Available Classes (Influx)

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 includeStandard 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.

Currently all Classes have been updated to match Update 27.

## Adam Tower

**Standard Equipment:**

* This Class starts out with 1 Ordinary Item, 7 Large Mana Potions, & 1 Magical Item. (DM’s Help is required)

**Special Equipment:**

* Very Personal Equipment = User selects from 1-10 Objects with their own backstory, powers, skills, mechanics, possibilities, or magic, These Item(s) can be lost but the user gains a +2 to using these Items. (DM’s Help is required)
* Tower Deployment Kit = User can subtract -1 charge to deploy a tower based on the chart below. (10/10 Charges) (Charges recover after 2 Days)

*Deployment Towers*

1. Attack Tower (Melee) Pawn Tower = A Small tower that acts as a small soldier, looks and shape is depending on the caster. (1d100 for quality) (HP is equal to half of the user’s Max HP)
2. Attack Tower (Ranged) Hunter Tower = A Medium tower that acts as a strategic soldier, looks and shape is depending on the caster. (1d100ma80 for quality) (HP is equal to half of the user’s Max HP)
3. Attack Tower (Magical) Mage Tower = A Medium tower that acts as a smart soldier, looks and shape is depending on the caster. (1d100ma70 for quality) (HP is equal to ¼ of the user’s Max HP)
4. Defensive Tower (Barrier) Guard Tower = A Large tower that acts as a wall, looks and shape is depending on the caster. (1d100ma80 for quality) (HP is equal to half of the User’s Max HP)
5. Defensive Tower (Summoner) Raising Tower = A Large tower that acts as a well, looks and shape is depending on the caster. (1d100ma60 for quality) (HP is equal to the User’s Max HP)
6. Supportive Tower (Healer) Restoring Tower = A Small tower that acts as a small medic, looks and shape is depending on the caster. (1d100ma80 for quality) (HP is equal to half of the user’s Max HP)

**Special Traits:**

* Tower of Power (V1) - User when attacking an enemy has a 25% chance to absorb some Dangalious Essence from the being, once user gets up to 200 Dangalious Essence, User can upgrade this trait, When upgrading this trait the max required amount of Dangalious Essence is increased by 200, User gains a P^(Current Version) to 1 specific check. (User most choose what skill this trait applied to when creating their character, User cannot change it once chosen)) (This trait cannot be level up with other methods besides it’s own)
* Tower over Many - User is a form to be reckoned with, User being a person either gifted with abilities to warp the essence of reality, space, time, emotion, & unification or had either been born with such abilities is up to the creator, what is such user only ever rolls a 4d10 for any check, if user is told to roll at advantage or disadvantage then the user would disregard those debuffs/bonuses. (Cannot be disabled)
* Tower of Babel - User can understand many languages easily, user doesn’t need to learn any new languages and can already understand any language, even the newest or the oldest.
* Higher the Floor, Higher the Business - User as they ***Level Up*** gains an extra +2d5 to Mana & HP rolls, But User’s EXP gains are decreased by 45%.

## Agent

**Standard Equipment:**

* This Class starts out with 27 Medium Mana Potions, 1 Ranged Weapon, and 2 Armor Repair kits (DM's Help is required)

**Special Equipment:**

* Invis-Watch - This Watch allows the User to turn Invisible for 1d27mi8 Turns but -1 Charges, While user is Invisible user cannot do any action, if user does an action than it will cancel the invisibility. (8 Charges)
* Insta-Kill Knife - 2d15 Physical, Bleeding. (If user does a stealth attack from behind it's and Instant Kill unless user rolls under a 17)
* SteamWork Disguise Kit - User can Disguise as anything/anyone and has Triple Advantage Towards Deception/Persuasion/Intimidation/Stealth checks while active. (10 Charges)

**Special Traits:**

* Skilled with the Art of Killing - User Flips a coin at the beginning of combat, if they get what they called they gain 1 Extra Turn for the entire fight, If user fails they skip every other turn in combat.
* Mission not-impossible - User when below Half of their HP gains +9 to all their checks. (Trait deactivates when user is over their Half amount of HP)
* Information is my Hobby - User can gain reaction time to write down or obtain deep information while just having a classic chat. (Requires a Insight check over 13)

## Beyblader

Note for Players - Specifically the Burst-Spinner

**Standard Equipment:**

* This Class starts with 1 set of Weak Armor, 6 Mana Potions, & 1 Magical Item (DM’s Help is Required)

**Special Equipment:**

* 3 Beyblades of choice, your choices of what type of top device you use is based off the chart below.

*BeyBlade Type*

1. Attacker - Great at Physical Damage and Brutal attacks. (User rolls 6d8 for Spirits Stats) (Power & Precision is increased by 1) (Decrease Potential by 3) -
2. Defender - Great at Guarding and protecting the user. (User rolls 6d8 for Spirits Stats) (Durability & Speed is increase by 1) (Decrease Power, Potential & Range by 2) -
3. Stamina - Great at dealing charged attacks or sustaining itself on the battlefield for a long time. (User rolls 6d8 for Spirits Stats) (Durability & Range is increased by 1) (Decrease Power & Potential by 2) -
4. Balance - Great at everything, overall neutral at any skill but cannot be perfect on any skill. (User rolls 6d8 for Spirits Stats) (All Skills cannot go above B Ranking)

* B.Blade Deployer = A Special device which fires the Beyblades as projectiles towards enemies, also working as the console to activate and unleash the spirit within the user’s Blade. (Projectile damage = 9d15mi3)

**Special Traits:**

* Spiritual Spinning Connection - When user’s summon their Blades spirits the user gains the TMX status effect for as long as their Spirit remains active, User can command their spirit to do many actions and even protect the user.
* Spirits Strength - Allows user to channel spiritual energy into electronics, 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.
* Spin to Win - When your spirit is damaged or your blade gets stuck or taken, the user can summon their blade or spirit back to them for redeployment. (can be used only 3 + Player Level times per session)
* ***BURST!!!*** - If user can any Spirit out on the field user can activate this by paying the Mana cost, when activated the user’s spirit stats and abilities are increase by 25% for the next 2d6 Turns. (30 Mana)

## 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 (Bounty Hunter) - User gains a +1d40 to utilizing weapons that use both Physical & Ranged damage. (Only weapons that utilized both Physical & Ranged)

## Chaos Conjuror

**Standard Equipment:**

* This Class starts out with 3 Magical Items or 1 half set of Armor, 2 Ranged Weapons (DM's Help is required)

**Special Equipment:**

* Bag of (1d100) Chaos Gems (CHAOS FILLED GEMS)
* Spell Book - Keeps track of every spell the user finds.

**Special Traits:**

* Consumer of Chaos - User can absorb a CHAOS FILLED ITEM and be able to see all auras in a 6 feet radius, User also gains the Vital Yellow Effect On command after consuming a CHAOS FILLED ITEM for 2d3 Turns.
* Combos filled with Chaos - If user pulls of a combo that hits over 3 Times than they remove the consecutive stack and start back with 0 (than go down till either miss, run out of mana or repeat trait)
* Impacting Doom- User can infuse their Chaotic Forces into their or others weapons increasing their weapons damage by 1dPlayers Level for 1d7 Turns. (-20 HP) (Cost 15 Mana)
* Death is your final goal - If user fails 1 Death Save (fill in 1 dot) their character is automatically dead. (Cannot Level up this Trait) (Cannot discard this trait)

## Corrupted Unit

**Standard Equipment:**

* This Class starts with 3 items based on the characters job (EX. Police Officer, FireFighter, Bouncer) (DM’s Help is required)

**Special Equipment:**

* Convenient Qualification Files (C.Q.F) = With the C.Q.F User can pull out convenient items or Identification in which users can use to persuade or use in some way to access an area, gain items, or etc. (14 Uses per Session)
* Magnificent Delilock Shoes - User when utilizing these shoes gains a +2 to actions. (only non-combat actions)

**Special Traits:**

* Hiding behind your Lies! = User can use their deception for any check, user also gains a +1d13 to deception based checks.
* Higher Pedestal = You stand above others because of your job and respect, user gains a +1 to Turn Order, User’s Items have a 70% chance not to break for the first 6 turns in a fight.
* 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)

## Cosplay Wizard

**Standard Equipment:**

* This Class starts out with 3 Magic Items (DM's Help is required)

**Special Equipment:**

* Makeshift Wizard Outfit - Made out of cheap materials gives the user an upper-hand when casting magic, as long user has this outfit on the user can use their traits, if user loses this outfit or it takes to much damage than all of user's traits are disabled. (Armor: 1d500, DG:1d30, DT:1d20, DM:4d100)
* Wizard Staff - User can use this Staff to give them a +4 to Casting a spell.

**Special Traits:**

* Mana doesn't matter - User doesn't have a Mana counter, if user would have to subtract Mana than they don't have to...
* Real world spells work better - User can choose 10 Spells from the Official DnD books, user cannot learn any new spells and can have any level of spell, user than uses Spell slots, Spell slots work like they regularly do.
* This is real magic.... - User has Disadvantage towards Persuasion/Intimidation/Deception checks on trying to convince or scare someone with your magic.

## Demolitionist

**Standard Equipment:**

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

**Special Equipment:**

* Bomb construct/destruction kit - Allows the user to create or deactivate bombs, all the user needs is any item (weapon, consumable, armor) and break it down to construct a bomb. (1d20 + Dexterity to break down item) (1d20 + Wisdom to create bombs) (1d20 for how good the bomb is)

**Special Traits:**

* Cool guys never look at explosions - The User takes 78% less damage from explosions, the user also gains the ability to rocket/bomb Jump as long as they are over 25 HP.

## Electrocutioner

**Standard Equipment:**

* This Class starts out with 2 Ranged Laser Weapons, 1 Heavy set of Armor, & 1 Tesla related Weapon (DM’s Help is required)

**Special Equipment:**

* Static Suit - A suit consistent of a silk/rubber base allowing for a constant static charge, making user user can hold and recover charges easily, For each charges this suit hold user gains 20 Temporary HP, Temporary HP recovers every 23 turns as long as user has 1 charge in suit. (0/5 Static Charges) (Armor: 100)
* Built in Circuits - User has electrical circuits engrooved into their own skin allowing the user to control and discharge electricity from their body with better skill, Deactivated but User gains a 35% Resistance to Shock & Paralyze & takes 122% less damage from Energy based attacks. (-1 Charge to activate Resistances) (0/3 Charges)
* Autonomous Heart - User gains an extra +12 added onto their Max HP, After every 100 Turn Cycles or 2 Days User recharges all charge based items by 1 charge. (Don't give a charge if Item already has max charge) (User cannot use more than Player Level amount of charges, if over than user flips a coin, if heads user loses all charges from all items and traits and must rest before being able to use any charges)

**Special Traits:**

* Shock Therapy = User’s attacks all gain the following effect based on level, (Level 1-20 = Shock, Level 21-45 = Adv. Shock, Level 46-70 = Lethal Shock, Level 71-100 = Electrocution) While also when attacking user can subtract -3 charges from any selected item that contains charges to increase players hit die by 2d3.
* Harnessing The Spark! = User can subtract -2 Charges to fire off a blast of electrical energy from the user’s body. (8 Charges) (Player Leveld22 + Constitution Ranged, Area, Paralyze, Energy)
* Amp it Up! = User can take a action to **Charge**, user takes 1d17 Turns to **Charge** and while charging the user gains 1d100maPlayer Level Charges back towards 1 selected Trait/Item/etc. (User cannot use the charges until done **Charging**, as well user cannot do any other actions while **Charging**) 4
* Relay Energy = User can touch a metal item/object/surface to shock the entire item/object/surface dealing 1d20 + Player Level damage to who ever else is interacting with such item/object/surface. (30 Mana) (-1 Charge from any selected item that contains charges)

## Entity User

**Standard Equipment:**

* This Class starts out with 1 Heavy set of Armor, 3 Magical Ranged Weapons, 2 Physical Weapons, 3 Types of bombs, & 12 Large Mana Potions

***Spells*** - Start with 3 level three Combat Spells, 3 level three Effect Spells, 3 level two Particle Spells , 5 Utility Spells

**Special Equipment:**

* Signature Weapon - User gains a weapon of users choice (Required Help from DM) that can be summoned to your hand for a cost of (30 - Player Level Mana), this weapon does a special bonus effect of users choice (Required Help from DM), and Finally has a 8.16% extra **Modification Bonus**
* Entity Extensions - User applies many different Magical Entity Extensions onto their body that helps them control and manipulate the mana in their body as well as corruption within others and yourself. (DM's Help is required) (Bonuses are based on location and discussion with DM.) (User gains +4 towards Entity like goals)

**Special Traits:**

* Gauge - User's Gauge is depended on the current Players level (EX. Level 1 = 1 + 2 = 3 Gauge), You will always add 2 to your Gauge, Gauge can be used for multiple things based on the chart below, Gauge is restored after a long rest. (Gauge is counted as Hit Dice) (Gauge is restored after a long rest)
* Evil Within - User’s Alignment Identifies as Chaotic Evil, User has an Advantage towards Hitting enemies, If user is below ¾ of their Max HP they gain the Vital Red Effect for 7d20 Turns after turns are finish user gain the backlash of vital red.
* Pain bring Relief - When user take over 100 Damage in a fight they gains +Max Mana X Player Level towards all damage dealt by user for the rest of the fight.
* Know what's right as you have been chosen! - This class can be removed if user does not follow the code of the "Entity", If user loses class than they remove all Traits & Special Equipment: relating to this class, they still keep the regular equipment.
* Hate boils your enemies - When user gains a status effect they are enraged and gains the Vital Purple Status effect for 1d7 Turns.
* Mystical Mind - User can learn an Unlimited amount of spells without having the keep a spell book with them.

## Evolver

**Standard Equipment:**

* This Class starts out with 1 Personal Item that is part of their backstory, 3 First Aid Kits, 7 Large Mana Potions (DM's Help is required)

**Special Equipment:**

* DNA Chassie - This harness stolen from who knows where (Player's Backstory) allows you to modify your DNA and Genetics to mutate yourself into many different abominations/Cackits. Each Evolution is different and based off what you do, you must write down The Mutations you want to save, Mutation only lasts as many turns as the Players Level, the user can cancel the Mutation at anytime. (18 Mana) (-40 + Player Level HP) (User can keep up to 1d80 Slots of Genetic Info, if over user must discard 1 genetic)

**Special Traits:**

* Genetic Mastery - User can feel a genetic change and gains Heptadvanced Rolls to Constitution & Survival Checks (Heptadvanced/Polyadvancment = 7d20)
* Uniquorty Modifiers - User can add/subtract their lowest Modifier to any check along with the requested modifier. (5 Mana)
* Advanced Genetic Knowledge - User can add their Intelligence to all Dodging/Hit/Perception/Insight/Survival/Sleight of Hand based actions.

## 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 trist stops at +20 but user then gains a 6% Resistance to all forms of plasma damage.
* Urban Weaponry Training (Gunman) - User gains a +2d5mi3 to utilizing bullet or gun based weaponry.

## Hyper Scientist

**Standard Equipment:**

* This Class starts out with 2 Guns, 1 Physical Item, 3 Tool Sets and 1 First Aid Kit or 1 Gun, 1 Magical Item, 3 First Aid Kits and 1 Hyper Go-On Energy Vile (DM's Help is required)

**Special Equipment:**

* First Invention: User creates an invention of a Simple Task, This Task must be of a simple manner for the invention and (1d20) is how efficient it is at that 1 task. (DM's help is required)
* Backpack of Tools/Equipment - Allows user to hold up to 20 Items, These Items are of tools, schematic for newer ideas, and parts, When utilizing the items in the bag they count as Special Items, and gain a +4 to using them. (User picks out of 20 what Items/Schematics/Parts the user starts with) (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:**

* Hyper Go-On Life-Support - User rolls 1d100mi12, what they roll is how many days they have left untill they need to consume some Hyper Go On Energy (Mineral Component) Science Done Right! - User while operating a large invention/machine gains Advantage towards control the device, But it counts as an Intelligence check.
* 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)
* A Madman of Knowledge - User gains the Tinker ability, they can use this ability anytime and can add their Intelligence Modifier 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 Modifier*

1. Under 100 - +1 Intelligence
2. Under 200 - +2 Intelligence
3. Under 300 - +3 Intelligence
4. Under 400 - +4 Intelligence
5. Under 500 - +5 Intelligence
6. Under 600 - +6 Intelligence
7. Under 700 - +7 Intelligence
8. Under 800 - +8 Intelligence
9. Under 900 - +9 Intelligence
10. Under 1000 - +10 Intelligence
11. 1000 - +20 Intelligence

## Legion Member

**Standard Equipment:**

This Class starts with 1 Small Physical Weapon, 1 Ranged weapon or 1 Magical item, 1 Large Physical Weapon (DM's Help Required)

**Special Equipment:**

* Legion Rank Robe: (Roll 1d100) Depending on your roll this robe will rank you differently in the Legion.
	+ 1-20 = Grunt/Obeyer - +10 Movement speed,
	+ 21-29 = Follower - +4 Stealth
	+ 30 - 40 = Elite Follower - +3 to constitution checks
	+ 41-60 = True Believer - +9 to Arcana
	+ 61-70 = One in Touch - +4 to all skills
	+ 71-90 = Divine Messenger - +7 to all skills,
	+ 91-100 = Realms Guardian - +14 to all skills

* Legion Mask: (Custom design) User conceals their face keeping them unknown, people rolling perception, religion, arcane, & insight checks roll Double Disadvantage against you.

**Special Traits:**

* Feral Frenzy - User rolls 1dPlayers Level, depending on what they got they gain that many extra turns to do a physical attack (no ranged or environmental based attack, or healing, or assisting allies), after use player skips as many turns they gained last turn. (13 Mana) (Each can be used for a combo)
* We are Legion - User can swap themselves with another Persona and enhance their skills. (User rolls 1d7, user changes their personality based on chart below, effects last 1d5 Turns)

*Sin Personas*

1. Sloth - User skips every other turn, when user attacks add +Players level to the damage.
2. Pride - User can heal and attack in 1 turn, if user does not heal this turn they skip their next turn.
3. Envy - User cannot attack until they obtain a specific item (DM's say), once they obtain the item they gain advantage.
4. Wrath - User attacks anyone near them, user cannot be charmed or calmed down, while in this state user has the R.Crit status effect.
5. Greed - User cannot attack and can only steal (EX. Items, Money, etc) This includes teammates.
6. Lust - User can only charm enemies, User can only talk in Sexy Language.
7. Gluttony - User at the start of every turn (including enemies and teammates) you must consume a healing item, or a consumable item.

## 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 2 Effect Spell, 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)

## Linked Spirit User

**Standard Equipment:**

* This Class has a choice of 2 Physical Weapon's and 1 Magic Physical Weapon or 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 thier spirit to do physical and mental attacks, Physical depend on the users Strength, Mental is based off their Intelligence. (Constitution check to summon Spirit, needs over 13) (Spirit has a certain amount of armor once used up Spirit dissipates and has to be summoned again) (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 (if higher than 6) user automatically pulls out their spirit, their spirit take 1d20 Direct damage. (6 Mana)

**Special Traits:**

* Spirit's 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.
* Spirits 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)

## 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.

*Solo Chart*

* Just Player - +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 = -PlayerLevel to all checks

## Mad Scientist

**Standard Equipment:**

* This Class starts out with 2 Guns, 1 Physical Item \or/ 1 Gun and 1 Magical Item (DM's Help is required)

**Special Equipment:**

* First Invention: User creates an invention of a Simple Task, This Task must be of a simple manner for the invention and (1d20) is how efficient it is at that 1 task. (DM's help is required)
* Backpack of Tools/Equipment - Allows user to hold up to 20 Items, These Items are of tools, schematic for newer ideas, and parts, When utilizing the items in the bag they count as Special Items, and gain a +4 to using them. (User picks out of 20 what Items/Schematics/Parts the user starts with) (DM's Help is Required)
* Bionic Implants- User may chose one of their body parts to enhance, depending on the body part they gain pluses to certain skills. (DM's Help is Required)

**Special Traits:**

* A Madman of Knowledge - User gains the Tinker ability, they can use this ability anytime and can add their Intelligence Modifier
* 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)

I*Q Modifier*

* 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

## Mafia Boss

**Standard Equipment:**

* This Class starts with 3 Golden Weapons (Physical, Ranged, etc) \or/ can start with 1 Legendary Magical Item (DM's Help Required)

**Special Equipment:**

* Advanced Utilities: (Roll 1d100) Depending on your roll your equipment will be different your you and your troops.
	+ 1-29 = Plastic
	+ 30-39 = Steel, 40-59 = Titanium
	+ 60-79 = Tritanium
	+ 80-99 = Custom Futurist Material
	+ 100 = Assultanium

* World Class Armor Set: User creates their own set of Armor based on their Advanced Utilities, User can add benefits (+ to Stats or game mechanic) if the DM Allows for it. (DM's help Required)

**Special Traits:**

* The Mafia - User writes down three types of soldier/mafia men (different types like melee, ranged, special ranged, bomb squad, support, offensive, etc) once made label them from 1-3, when user wants to summon some mafia men to back yourself up user must roll Player Leveld3, depending on which numbers is what types you summoned. (Cost 13 Mana) “It takes many steppingstones, you know, for a man to rise. None can do it unaided” ~ Joe Bonanno
* The Plan - User gains Advantage when ordering a Mafia Soldier to do something, User also adds their survival skill to all Planning checks. “Nothing personal, it’s just business” ~ Otto Berman
* The Supplier - User gains an income every 7 sessions (Inform DM every 7 Sessions), Money received is based on popularity checks.

## 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

Standard Equipment

* Ranger Science - Allows user to re-roll any roll that includes these traits (Strength, Dexterity, Wisdom, & Constitution) Can only be used 1 per day, sleep revives 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)

**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
* Hunters 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.

## Mortal Kombatant

**Standard Equipment:**

* This Class starts with 6 First Aid Kits, 1 Physical Weapon, & 1 heavy set of Armor **/or\** 6 First Aid Kits, 1 Ranged Weapon, & 1 weak set of Armor ***or*** 6 First Aid Kits, & 1 Magical set of Armor (DM’s Help is required)

**Special Equipment:**

* Kombatant Killer - A Special Murder weapon or Trait of the user’s own design that can do several things and have it’s own machanic behind it. (Discussion with DM is required)

**Special Traits:**

* Super Meter - During combat after every 8 Turns (Only counts on Players Turns) user gains +1 to their Super Meter (0/3 Super Meter), User can utilize 1 Point of Super Meter to use an enhanced move or action of their against an enemy or selected action (If successful user adds 3d1-300 depending on how much Super Meter was used to the ending roll)
	+ If user takes damage user can subtract -1 Super Meter to active a Breaker, when activating a Breaker user takes 35% less damage from the last attack dealt to them and activates an automatic counter. (If Super Meter is full user gains +3 to hit with any attack but after 3 Turns user loses all points in their Super Meter)
* Krushing Blow - User when attacking with any attack can call a number from 1-20 and then rolls a 1d20, if the user gets what they called user’s attack damage is doubled and enemies has a 40% chance to gain the Adv. Cripple effect based on body part attacked. (7 per Day)
* Brutality is Best - User has 3 Brutal Token, when dealing over 500 damage users can subtract -1 Brutal Tokens to deal an extra 15d40 Brutal damage. (Brutal Tokens only refresh once completely used up and after 3 Days)
* Fatality! - User when Knocking an enemy Prone or dropping an enemies HP down to zero user can initiate their choice of a brutal action described on how the user mutilates the enemy. (EX. Basically user explains their own Fatalities) (User when doing this gains +2% more EXP but requires a Skill checks depending on what user is doing, if user completes everything than user gains an extra +2d10 EXP) (5 Per Session)
* Always ready for the next Fatal Fight - User when completing an entire fight gains +3d20 HP back, if this puts the user to max HP than whatever is left over they can add to Temporary HP. (Does Not work if user is at Max HP)
* Kombat Rage - User can activate a rage built up inside of themselves that gives the User the Vital Orange, Blue, & Purple status effects for 14 Turns, but the user suffers the downsides after use. (190 Mana) (4 per in-game Day)
* Kombat Follows - User is always hunted down or will always look for a fight, user even when wanting to relax has a 52% chance to encounter a fight or something that ends towards a fight.

## Nerfer

**Standard Equipment:**

* This Class starts out with 3 Nerf Guns of the players choosing, 1 set of Nerf based Armor, 2 Nerf Physical Weapons & 1 Magical Nerf based Item (DM's Help is required)

**Special Equipment:**

* 1d300mi10 Lethal Nerf Darts (Ammo)

* Nerf Elite Technical Vest - Allows user to hold up to 15 Nerf Based Items, These Items act as Special Items, and gain +4 to using them, User also Gain Advantage against Disarming actions against them. Nerf Technical Utilities Set - User can choose from 6 Gadgets to use on Ranged Nerf Based Items. (3/Day) (Can Stack) (Of the three use some are 1 time use and others are Full user per day)
	1. Nerf Scope - +5 to Hit
	2. Nerf Laser Sight - +3 to Hit, Changes Damage Type to Laser
	3. Nerf Rifle Shield - Armor: 20, DT. 4, DG. 16
	4. Nerf Missile Launcher - +12d2e2 Area Damage (Add damage to Regular ranged attack)
	5. Nerf Silencer - Add Stealth to Hit
	6. Nerf Bullet Grenade - 13d3e3 Area Damage

**Special Traits:**

* It's Nerf or Nothing - User cannot use any other type of weaponry/equipment besides Nerf based Weaponry, if user uses another type of weaponry user gains Quad-disadvantage towards using those weaponry/equipment.
* This is how we Play - User's First action in a fight is at Advantage, If the user doesn't get their first turn the next time they gain their turn they get Advantage. (Once Per Fight)
* Accept No Invitation - User Gains Advantage on Stealth & Strength Checks when having a hostage

## Notorious Villain

**Standard Equipment:**

* This Class starts out with 3000 Cash, 2 Guns, 1 Physical Weapon and 1 Magical Item (DM's Help is Required)

**Special Equipment:**

* Iconic Item - This item is well known and is associated with the user, the user has used the item to bring them up in fame. (Item is Users Choice) (Roll 1d20 for how Popular it is)
* Iconic Suit - This Set of Armor is always worn by you and you are well known by this set of clothing. (Set of clothing is Users Choice) (Armor is 3 1d20 + Popularity) (Roll 1d20 for how Popular it is)

**Special Traits:**

* Popularity - (Roll d20) Depending on how high you rolled that is how popular you are and will effect every roll you do, your popularity can go up or down and depending on each situation could be different.
* Known by the Best - User gains a +5 to popularity checks if something is mentioned about their past and way to fame (Backstory required)
* Big Ego - User can activate their EGO by rolling a popularity check over 15
	+ EGO - Gives the user a +33 on their next move, but once used the User gains the Trinket Breaker Effect

## 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 PC - Creator chooses a magical item that can do a very powerful effect (DM's Help is required)

**Special Traits:**

* Who said you where the one in control? - You control this character you made, they have no free will until you let them go, if your 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 (Does not go over 13)
* Alignment does mean something - Based on the characters alignment they gain a special effect listed below
	+ Good - +20 to Good/Lawful like checks
	+ Neutral - +10 to all weapon damage
	+ Evil - +20 to all Evil like deeds
	+ Lawful - Character cannot commit a evil deed even if PC wants the character to do it
	+ Chaotic - Character will commit a evil deed even if PC doesn't want the character to do it

True Neutral stacks the Neutral effect

## "Postal" Worker

**Standard Equipment:**

* This Class start out with 1 Physical Weapon, 3 Ranged Weapons, and 3 Canisters of Gasoline or 1 Heavy Physical Weapon and 1 Heavy Ranged Weapon (DM's Help is required)

Standard Equipment

* Mail Bag - Allows user to hold up to 20 Items, While these Items are in this bag they classify as Deliveries, User has Advantage towards handling and utilizing these items, When in combat user gains +1 Free action per turn for the first 6 Turns.
* To do List - User at the beginning of a new day can write down 3 objectives, user than has Advantage towards those objectives until completed. (Once complete user must wait till the next day to fill in a new To do List)

Standard Equipment

* Versatility is a Best Friend - User has Advantage to using any weapon (Hit), User also has a +49% chance of find Rare Weapons when looking for something, User also has a +70% chance to find a weapon/ammo when looking for something.
* Making a Mark on the Face of Society - When user kills an enemy user gains 1 Killstreak Token, User can use 1-4 Killstreak Tokens to enhance their damage by given token (EX. 1=x1, 2=x2, 3=x3, 4=x4) (User can Hold a Max of 16 Killstreak Tokens) (5/3 Sessions)
* Ending the Disease - While user is in Combat user has a DG:4 + Player Level, When user Is knocked down Prone/Stunned/Poisoned/Paralyzed user gains an extra DG:16 as long as the status effects Prolong (Once status effect are removed/ended nullify the extra DG:16)
* Man vs World - User gains a +1 when a Party member goes down (Stacks) (Permanent as long as Member is Prone or killed).

## Puppet Master

**Standard Equipment:**

* This Class starts with 1 Tool Box, 23 Scrap Metal, & 10 Small Mana Potions

***Spells*** - Starts with 1 Utility Spell, 2 Particle Spell

**Special Equipment:**

* Mystical Chest = User can hold up to 26 Items within this large chest, Items kept inside of this chest for over 6 Days gain magical properties, if kept inside of this chest for over 19 Days the item gains sentience. (Armor: 80)
* Puppet Pal! - User starts with a puppet of their own design, some puppets are regular but you have known to utilize puppets in the ways of dark arts or magic allowing them to have special abilities depending on what type of puppet it is.

*Puppet Types*

1. Hand Puppet = User when utilizing these types of puppets gain + 3d4 to all sleight of hand or activities using hands, user now counts as having extra hands depending if the puppet hand extra hands or an appendage which would allow them to grab. (User gains +1 Bonus action utilizing a hand movement)
2. Marionette = User when utilizing these types of puppets gain + 3d4 to all athletic, acrobatic, & arcana based checks, user now counts as two seperate characters while using a Marionette as user can cut their strings to have them do a small activity or other objective for 6dPlayer Level turns. (Puppet returns to user after 3 turns of inactive use)
3. Rod Puppet = User when utilizing these types of puppets gain + 3d4 to all persuasion, intimidation, & performance checks, user while having a rod puppet out cannot be set prone or take a killing blow, if user would take a killing blow or be prone instead the rod puppet takes the his but doesn't get damaged instead is tired out and must rest for 1 day until user can reuse another rod puppet. (User cannot use multiple puppets to keep the effect up, if one goes down all the others go along with it.)
4. Sock Puppet = User when utilizing these types of puppets gain + 3d4 to all animal handling, perception, & religion checks, user while having a sock puppet gains the Groovy status effect for as long as the sock puppet is available, when not being used user gains a -2 to all checks, user’s sock puppet gains a +10 Temporary HP every 3 sessions and if it goes over 350 HP than user gains 1 Inspiration and drop the HP back down to 0. (Sock Puppets cannot be used after level 30 unless user has a +30 in Religion and a -90 to Insight)
5. Shadow Puppet = User when utilizing these types of puppets gain + 3d4 to all deception, insight, & stealth checks, user cannot use shadow puppets when it’s day time and can only use them when user has some from of shade or darkness they can shine a light onto, while utilizing a shadow puppet user can have the puppet interact with the shadow realm, user can either create beast or warriors from the shadows or user can make items depending on how much light is available. (Shadow puppets cannot be used when it’s day time or if there is no shade or shadows in the room/area to use) (Show creatures/things last for 2 Turns but persist as long as user takes actions to control/manifest them)

* *Feel* the Fallen Magic (Spell Book) - Keep track of all spells user gains/obtains, if user learns a dark magic spell user can cast those and flip a coin, if they get what they called user does not suffer from the dark magics side effect.

**Special Traits:**

* Ventriloquism - User while holding a “dummy” or puppet gains the ability to take through them using another voice or personality, user gains +Player Level to all charisma check utilizing this activity.
* Manipulation of the Acts - User can create crimson strings from their fingers to attack an enemies soul or mental state, User calls a number from 1-6 and than the DM must roll 1d6, if user gets what they called then user gains temporary control of the actions for the selected enemies. (2d20 Mental damage) (18 Mana)
* Lip reading - User gains +5d6 to Insight based checks to reading lips or understand what someone is saying.

## 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)
	1. Must be Damage related in some form or way, Mana cost is depending on current HP, Damage is multiplies by Players Level.
	2. Must be Movement related in some form or way, Mana cost is depending on current Acrobatic Skill X 2.
	3. Must be Armor/Guarding related in some form or way, Mana cost is depending on current Dexterity X 2.
	4. Must be Curse related, this curse hinders the user but when user gets to a certain level it gives the user a large bonus, Mana cost is depending on current Survival Skill X 2.
	5. Must be Spell related, can hold up to 1 + Player Level Spells, Spells in this ring count as Celestial Spells.
	6. Must be Effect related, makes the user immune to 1 type of status effect as long as the user has this ring, User cannot heal to max HP and must subtract 5 if at full.
	7. 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, Mana cost is depending on current HP.
	8. Must be Utility related, it must have some form of technique to do a simple 15 tasks and only those 15 tasks, Mana is depended on current HP \* Player Level.
	9. Must be Stupid in a way, a simple party trick or a little silly thing.
	10. Must be Legendary with a heavy downside, can do a very powerful effect, 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 more Mana to Max Capacity besides 5

* Ringing around the rose = 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 halves 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)

## Scientist

**Standard 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)

**Special Equipment:**

* 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 a 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)

## Serial Killer

**Standard Equipment:**

* This Class starts out with 1 set of Armor, 1 set of weaponry (Ranged, Physical, Energy, Particle, etc), & 1 Magical Item (Dm's Help is required)

Spells - 3 Utility Spells, 2 Particle Spells, 1 Combat Spell

**Special Equipment:**

* Killers Bag - Allows user to hold up to 16 Items, when items are in bag they count as reaction items. (Reaction items can be used for reactions, EX. bear trap, can use your reaction to place it in a spot as you are running)

* The Slashers Iconic Weapon - Use choses a weapon of their own design or creation this weapon if lost will somehow always find a way back to your hand. (DM's Help Required)

**Special Traits:**

* Grit - All bad effect applied on User are reduced by 1 level
* Demand for Massacre - User starts with 5 Tempt Tokens, after every session remove one Token and look at the chart below, effect is gained during player's next session. In order to gain a token back, user must follow the gain token chart.

*Tempted Effects*

* 5-4 tokens: Nothing
* 3 Tokens: User gains a +10 to all rolls
* 2 Tokens: User can add their Constitution & +10 to all their rolls
* 1 Tokens: User can add their Dexterity, Constitution, & Strength to all their rolls and Damage, also user gains a DG: 33 + Player Level
* 0 Tokens: Players character must survive 3 Wisdom Saving throws, if user fails 2 of them their character is dead, if user passes after their turn they must pass 3 more - Repeat until either dead or obtained a Token

*Obtaining Tokens*

* 3: Killing 7 Enemies without using Magic
* 2: Killing 4 Enemies
* 1: Killing 2-3 Enemies

## Shade

**Standard Equipment:**

* This Class starts out with 2 Physical Weapons, & 1 Rusty Particle Weapon (DM’s Help is required)

**Special Equipment:**

* Advanced Custom Camo Uniform - User has obtained this uniform in some form or way but it gives the user to go invisible for 2d6 Turns, while invisible user cannot do any actions without cancelling the invisibility, user gains advantage to stealth based checks while invisible. (Armor: 15) (Can be used only 6 times per session)
* Cloak of Slight Void Travel - User can teleport a short distance when paying the TSP cost to utilize the cloak. (20 TSP)
* TSP Inhibitors - User starts with (1d60mi10) TSP Inhibitors which can be placed or modified into a magical weapon/item to change it’s effect from Mana related to TSP related, boosting the effect by a 17.9%. (User cannot remove or construct any more TSP Inhibitors)

**Special Traits:**

* Shady Behavior - User gains a +1d15 to deception based checks, but user has a -2d6 to Insight based checks.
* Gains of the Shallows - User gains an extra 2% EXP from combat scenarios. (Cannot be disabled)

* Terminal Spiritual Points (TSP) - User instead of using Mana uses TSP, User starts with 30 TSP Points. Whenever the user levels up, the TSP increases by 10 up to a max of 100, User can use TSP to do one of the following for a listed amount of time. (User regains TSP after a long rest)

*Terminal Skills*

* Fermential Hit - User swings a selected weapon at an opponent (requires some form of weapon) with imbued rage. (+3d5 to Hit, +9d22 Physical Damage) (15 TSP)
* Grechetto Point - User stands still for 3 Turns, while in this state user and ally’s/party members around the user (33 Meter circle around the caster) gain +6 to all skill related checks, also gain a +18% extra HP from healing Items. (Active for as long as user stands still {Not making any movement checks}) (15 TSP)
* Heavy Focus - User takes 1-25 Turns to focus on a specific object/enemy/item/ally/etc to gain +4-100 to doing their next action towards the selected object/enemy/item/ally/etc. (The + is based on how many turns you wait, EX. 1=4, 2=8, and so on {Multiply by based turns}) (60 TSP)
* Turmoil Impact - User when attacking with a ranged weapon the weapons damage gains the Turmoil 1d4 effect, Turmoil lasts for 13d10ma6 - TSP Points used, User when using this effect gains the TMX Effect for their next Turn but cannot use this effect until the TMX Effect has faded. (20 TSP) 5
* Ambiguous Assembly - User when affected by any sort of status effect can use this effect, reduce effect turns by 1d16, if it goes below the listed amount of time then the user is cured. (15 TSP) 6
* Jointed Perception of Lust - User stands still for 3 Turns, while in this state user gains the ability to see all Aura’s of magical Items/Player/Ally’s/Enemies/etc & gains a DT. 1d80mi20 while in this state. (Active for as long as user stands still {Not making any movement checks}) (25 TSP)
* Behind the scenes - User can activate this at any time, during this time user builds up a bonus for every turn that passes (including enemy/player/ally/etc), the bonus is a +1 and goes up by 1 for each turn that passes up to a max of +30, while this is active user gains a 4% Resistance to Magic based attacks. (60 TSP)

## Siren

**Standard Equipment:**

* This Class starts out with 3 Guns, 2 Physical Items \or/ 3 Magical Items & 13 Large Mana Potions (DM's Help is required)

Spells - 4 level three Effect Spells, 5 level three Particle Spells, 4 level two Combat Spells, 3 level two Utility Spells

**Special Equipment:**

* Manabolic Extensions - User applies many different Magic Extensions onto their body that helps them control and manipulate the mana in their body. (DM's Help is required) (Bonuses are based on location and discussion with DM.)

Special Traits:

* Mana Infused - Every time you level up add 10 more Mana to max Capacity besides 5
* Green Mana Harvester - You hold a special type of mana, Green Mana if transferred to another person gives the other +5 HP back.
* Arcane Knowledge of Spells - User gains +7 to casting spells.
* Meditate Magic - If user takes a turn to Meditate user recovers 1d30 Mana.
* Arcana Enveloping - User can envelope themselves with Mana and be able to gain the Vital Purple effect for 1d3 Turns. (29 Mana)

## Slayer

**Standard Equipment:**

* This Class starts out with 3 Guns, 2 Plasma Weapons, 4 Grenades (DM’s Help is required)

**Special Equipment:**

* Slayer’s Set = This set of battle armor can consist of up to 8 different pieces of clothing or 1 full set of P.A (Power Armor). (Stats of the pieces of Armor is depending on what is used and discussed with DM)
* Signature Devastator - This custom made weapon has been used by many before you to slay and cause terror amount a selected location/destination, user gains a +3 + Player Level to utilizing this weapon. (DM's Help is required)

**Special Traits:**

* Execution! - User during a fight gains their Execution meter, this Execution meter can only be filled while in a fight, (Execution Bar - 0/90) For every Kill user can fill 1 point into their execution bar, if user wishes they can subtract 3 Execution points to deal 3d100 extra damage, if at any point user fills the execution bar completely user gains the Vital Orange effect & +9d30 to all actions until bar is drained, when filled completely the bar will slowly drain by 5 until completely empty.
* Physical Restock - During any point if user kills an opponent/enemy with a physical attack or unarmed user gains 30d3 - 20 of 1 selected Ammo. (Bullet, Laser, Plasma, Particle) (User can only selected 1 type of ammunition at a time and it takes 7 days before user can select another type) (This Trait is disabled after level 50)
* Run & Gun - User gains +4 to Athletics & Aiming/Hitting with ranged weaponry, User can shoot as a bonus action while running

## Torment Master

**Standard Equipment:**

* This Class starts out 3 Guns, 1 Physical Weapon, 80 scrap metal, & 1 set of weak armor ***or*** 1 Gun, 1 Physical Weapon, 50 scrap metal, & 1 Magic Item (DM’s Help is required)

**Special Equipment:**

* Torment Tools - User carries a tool box or some form of bag allowing user to carry a set of tools, tools used to construct or design constructions or devices used for Torment, User can use these tools to make Constructions (Torment Constructions)/Traps (Torment Traps)/ or Modify/Repair other type of machinery. (User gains a +2d10 to Repairing/Constructing/Deconstructing while using these tools.)

**Special Traits:**

* Torment Tests - User when having some form of Torment Device/Construction/Contraption user can use it for a Torment Test, A Torment Test can only be used before a fight or before a planned fight, When using a Torment test user needs to roll a couple checks based on scenario, DM will explain what happens, if successful user than creates some rules for the Torment test that the selected Enemies or etc have to do in order to pass the Torment test. (Requires some form of Torment Device/Contraption) (User can add their Player Level to all Torment Test based actions)
* I want to play a game… - User when entering combat can flip a coin, depending on the result the user will gain the following.
	+ Heads - User gains the GildedGame Status effect for 6d2 Turns.
	+ Tails - User gains the RiggedGame Status effect for 6d2 Turns.

* Mysterious Murder - User gains a +3d10 to Stealth/Decption/Perusasion based checks, User gains a +1d14 to attacking with a phyiscal weapon. Undetectable Murder - User gains Triple Advantage towards Stealth/Deception checks.
* The Despair of Losing - During combat if the User is about to be killed the user can fill in one Death Save bubble to either automatically save themselves but suffer a Cripple Status effect or put themself and near by selected players/enemies/npc/etc through your final Torment Test.
* Gears and Bones - User gains the ***Tinker*** Ability Tinker - Allows the user to edit or modify a weapon to make it better or worse. (Roll 1d20)

## 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 times thier 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*

1. E (Evening) [100 Damage] = User gains no listed effects but gains a +1 to their next roll.
2. 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.
3. 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.
4. 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.
5. 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.
6. 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.
7. 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.
8. 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.

## Unbeatable Force

**Standard Equipment:**

* This Class starts with nothing…

**Special Equipment:**

* Sector Badge - Armor: 3d4000, DT:1d999, DG: 1d100mi50
* Silly but Serious Uniform - User wear’s this uniform not for bonuses but because they think it’s funny. (+1d30 to Charisma rolls)
* Power Reader - (User rolls Insight when using this device) (If over 100) User gains information or knowledge of marked enemies, such knowledge as weaknesses or immunities or even Items they currently posses and a basic Power Level.

**Special Traits:**

* ***Unlimited Power!!!*** - User’s Attacks Take 4 Turns to Charge (Any Attack even Basic attacks), when attacking user gains +Player Leveld100 to Hit, & +1d9999 Void Damage, User gains +5 to all Skills when user ***Levels Up***.
* With great power comes a great cost! - User starts at 1 HP (When leveling up user doesn't roll for HP and cannot gain any more HP) (Cannot be disabled)
* Some things only make it worse… - User cannot level up ***any*** traits at all. (Cannot be Disabled)
* Level Cap! - User cannot gain any more EXP after Level (1d200)

## Wasted Fighter

**Standard Equipment:**

* This class starts out with 7 Grenades, 1 Rusty Particle Weapon, and 1 Large Physical Weapon or 15 Grenades, 1 Heavily Modified Rusty Particle Weapon (DM's Help is required)

**Special Equipment:**

* Antri-Description Headset - (20 Antri Tokens) User can active the headset to administer a Antri-Pill, when administered subtract 1 Antri Token and roll 1d7 for effect below.
	1. User suffers the Overdose Effect for 1d30 Turns.
	2. Remove any good status effects
	3. User skips their next turn (if not in combat user subtracts their stealth for travel checks)
	4. Tastes Fruity (This does nothing but a flavor)
	5. User gains 1 extra turn (if not in combat user gains +4 to travel checks)
	6. Remove any bad status effects
	7. User is restored back to MAX HP & Mana

**Special Traits:**

* What's Left - If the user is below 10 HP all of their traits are multiplies by the users level,
	+ If Player Level is 20 or above, Unlocks the Tinker Action at Triple advantage when below 10 HP

* Back to the Bottle - User can only recover HP by drinking alcohol or using some sort of drug, User has Resistance to any bad effect obtained by the drugs or alcohol. (60% Resistance)
* Finalizing the Final Blow - User can commit a killing blow during anyone's turn when the enemies HP is lower than 20. (4 times per in-game day)