Zer0
Haiku Hitman
Appearance:
*2d, 3d, or anime only. You can also describe your character's appearance instead. Artists are more than welcome to post their own drawings. Feel free to beautify your CS to your heart's content.
Name:
*All new characters only have a first name. You get a family name either when you die, survive your first mission, or start at level 1 with an advanced class.
Class: Rookie
All new characters begin in the Rookie starting class. That's level 0. You get to pick an advanced class when you reach level 1, that's after you survive your first mission. Please write your level in your CS every time you level up.
You can make as many characters as you like, but only one can be used during missions, and only that character levels up after the mission. If your character dies, feel free to make a new Rookie. Some missions give special rewards that allow you to keep your hard-earned advanced moves and level-up rewards when your character dies.
1. Roll +Stat
Roll 1d12 and add your stat to the result. A 10 or higher is a total success, a 7-9 is a qualified success. Hope to avoid rolling 6 or below.2. Forward
The next time you roll for an action you have Forward on, add or subtract the indicated amount to the roll. So, “+1 Forward on Rage” means that the next time you roll+Rage, you add one to the result.3. Ongoing
Until the condition described ends, add or subtract the indicated amount to every roll of the thing you have Ongoing on. So, “-1 Ongoing on Agility until you stop and rest” means that every Agility roll will be made at a -1 penalty until you stop and rest.4. Hold
Applies to the "Tactician" and "Shifter". Allows them to perform their moves.
- Advanced Classes -
" Pick one "
The NaturalOne of the hardest parts of this business is learning your way around Maneuvering Gear. Most trainees need weeks to get from keeping their balance to flying. Not you, though. You're a natural. The moment you put the harness on, you knew that you were made for this. You take to the air like a fish in water. Others maneuver, you dance. Even if every Titan died, even if a new weapon was created that made it obsolete, you wouldn't go back. You may never be truly at home on solid ground - the sky is calling.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.
Starting Moves:
You get these two the moment you pick this class.
1. Acrobatic Stunt
When you perform a reckless and difficult stunt during battle, roll +Agility. Regardless of the result, you gain an Advantage (below are additional Acrobatic Advantages you can pick from). On a 10+, choose two. On a 7-9, choose one, but you also draw the attention of your enemies, who will make attacking you their next priority, also the GM will roll the exposure dice for all of them every time you make a move against one of them.2. Scout Ahead
Acrobatic Advantages:
• You wind up in a place safely out of reach of any enemies
• One Titan is disoriented and stops attacking for a moment
• The rush of exhilaration gives you +1 Forward to any roll exploiting or burning the Advantage gained from this move.
When you use your Maneuver Gear to scout deep into enemy territory, roll+Agility. On a 10+, you gain information on the number of titans ahead, along with their positions. On a 7-9, you're spotted, and must head back with incomplete information or draw their aggression.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Break Through
When you use your Maneuver Gear to slip through a large number of Titans, roll +Agility. On a 10+, you come through unharmed on the other side. On a 7-9, pick one:2. Lightning Dispatch
• You misjudge your landing, and hit the ground just short of safety. Roll exposure dice.
• You overexert yourself moving into position. Take -1 ongoing to
Agility until you can get some rest in a safe place.
• You're running low on gas - you'll need to resupply soon. Take
"Low on Gas" as a Disadvantage.
When you Strike to Kill, you can roll +Agility instead of +Execution.3. Opportunist
When you roll a 12+ on Avoid Harm while fighting a Titan, you can evade into a position to counterattack, gaining an Advantage you can use against the Titan.4. Parkour
As long as there are climbable surfaces leading to high enough ground nearby, you can Get Into Position or Strike to Kill even if you don’t have working Maneuver Gear.
The WarriorThe war against the Titans is a business, and humanity's primary export is murder. You understand this better than anyone. You're not here for the chance to uncover the secrets of the world, or for the chance for fame, or anything else. You're here to kill Titans, and you're going to kill as many as you can. Even your fellow soldiers may be intimidated by you, but that doesn't matter. Your enemy is in front of you, and you're here to make sure it doesn't stay there for long.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.
Starting Moves:
You get these two the moment you pick this class.
1. Into The Fray
When you charge ahead of the team to begin a fight with an overwhelming offensive, roll +Execution. On a 10+, you damage a titan without need of an Advantage. If you burn an Advantage, you can kill it outright. On a 7-9, your attack still succeeds, but choose one:2. Combat Momentum
• There are more Titans than you thought, and you end up "Surrounded".
• You have to push your body to finish the attack. Take -1 ongoing to Agility.
• You're running out of blades - you'll need to resupply soon. Take "Low on Blades" as a Disadvantage.
When you deal the killing blow to a Titan, you gain an Advantage that you
can use against another nearby Titan.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Critical Strike
When you roll a 12+ on Strike to Kill, you instantly kill the Titan.2. Easiest Way Out
When you save a doomed ally by attacking the Titan holding them, roll +Execution. On a 10+, they are rescued, and the Titan is slain. On a 7-9, pick one:3. Intimidate
• The Titan is slain, but not fast enough. The endangered ally
takes some sort of injury as a Disadvantage.
• The ally is rescued, but the Titan is only injured.
When you threaten someone to get them to cooperate with your immediate goals, roll +Execution. On a 10+, they submit to the pressure of your dangerous presence and comply. On a 7-9, the4. This Is How It's Done
GM picks one:
• They don’t help, but they don’t actively oppose you, either.
• They help for now, but will want payback for their humiliation later.
• They snap and attack recklessly. You can overpower them, but there may be consequences.
When you give an ally a painful lesson in combat technique in the roleplay, they gain an Advantage that they can use by remembering a technique you used against them. Allies can do this once per mission.
The TacticianNot everybody shines brightest on the front lines. There's much more to this war than how fast you can move or how many Titans you've killed. You know better than anyone that this war is going to be won or lost by the flow of information. You've been tasked with coming up with The Plan. No matter how large or small the scale of a conflict, there always has to be a plan, or you're all just running to your deaths. Your burden is heavy and your responsibilities are great, but few soldiers have more trust and support from their allies than a damn good tactician.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.Starting Moves:
You get these two the moment you pick this class.
1. Here's The Plan
When you take a moment to form a plan towards one specific goal, roll +Awareness. On a 10+, you successfully work out the safest route towards success, but the GM will tell you:2. Spot An Opening
• What complication you'll have to overcome on the way.
• What resources are required to carry out the plan.
On a 7-9, you work out a route towards success, but it's going to be very dangerous. If you can overcome it, though, your plan will still work.
When you watch for the right moment to strike, roll +Awareness.On a 10+, one nearby ally gains an Advantage they can use against the enemy. On a 7-9, they gain an Advantage, but it’s only temporary - they’ll have to recklessly strike right away to exploit it or it will disappear. Roll exposure dice.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Appeal to Command
When you explain your plan to a commander, roll +Awareness. On a 10+, you can ask for whatever resources you require for the operation, and you’ll get them. On a 7-9, Command will either want some proof of the validity of your plan or add an additional objective before they’ll approve your resources.2. Battlefield Intuition
When you Assess the Situation, you can ask one additional question on a 7+.3. Bring in the Cavalry
When you coordinate with another team before an operation, roll +Awareness. On a 10+, gain 2 Hold. On a 7-9, gain 1 Hold. You may spend 1 Hold to have the other team arrive for support at a critical moment during the operation.4. Wait For My Signal
When you direct your team in setting an ambush, roll +Awareness. On a 10+, every team member gains an Advantage that can be used against any enemy at the moment the trap is sprung. On a 7-9, choose one:
• Only one ally gets the Advantage.
• You all get the Advantage, but another attack comes from an unexpected direction.
The LeaderThe war against the Titans is brutal and unforgiving. Surrounded by death and chaos, it's easy for a soldier to forget what it is they're fighting to protect. That's why every team needs someone like you - to remind them. When all hope is lost, you become a beacon of hope. When panic sets in, you become a pillar of support. You're the heart of the team, a ray of light reminding your allies that there's always something to fight for, and a dedicated ally to all, dead set on getting everybody home alive, no matter what it takes.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.Starting Moves:
You get these two the moment you pick this class.
1. Heroic Rescue
When you perform a Desperate Rescue, the usual results are replaced with the following:2. We Stand As One
• On a 10+, you rescue the ally and escape unharmed.
• On a 7-9, you don’t escape unharmed, but you at least survive. Take some
sort of injury as a Disadvantage.
• On a 6-, you give your own life to save theirs.
When you deliver an inspiring speech to a group before an operation, each person who listens to you gains +1 Forward to their first roll during the operation.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Combat Medic
When you apply medical care to an injured ally during a moment of downtime, roll +Discipline. On a 12+, remove two Disadvantages relating to physical injury. On a 10+, remove one Disadvantage relating to physical injury from the ally. On a 7-9, the fix is only a temporary one - the Disadvantage is gone, but may resurface later.
2. Command's Favorite
When you complete a mission, you gain the Advantage “Reputation.” You can burn this Advantage to ask Command for a favor or additional information or resources, and they will provide it.3. Match My Timing
When you attack alongside an ally with perfect timing, roll +Discipline. On a 10+, you both gain an Advantage you can use against the Titan, and the ally gets +1 Forward to their next attack against it. On a 7-9, only your ally gains an Advantage, but they still get +1 Forward.4. Pull Yourself Together
When you talk down a panicked ally, roll +Discipline. On a 10+, your ally is no longer panicked. On a 7-9, your ally is no longer panicked, but your mental endurance is wavering. Take -1 ongoing to Discipline until you can stop and clear your head in safety.
You never quite felt like you were the same as the people around you, and now you finally know why. After all, they're only human. Nobody knows what shifters truly are. Their origins are shrouded in mystery, and they're too rare to be easily studied. All that is certain is their abilities: You can change between human and Titan at will. Titan shifters are the most powerful and dangerous weapons of humanity, the only force we have that can truly fight the Titans on their own terms. With fists that can topple buildings and a body that can stop cannon fire, you are a manifestation of humanity's hatred of their eternal foe. Your only impulse is to kill. Just hope, for all our sakes, that you can hold on to enough of your humanity to only kill your enemies.
New Character Creation:
(Can be a secret only you and the GM know.) Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.Starting Moves:
You get these three the moment you pick this class.
1. Titan Transformation
When you focus on your goal and draw your own blood, roll +Rage. On a 10+, you become a Titan, and gain 3 Hold. While you are transformed, you are many times larger and stronger than normal. Most events that would kill you will instead revert you back to your human form. This transformation lasts until you dismiss it, but using it for extended periods or multiple times in a row is exhausting.2. Titanic Power
On a 7-9+, you become a Titan and gain 2 Hold, but choose one:
• You go berserk, temporarily losing your human intelligence and lashing out at everything around you. Your allies will have to help you recover your mind.
• Your body only partially forms, leaving you with less than the usual number of limbs to work with.
• Your over-the-top transformation draws the attention of every Titan in the area.
While you are a Titan, you may spend 1 Hold to:3. Regeneration
• Ignore any damage an attack from a Titan would do to you.
• Perform an incredible feat of physical strength.
• Strike to Kill without requiring an Advantage, automatically killing the Titan on a successful hit.
When you take a couple minutes to rest as a human, in safety or otherwise, remove all Disadvantages related to mental or physical trauma.Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Abberant Form
Pick one of the following. Whatever your choice, you gain it as an Advantage whenever you transform. You cannot change your choice later.2. Burning Cloud
⃞ Your Titan body is covered in thick armor.
⃞ Your Titan body is abnormally huge.
⃞ Your Titan body regenerates at an incredible speed.
⃞ Your Titan body can move with a speed and grace rivaling a human.
When you revert back from a Titan into a human, you may emit a huge cloud of scalding steam. This won’t harm you, but any other humans and smaller Titans will be repelled, and the steam provides enough visual cover for you to escape.3. Deafening Roar
When you let out a titanic roar at an incoming Titan, roll +Rage. On a 10+, the Titan turns and runs, and you gain an Advantage against it. On a 7-9, the Titan attacks you above all other threats, and you gain an Advantage against it.4. Titan's Strength
When Avoid Harm while you’re transformed, you can roll +Rage instead of +Agility.
Stats:
*Please assign +2, +1, +1, +0, -1 to your first five stats. Your Willpower begins at 2.
This roleplay uses one twelve-sided die (1d12), to see whether a character succeeds or not. And your stats are added to your rolls to help you succeed. Max stat = 3.
Natural 12
Die rolled a 12. This is a stunning success and gives you +2 advantages.12+
Your stat + dice roll that wasn't a natural 12 gave a total result that was equal to 12 or more. This is a great success and gives you +1 advantage.10-11
This is a success and depending on the move done, you can gain an advantage or something else.7-9
This got the job done, but depending on the move performed, may give complications or a disadvantage.3-6
Fail, and depending on the move done, may either cause death, injuries, or for the GM to roll the exposure dice to see what happens.Natural 1
Die rolled a 1. Roll exposure dice twice without "safe" options, or depending on the scenario: death.
Agility
Agility is skill in moving quickly, evading Titans, and getting into advantageous positions. It is rolled to avoid harm or get into position to strike.Execution
Agility is the most important stat for The Natural.
Execution is both skill at dispatching enemies and the mental resolve to move in for the killing blow. It is rolled to deliver crippling or fatal attacks against Titans, or for fighting humans. Execution is the most important stat for The Warrior.Awareness
Awareness is the ability to quickly understand the flow of a situation It is rolled to determine probable sources of serious threat and the best ways to deal with them, as well as anticipate unexpected attacks. Awareness is the most important stat for The Tactician.Discipline
Discipline is the ability to keep your head when things get seriously dire. It is rolled to avoid panicking in truly horrible situations, and to inspire the same level of stability in others. Discipline is the most important stat for The Leader.Rage
Rage is sheer personal drive and hatred of the Titans that plague humanity. It is rolled to break free from hopeless situations where your life is on the line. Rage is the most important stat for The Shifter.Willpower
Willpower here symbolizes sheer hard work, courage, intelligent decisions, good preparations, or calculated risks taken to succeed. In the roleplay, Willpower points are spent to increase your rolls after seeing the result to 12, or an ally's result to 7. It replenishes after every end of a mission.
Awareness:
Discipline:
Execution:
Rage:
Willpower: 2
Starting Moves:
*Available for Advanced Classes, Level 1. Rookies can only do basic moves.
Advanced Moves:
*Available for Advanced Classes, Level 2.
Notes:
*Available for Advanced Classes, Level 1 only. Any pictures, other additional info about goals, personality, likes, dislikes, backstory, relationships --- anything you wish to add about your character. Even though this isn't available to Rookies, you can of course write about your character's background and anything in the main thread.
- Gameplay -The Stats:
" Combat and Dice Rules "
This roleplay uses one twelve-sided die (1d12), to see whether a character succeeds or not. And your stats are added to your rolls to help you succeed. Max stat = 3.
Some moves have their own rewards for rolls already laid out, but in case there is none, we'll follow this.
Natural 12
Die rolled 12. This is a stunning success and gives you +2 advantages.12+
Your stat + dice roll that wasn't a natural 12 gave a total result that was equal to 12 or more. This is a great success and gives you +1 advantage.10-11
This is a success.7-9
This got the job done, but depending on the move performed, may give complications or a disadvantage.3-6
Fail, and depending on the move done, may either cause death, injuries, or for the GM to roll the exposure dice to see what happens.Natural 1
Die rolled a 1. Roll exposure dice twice without "safe" options, or depending on the scenario: death.
Agility
Agility is skill in moving quickly, evading Titans, and getting into advantageous positions. It is rolled to avoid harm or get into position to strike. Agility is the most important stat for The Natural.Execution
Execution is both skill at dispatching enemies and the mental resolve to move in for the killing blow. It is rolled to deliver crippling or fatal attacks against Titans, or for fighting humans. Execution is the most important stat for The Warrior.Awareness
Awareness is the ability to quickly understand the flow of a situation It is rolled to determine probable sources of serious threat and the best ways to deal with them, as well as anticipate unexpected attacks. Awareness is the most important stat for The Tactician.Discipline
Discipline is the ability to keep your head when things get seriously dire. It is rolled to avoid panicking in truly horrible situations, and to inspire the same level of stability in others. Discipline is the most important stat for The Leader.Rage
Rage is sheer personal drive and hatred of the Titans that plague humanity. It is rolled to break free from hopeless situations where your life is on the line. Rage is the most important stat for The Shifter.Willpower
Willpower here symbolizes sheer hard work, courage, intelligent decisions, good preparations, or calculated risks taken to succeed. In the roleplay, Willpower points are spent to increase your rolls after seeing the result to 12, or an ally's result to 7. It replenishes after every end of a mission.
The Basic Moves:
These are moves anyone from any character class can do. The better your roll the more advantages you get, the more likely you will come back home.
1. Avoid Harm (Agility)
When you move out of the way of incoming danger, roll +Agility.
On a 10+, you escape the threat without harm.2. Get Into Position (Agility)
On a 7-9, you can escape, but the GM will present you with a Disadvantage
or unpleasant choice.
When you use Maneuver Gear to try and get into position to attack a Titan,
roll +Agility.
On a 10+, gain an Advantage that can be used to attack that Titan.3. Hand to Hand (Execution)
On a 7-9, you still gain an Advantage, but pick one:
• The Titan notices you moving in to attack, and makes you its top priority. GM will roll exposure dice every time you perform a move against that titan, except when running away with enough gas.
• You overexert yourself moving into position. Take -1 ongoing to Agility until you can rest in a safe place for a few minutes.
• You're running low on gas - you'll need to resupply soon. Take "Low on Gas" as a Disadvantage.
When you aim to kill or disable a fellow human, roll +Execution.
On a 10+, you overcome your opponent.4. Assess the Situation (Awareness)
On a 7-9, you gain the upper hand, but pick one:
• Your opponent is injured, but manages to get away.
• Your victory is hard-earned. Take -1 ongoing to Execution.
When you seek to get a better handle on the situation, roll +Awareness.
On a 10+, ask two questions from the list below.5. Strike to Kill (Execution)
On a 7-9, ask one:
• What's the safest route out of here?
• How long do we have until the Titans close on us?
• What can I turn to our advantage in this situation?
• What nearby Titan do I truly need to be wary of?
When you move in for a devastating strike against a Titan, roll +Execution.
You must burn an Advantage to use this move.
On a 10+, you damage the Titan. If it was already damaged and you had a6. Keep Your Cool (Discipline)
clear shot at the neck, it is destroyed.
On a 7-9, you damage and possibly destroy the Titan as per 10+, but pick one:
• You expose yourself to a dangerous and vulnerable situation. GM rolls exposure dice without "safe" choices.
• You have a brush with death, and it shakes your resolve. Take -1 ongoing
to Execution until you can collect yourself in a safe place for a few minutes.
• You're running out of blades - you'll need to resupply soon. Take "Low on
Blades" as a Disadvantage.
When you witness a truly horrible incident in battle, roll +Discipline.
On a 10+, you keep your cool and can continue to fight.7. Desperate Rescue (Discipline)
On a 7-9, you lose sight of the hope for survival. Take "Panicked"
as a Disadvantage.
On a 6-, pick one:
• You are "Panicked" + stunned.
• You are "Panicked" + flee from battle. Roll exposure dice.
When you pull an ally from the jaws of death, roll +Discipline.
On a 10+, you save your ally and escape unharmed.8. Escape Death (Rage)
On a 7-9, you save your ally’s life at the cost of your own.
On a 6-, you share your ally’s grim fate.
When you fall into the clutches of a Titan, roll +Rage.
On a 10+, you force your way through and escape from harm.9. Willpower
On a 7-9, you escape with your life, but pick one:
• Take some sort of injury as a Disadvantage.
• Your will to fight is worn down. Take -1 Ongoing to Rage until
you can collect yourself in a safe place for a few minutes.
On a 6-, you meet your untimely end at the hands of the Titans.
Any time you make a roll, after seeing the result, you can spend 1 Willpower to change the roll result to a 12. Any time an ally makes a roll, after seeing the result, you can spend 1 Willpower to increase the
roll result up to a 7.
The Advanced Classes:
Terms:
1. Roll +Stat
Roll 1d12 and add your stat to the result. A 10 or higher is a total success, a 7-9 is a qualified success. Hope to avoid rolling 6 or below.2. Forward
The next time you roll for an action you have Forward on, add or subtract the indicated amount to the roll. So, “+1 Forward on Rage” means that the next time you roll+Rage, you add one to the result.3. Ongoing
Until the condition described ends, add or subtract the indicated amount to every roll of the thing you have Ongoing on. So, “-1 Ongoing on Agility until you stop and rest” means that every Agility roll will be made at a -1 penalty until you stop and rest.4. Hold
Applies to the "Tactician" and "Shifter". Allows them to perform their moves.
- The Advanced Classes -The Natural
One of the hardest parts of this business is learning your way around Maneuvering Gear. Most trainees need weeks to get from keeping their balance to flying. Not you, though. You're a natural. The moment you put the harness on, you knew that you were made for this. You take to the air like a fish in water. Others maneuver, you dance. Even if every Titan died, even if a new weapon was created that made it obsolete, you wouldn't go back. You may never be truly at home on solid ground - the sky is calling.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.
Starting Moves:
You get these two the moment you pick this class.
1. Acrobatic Stunt
When you perform a reckless and difficult stunt during battle, roll +Agility. Regardless of the result, you gain an Advantage (below are additional Acrobatic Advantages you can pick from). On a 10+, choose two. On a 7-9, choose one, but you also draw the attention of your enemies, who will make attacking you their next priority, also the GM will roll the exposure dice for all of them every time you make a move against one of them.2. Scout Ahead
Acrobatic Advantages:
• You wind up in a place safely out of reach of any enemies
• One Titan is disoriented and stops attacking for a moment
• The rush of exhilaration gives you +1 Forward to any roll exploiting or burning the Advantage gained from this move.
When you use your Maneuver Gear to scout deep into enemy territory, roll+Agility. On a 10+, you gain information on the number of titans ahead, along with their positions. On a 7-9, you're spotted, and must head back with incomplete information or draw their aggression.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Break Through
When you use your Maneuver Gear to slip through a large number of Titans, roll +Agility. On a 10+, you come through unharmed on the other side. On a 7-9, pick one:2. Lightning Dispatch
• You misjudge your landing, and hit the ground just short of safety. Roll exposure dice.
• You overexert yourself moving into position. Take -1 ongoing to
Agility until you can get some rest in a safe place.
• You're running low on gas - you'll need to resupply soon. Take
"Low on Gas" as a Disadvantage.
When you Strike to Kill, you can roll +Agility instead of +Execution.3. Opportunist
When you roll a 12+ on Avoid Harm while fighting a Titan, you can evade into a position to counterattack, gaining an Advantage you can use against the Titan.4. Parkour
As long as there are climbable surfaces leading to high enough ground nearby, you can Get Into Position or Strike to Kill even if you don’t have working Maneuver Gear.
The Warrior
The war against the Titans is a business, and humanity's primary export is murder. You understand this better than anyone. You're not here for the chance to uncover the secrets of the world, or for the chance for fame, or anything else. You're here to kill Titans, and you're going to kill as many as you can. Even your fellow soldiers may be intimidated by you, but that doesn't matter. Your enemy is in front of you, and you're here to make sure it doesn't stay there for long.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.
Starting Moves:
You get these two the moment you pick this class.
1. Into The Fray
When you charge ahead of the team to begin a fight with an overwhelming offensive, roll +Execution. On a 10+, you damage a titan without need of an Advantage. If you burn an Advantage, you can kill it outright. On a 7-9, your attack still succeeds, but choose one:2. Combat Momentum
• There are more Titans than you thought, and you end up "Surrounded".
• You have to push your body to finish the attack. Take -1 ongoing to Agility.
• You're running out of blades - you'll need to resupply soon. Take "Low on Blades" as a Disadvantage.
When you deal the killing blow to a Titan, you gain an Advantage that you
can use against another nearby Titan.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
1. Critical Strike
When you roll a 12+ on Strike to Kill, you instantly kill the Titan.2. Easiest Way Out
When you save a doomed ally by attacking the Titan holding them, roll +Execution. On a 10+, they are rescued, and the Titan is slain. On a 7-9, pick one:3. Intimidate
• The Titan is slain, but not fast enough. The endangered ally
takes some sort of injury as a Disadvantage.
• The ally is rescued, but the Titan is only injured.
When you threaten someone to get them to cooperate with your immediate goals, roll +Execution. On a 10+, they submit to the pressure of your dangerous presence and comply. On a 7-9, the4. This Is How It's Done
GM picks one:
• They don’t help, but they don’t actively oppose you, either.
• They help for now, but will want payback for their humiliation later.
• They snap and attack recklessly. You can overpower them, but there may be consequences.
When you give an ally a painful lesson in combat technique in the roleplay, they gain an Advantage that they can use by remembering a technique you used against them. Allies can do this once per mission.
The Tactician
Not everybody shines brightest on the front lines. There's much more to this war than how fast you can move or how many Titans you've killed. You know better than anyone that this war is going to be won or lost by the flow of information. You've been tasked with coming up with The Plan. No matter how large or small the scale of a conflict, there always has to be a plan, or you're all just running to your deaths. Your burden is heavy and your responsibilities are great, but few soldiers have more trust and support from their allies than a damn good tactician.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.Starting Moves:
You get these two the moment you pick this class.
Here's The Plan
When you take a moment to form a plan towards one specific goal, roll +Awareness. On a 10+, you successfully work out the safest route towards success, but the GM will tell you:Spot An Opening
• What complication you'll have to overcome on the way.
• What resources are required to carry out the plan.
On a 7-9, you work out a route towards success, but it's going to be very dangerous. If you can overcome it, though, your plan will still work.
When you watch for the right moment to strike, roll +Awareness.On a 10+, one nearby ally gains an Advantage they can use against the enemy. On a 7-9, they gain an Advantage, but it’s only temporary - they’ll have to recklessly strike right away to exploit it or it will disappear. Roll exposure dice.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
Appeal to Command
When you explain your plan to a commander, roll +Awareness. On a 10+, you can ask for whatever resources you require for the operation, and you’ll get them. On a 7-9, Command will either want some proof of the validity of your plan or add an additional objective before they’ll approve your resources.Battlefield Intuition
When you Assess the Situation, you can ask one additional question on a 7+.Bring in the Cavalry
When you coordinate with another team before an operation, roll +Awareness. On a 10+, gain 2 Hold. On a 7-9, gain 1 Hold. You may spend 1 Hold to have the other team arrive for support at a critical moment during the operation.Wait For My Signal
When you direct your team in setting an ambush, roll +Awareness. On a 10+, every team member gains an Advantage that can be used against any enemy at the moment the trap is sprung. On a 7-9, choose one:
• Only one ally gets the Advantage.
• You all get the Advantage, but another attack comes from an unexpected direction.
The Leader
The war against the Titans is brutal and unforgiving. Surrounded by death and chaos, it's easy for a soldier to forget what it is they're fighting to protect. That's why every team needs someone like you - to remind them. When all hope is lost, you become a beacon of hope. When panic sets in, you become a pillar of support. You're the heart of the team, a ray of light reminding your allies that there's always something to fight for, and a dedicated ally to all, dead set on getting everybody home alive, no matter what it takes.
New Character Creation:
Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.Starting Moves:
You get these two the moment you pick this class.
Heroic Rescue
When you perform a Desperate Rescue, the usual results are replaced with the following:We Stand As One
• On a 10+, you rescue the ally and escape unharmed.
• On a 7-9, you don’t escape unharmed, but you at least survive. Take some
sort of injury as a Disadvantage.
• On a 6-, you give your own life to save theirs.
When you deliver an inspiring speech to a group before an operation, each person who listens to you gains +1 Forward to their first roll during the operation.
Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
Combat Medic
When you apply medical care to an injured ally during a moment of downtime, roll +Discipline. On a 12+, remove two Disadvantages relating to physical injury. On a 10+, remove one Disadvantage relating to physical injury from the ally. On a 7-9, the fix is only a temporary one - the Disadvantage is gone, but may resurface later.
Command's Favorite
When you complete a mission, you gain the Advantage “Reputation.” You can burn this Advantage to ask Command for a favor or additional information or resources, and they will provide it.Match My Timing
When you attack alongside an ally with perfect timing, roll +Discipline. On a 10+, you both gain an Advantage you can use against the Titan, and the ally gets +1 Forward to their next attack against it. On a 7-9, only your ally gains an Advantage, but they still get +1 Forward.Pull Yourself Together
When you talk down a panicked ally, roll +Discipline. On a 10+, your ally is no longer panicked. On a 7-9, your ally is no longer panicked, but your mental endurance is wavering. Take -1 ongoing to Discipline until you can stop and clear your head in safety.
The Shifter
You never quite felt like you were the same as the people around you, and now you finally know why. After all, they're only human. Nobody knows what shifters truly are. Their origins are shrouded in mystery, and they're too rare to be easily studied. All that is certain is their abilities: You can change between human and Titan at will. Titan shifters are the most powerful and dangerous weapons of humanity, the only force we have that can truly fight the Titans on their own terms. With fists that can topple buildings and a body that can stop cannon fire, you are a manifestation of humanity's hatred of their eternal foe. Your only impulse is to kill. Just hope, for all our sakes, that you can hold on to enough of your humanity to only kill your enemies.
New Character Creation:
(Can be a secret only you and the GM know.) Come up with a full name, backstory and goal. Start at Level 1. Assign +2, +1, +1, +0, -1 to your five stats. Your Willpower begins at 2.Starting Moves:
You get these three the moment you pick this class.
Titan Transformation
When you focus on your goal and draw your own blood, roll +Rage. On a 10+, you become a Titan, and gain 3 Hold. While you are transformed, you are many times larger and stronger than normal. Most events that would kill you will instead revert you back to your human form. This transformation lasts until you dismiss it, but using it for extended periods or multiple times in a row is exhausting.Titanic Power
On a 7-9+, you become a Titan and gain 2 Hold, but choose one:
• You go berserk, temporarily losing your human intelligence and lashing out at everything around you. Your allies will have to help you recover your mind.
• Your body only partially forms, leaving you with less than the usual number of limbs to work with.
• Your over-the-top transformation draws the attention of every Titan in the area.
While you are a Titan, you may spend 1 Hold to:Regeneration
• Ignore any damage an attack from a Titan would do to you.
• Perform an incredible feat of physical strength.
• Strike to Kill without requiring an Advantage, automatically killing the Titan on a successful hit.
When you take a couple minutes to rest as a human, in safety or otherwise, remove all Disadvantages related to mental or physical trauma.Advanced Moves:
You get to pick one every time you level up and choose to learn an advanced move.
Abberant Form
Pick one of the following. Whatever your choice, you gain it as an Advantage whenever you transform. You cannot change your choice later.Burning Cloud
⃞ Your Titan body is covered in thick armor.
⃞ Your Titan body is abnormally huge.
⃞ Your Titan body regenerates at an incredible speed.
⃞ Your Titan body can move with a speed and grace rivaling a human.
When you revert back from a Titan into a human, you may emit a huge cloud of scalding steam. This won’t harm you, but any other humans and smaller Titans will be repelled, and the steam provides enough visual cover for you to escape.Deafening Roar
When you let out a titanic roar at an incoming Titan, roll +Rage. On a 10+, the Titan turns and runs, and you gain an Advantage against it. On a 7-9, the Titan attacks you above all other threats, and you gain an Advantage against it.Titan's Strength
When Avoid Harm while you’re transformed, you can roll +Rage instead of +Agility.
Advantages & Disadvantages:
- Advantages & Disadvantages -Advantages:
Pick one. You can choose to use it immediately or save it. Also, instead of you using it, you can give this advantage to an ally who may need it to live.
- Opportunity!
- Treat failed roll as a 7-9. Or treat 7-9 roll as a 10. Or treat 10-11 as a 12.
- Finesse
- +1 to roll
- Burn
- To "Burn" an advantage means to spend it to be able to use moves such as: "Strike to Kill". If you have many advantages you can "burn" them at once, allowing you to perform stunning multi-kill attacks! Play that awesome music!
Other Advantages:
1. Reputation
You gain the Advantage “Reputation.” You can burn this Advantage to ask Command for a favor or additional information or resources, and they will provide it.
Disadvantages (Exposure Dice):
Below is the Exposure Dice (1d12). You or the GM can roll randomly for the result of a titan attack or a disadvantage from a move not done completely well, though when doing some moves or in some scenes, there will be consequences that have already been set to happen in the story if something fails. If a move is set to give a disadvantage no matter what, ignore all "safe" and instead replace it with 2. Panicked, 4. Low on Gas, 6. Low on Blades, 8. More enemies, 10. Surrounded, 12. Caught!.
- Slip Up
Your roll of 10+ is treated as a 7-9. Or your 7-9 is treated as a 6. Does not apply if Willpower was used on the roll. - Safe
- Injury
Pick a stat randomly, -1 to that stat until a Leader Class character with the "Combat Medic" Move removes this disadvantage. Stacks. - Safe
- Severe Injury
Pick a stat randomly, -1 to that stat until a Leader Class character with the "Combat Medic" Move removes this disadvantage. Stacks. - Safe
- Panicked
Roll +Discipline, if successful, your character keeps her cool. If fail, -1 to all rolls until a Leader Class character uses the "Pull Yourself Together" move, or you clear your head in a place of safety. - Safe
- Surrounded
All titans are coming after you. Every time you make a move against one of them, the GM rolls the exposure die for all the titans. If a shifter-titan is surrounded it takes -1 to any evade actions. - Safe
- Caught!!
Injury + Must escape next round or be killed. If a shifter-titan is caught, it'll take 1+number of advanced moves it has rounds to retrieve the person inside or kill it. Getting caught twice = immediate death. - Safe
Other Disadvantages:
1. Encumbered
-1 to all physical rolls. The "Encumbered" disadvantage means you are carrying too much to move as effectively as you want. You can drop whatever you are carrying to immediately remove this disadvantage.
2. Low on Gas
After your next 6 or lower roll that used gas, or any important travel, you run out of gas. You have to manage on foot. When on foot, -2 whenever trying to escape a titan or maneuver around it.
3. Low on Blades
On your next 6 or lower attack roll, you run out of blades. No blades means you cannot harm a titan.
4. More Enemies
+1d4 titans or foes to the battle. An odd number means an "abnormal" has been attracted to the fray.
Leveling Up:
Every time you survive a mission (what constitutes a “mission” is up to your GM), your level increases by one, your Willpower is set to 2, and you pick one of the following options. Each can only be picked once:
+1 to Agility.
+1 to Execution.
+1 to Awareness.
+1 to Discipline.
+1 to Rage.
Gain one Advanced Move from your Class.
Gain one Advanced Move from your Class.
Gain one Advanced Move from your Class.
Gain one Advanced Move from your Class.
The following additional options are available once you reach Level 6:
+1 to any stat (max +3).
Willpower is set to 3 each level instead of 2.
Gain one Starting Move from another Class..
Gain one Advanced Move from any Class you have a Starting Move in.
Gear:
Every character starts with the following equipment:
• Maneuvering Gear.
This complex piece of equipment uses gas-powered grappling hooks to allow you to move freely through the air, as long as there are surfaces for you to attach to. You have been trained in its use.
• Two Titan-slaying swords.
Because Titans have extraordinarily tough skin, so only these amazingly sharp special blades - or similarly high-powered ordinance - can harm them. Unfortunately, the downside of these blades is that they’re only good for a few hits before they are blunted. Accordingly, the swords’ blades are detachable, and you’ll be carrying around several replacement blades with you.
Additional Gear Options:
A person can carry one additional piece of equipment and still freely use Maneuvering Gear. If you carry more than one, you’ll start every operation with the Disadvantage “Encumbered”. A person can carry up to three pieces of equipment. A horse with saddlebags can carry up to four.
⃞ Spare blades. If someone is running low on blades, then you can give them some to keep them in the fight.
⃞ Spare gas. If someone is running low on gas, then you can refill them if you have a couple of minutes of downtime.
⃞ Rifle. Deadly for humans, won’t kill a Titan but you can shoot out the eyes on a smaller one.
⃞ Torch. Titans are inactive during the night, so sources of light are important for journeys beyond the walls.
⃞ Flare gun. Can fire smoke flares of various colors, both to send simple messages over long distances or to dazzle and confuse Titans. Comes with a complement of flares.
Encumbered
-1 to all physical rolls. The "Encumbered" disadvantage means you are carrying too much to move as effectively as you want. You can drop whatever you are carrying to immediately remove this disadvantage.
Battle Gameplay:
- Battle -1. Players can perform 2 actions per battle round.
2. NPC titans are defeated after 2 hits.
3. When being attacked by 3 or more NPC titans and you successfully rolled to avoid harm. Only the titans that exceeded your roll can damage you, -1. So if three titans have higher rolls than you, reduce that number by one, so that only two titans can hit you.
4. The exposure dice won't be rolled if your successful move declares you safe.
This dice system is copied from the pdf rule book in Titan World and altered for this campaign. I'm testing this out for a long-term story in the future, so any criticisms, suggestions to make this better, and co-gm's to help test the system, is very much welcome and appreciated.- Opportunity!
Announcement: Accepted characters will be sent a private message. All questions and out of character chat in the OOC thread, and feel free to ask the GM for a summary of current events and where you can jump in --- have fun!
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