person that listens to their songs to change their lives somehow. On pretty bad days, they hope that they will entertain well enough to get a good payment. [B][U]Requirements:[/U][/B] To qualify to become a Rocker, a character must fulfill the following criteria: [B]-Skills:[/B] Perform (select one) 6 Ranks, Diplomacy 6 Ranks. [B]-Feat:[/B] Creative. [B][U]Class Information:[/U][/B] The following information pertains to the Rocker Advanced Class: [B][U]Hit Die:[/U][/B] The Rocker gains 1d6 Hit Points. The character's Constitution modifier applies. [B][U]Action Points:[/U][/B] The Rocker gains a number of action points equal to 6 + one-half his character level, rounded down, every time he attains a new level in this class. [B][U]Class Skills:[/U][/B] The Rocker's class skills are as follows: Bluff (Cha), Craft (Writing) (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Art, Current Events, Popular Culture) (Int), Perform (Dance, Sing, any instruments) (Cha), Listen (Wis), Repair (Int), Read/Write Language (none), Speak Language (none). [B][U]Skill Points at Each Level:[/U][/B] 5 + Int Modifier. [B][U]CLASS FEATURES:[/U][/B] The following features pertain to the Rocker Advanced Class: [B]+You've Got The Looks:[/B] The Rocker doesn't just performs -- he sells an impressive image to the audience, pouring his heart out. The Rocker gets a +2 bonus to Perform rolls at 1st Level, which increases to +4 at 5th Level. [B]+This Song's For You:[/B] When the Rocker dedicates a performance to someone, he can create such good emotions that it empowers them. To use this ability, the Rocker must spend 1 action point and select a target. The target must be able to understand the Rocker and be able to hear him (be it within 15 feet of the Rocker or any medium broadcasting his performance, such as radios, computers or speakers). The Rocker rolls a Perform roll (DC 18, full-round action). If he succeeds, the target gets a bonus to their actions equal to the Rocker's Charisma bonus for the following 1d6+1 rounds. [B]+If It's Too Loud, You're Too Old:[/B] Through rote mastery of his trade, the Rocker has unlocked the ability to create hair-raising solos... literally! To use this ability the Rocker must spend 1 action point and do a Perform roll (DC 18, full-round action). If he succeeds, all hostile characters up to 50 feet away from the Rocker (or any medium broadcasting his song) must do a Fortitude saving throw (DC 10 + the Rocker's class level + the Rocker's Charisma bonus) or be Deafened and Stunned for 1d4+1 rounds. If the targets succeed at their saving throw, they are just Deafened for 1 round. [B]+Backstage Pass:[/B] The Rocker's fame precedes him, and it opens a lot of doors. The Rocker can always get into or backstage at a musical venue such as a concert, theater or nightclub, and if necessary to make a Diplomacy or Bluff check to smooth-talk their way into another type of event, the Rocker adds a bonus equal to his Rocker level. The first effect of this ability only affects the Rocker. Getting other people in with the Rocker will always require a successful Diplomacy or Bluff check. [B]+Black Belt In Crazy:[/B] The venues of the Core Timeline are insanely dangerous, and a Rocker that doesn't knows when to duck for cover or fight off an attacking enemy mid-set doesn't lasts long. Perform checks are considered free actions for the sake of determining what the Rocker can do in combat (and like other free actions, the GM has final call on their applicability). [B]+Groupie Magnet:[/B] As a Rocker becomes more famous, more people begin to be drawn to him. People fanatical enough, crazy enough, to fight for him. Once a day, the Rocker can do a Perform check (DC 21). If successful, a gang of 1d6 groupies will be formed and will follow the Rocker loyally for 1d4 hours. These groupies will be Low-Level Ordinaries of a Helpful attitude. This duration can be extended with a successful Diplomacy check once the initial period wears off, at the GM's discretion. [/QUOTE]
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