Thread: Dungeon of Bad Ends (Homebrew System)

Here are some example talents and weaknesses. You don't have to use these, but you are welcome to, and they may also give you some ideas. Also, if you like a mechanics, but not what it represents, anything can be renamed and reflavored to suit your character. Special Attack Power Attack-- Roll Strength to hit. Deals 2 Strength damage. You always have disadvantage on your attack roll. Special Attack Stunning Blow-- Roll Strength to hit. Deals 1 Strength damage, and your target may only take one action on their next turn. Special Attack Grapple-- Roll Strength to hit. Always use the target's Agility defense. Deals 1 Agility damage. A target who has been damaged by this attack can not use the Reposition action until the damage is recovered. A target who has been damaged by this attack is considered helpless for purposes of your Tease action until the damage is recovered. A target damaged by this attack may use a Break Free action, rolling Strength versus 10 your Strength. If you become helpless, all damage dealt by this attack is negated. Special Attack Holy Smite-- Roll Will to hit. Deals 1 Strength damage, and an additional 1 Strength damage to demons. This attack has advantage against demons and undead enemies. You may only use this attack once per turn. Special Attack Fireball-- Roll Will to hit this targets every combatant in a single melee group and uses the same attack roll for each. May be used at a range. You may only use this attack once per turn. Special Attack Chain Lightning-- Roll Will to hit you may choose up to two targets and use the same attack roll for both. Deals 1 Agility damage to each target. May be used at a range. This attack has disadvantage if used in melee. Special Attack Animal Empathy-- Roll Will to hit. Deals 1 Will damage, and your target may only take one action on their next turn. Always use the target's Will defense. May be used at at range. You may only use this attack once per turn. This attack has disadvantage except against animals and beast people. Special Action Defend-- Give an enemy in melee range disadvantage on its next attack roll. This does not require a roll, but you may only use it once per turn. You may not use this out of combat. Special Action Disarm-- Choose an opponent in melee range and roll Agility against their Agility defense. On a success, they drop one item they were holding, and may not use any abilities dependent on that item until they retrieve it. You may only use this once per turn. Retrieving the item takes an action and requires a roll Agility their target number is the result of your disarm roll. Special Action Bless-- Give an ally inspiration. You may use this in or out of combat, but in combat you may only use it once per turn. You may only use this ability twice per scene. Special Action Lay on Hands-- You or an ally in melee range recovers one Strength. You may use this in or out of combat, but using it in combat requires a Will roll the target numbers is 10 plus the number of active enemies. You may only use this ability twice per scene. Special Action Meditate-- You recover one Will. You may only use this out of combat. You may only use this ability once per scene. Special Action Rage-- Gain 2 Strength and 2 Will these stats may exceed your maximum. At the end of this scene, take 3 Strength damage and 2 Will damage. You may only use this ability once per scene. Passive Ability Archery-- You may use your basic attack at a range. Passive Ability Dual Wield-- When making a basic attack, you may choose up to two targets in melee range and use the same attack roll for both. Passive Ability Two-Weapon Rend-- When you damage the same enemy with two weapon attacks in the same turn, you may deal 1 additional damage to any stat you have damaged with either of those attacks. Passive Ability Sneak Attack-- Your basic attack deals 1 additional Strength damage if you have advantage on the attack roll. Passive Ability Keen Senses-- You have advantage on rolls to search an area. Passive Ability Thieves Tools-- When you attempt to pick a lock or disarm a trap as part of interacting with an obstacle, you have advantage on your roll. Passive Ability Tactical Reposition-- When you use a Reposition action, you may choose an enemy and roll Agility versus their Will defense. On a success, you gain advantage on your next attack roll against that enemy. Passive Ability Sexual Healing-- If you reach your climax from an ally's Tease action while you are willing, at the end of the scene you recover the damage dealt by your orgasm, then recover 1 damage to Strength, Agility, or Will. This effect only works once per scene. Weakness Necrophobia-- You have disadvantage on attack rolls against undead enemies. Weakness Conductive Armor-- Electrical effects have advantage against you. Weakness Cold-Blooded-- Cold and ice effects have advantage against you. Weakness Poor Immune System-- Poison and drug effects have advantage against you. Weakness Masochism-- When you take Strength damage from a physical blow, take 1 Purity damage. Weakness Bondage Fetish-- At the beginning of your turn, if you are grappled or bound, take 1 Purity damage. Weakness Multiple Orgasm-- After you reach climax, reduce your maximum Purity by 1. Your maximum Purity is restored to its default level when you return to your safe haven.