Hello everyone, I’m Conrad and I’m new to ICRPG. I’m from Spain so, please, bear with my English. I’m working on a world inspired by Celtic and Asturian myths. This is one of the classes I’ve built for the setting and I would really appreciate any feedback you can offer.
Raposu
A trickster and hustler, a master of traps and the tavern.
Starting Items (choose 1)
Bow and Quiver: 10 uses. A failed bow roll subtracts one use. The quiver refills at the start of each session.
Trap-Making Materials: Assortment of parts for crafting weapons; requires skill to use.
Rigged Game: Choose a game from dice, cards, or knucklebones.
Starting Skills
Special Arrow: Decoy: Make a DEX roll at a distant point. Opponents NEAR the point of impact must make a WIS roll or be distracted for 1 turn.
Simple Trap: You have specialized in creating simple traps, such as taut ropes, snares, etc. Anyone who trips over it must make a DEX roll or fall into the trap, losing a turn to extricate themselves.
Ace up your sleeve: DEX or CAR rolls where you use a rigged game become EASY.
Rewards
Skillful: Increase one ability score or effort by 1.
Special Arrow: Poisonous: Once per scene, you can fire a poisoned arrow. The enemy takes 1d6 damage and must succeed on a DIFFICULT CON roll or be poisoned. In that case, they will take 1d4 damage for 1d3 turns.
Advanced Trap: You specialize in creating complex traps. Anyone who triggers them must succeed on a DEX roll or suffer 1d6 HP damage. They will be immobilized until they succeed on a DEX roll to free themselves.
Quick Hands: Twice per session, DEX rolls become EASY when you attempt to steal.
Trapper’s Vision: Once per session, you can automatically free yourself from a trap you have fallen into. In addition, detecting and disarming traps is EASY for you.
Special Arrow: Water: Once per scene, you can fire an arrow with a glass capsule filled with water. This allows you to extinguish a small light source, such as a torch or lantern.
Masteries
Bow and Expanded Quiver: Your quiver now allows 20 uses.
Trap Mastery: Once per scene, you can create a simple trap without spending an action. Furthermore, these traps no longer require rolls to operate.
House Always Wins: In social interactions where you use a tricked game, you can gain some extra information from the other party. Additionally, once per session, you can choose to roll a 20 on either DEX or CHA.