Thursday, May 18, 2023

Double Trouble: Fantasy Adventure (sample text #3)

Profession Powers

Each Profession has 3 Powers associated with it. You gain your first power for free based on your Profession. Additional powers must be bought with Experience (XP).

Core Skill Requirements

All powers have skill requirements. Characters can gain powers from any Profession, but selecting a power from your own Profession reduces the skill requirement.

Skill Requirement Format

Each power's entry shows the required skill rank followed by a higher rank in parenthesis. The higher rank is the requirement for taking a power outside your Profession.

Power Requirements

Some powers require other powers. You must have that power in order to obtain the new power. Power requirements are listed after the power description in italics.

Profession: Archer

The Archer's key skill is Ranged Weapons. Archers start with the power: Archery Expert. Their other profession powers are: Versatile Attack and Hail of Arrows.

Archery Expert

Archer Power - Requires RWP 4 (5) - The bow is your preferred ranged weapon. When you fire a longbow or short bow at a ranged target, your attack is Helped.

Versatile Attack

Archer Power - Requires RWP 8 (10) - You may attack a melee target with a ranged weapon or a ranged target with a melee weapon without being Hindered.

Hail Of Arrows (no action roll needed)

Archer Power - Requires RWP 10 (15) - If you Triumph! range attacked last turn, use ammo equal to enemies to do RWP ST damage to all. Requires: Archery Expert.

Profession: Bard

The Bard's key core skill is Awareness. Bards start with the power: Play By Play. Their other profession powers are: Minstrel and Devastating Boast.

Play By Play (free reaction)

Bard Power - Requires AWR 4 (5) - After another player rolls a Triump! in combat, provide an exciting verbal replay. All players are Helped on their next turn.


Bard Power - Requires AWR 8 (10) - Gain a musical instrument. AWR action to play it. Success: all players helped for ST 6 turns. Trouble: players hindered instead.

Devastating Boast (free reaction)

Bard Power - Requires AWR 12 (15) - After you roll a Triumph! in combat, rub it in, adding insult to injury. All enemies lose their next turn. Requires: Play By Play.

Profession: Duelist

The Duelist's key skill is Dodge. Duelists start with the power: Counter Attack Expert. Their other powers are: Honorable Combat and Dual Counter Attack.

Counter Attack Expert

Duelist Power - Requires DGE 4 (5) - When you gain a counter attack (by rolling a Triumph on a Dodge action,) that attack action is helped.

Honorable Combat

Duelist Power - Requires DGE 8 (10) - When an ally falls in battle, you can resolve the conflict by challenging the enemy to a one-on-one combat that they can't refuse.

Dual Counter Attack

Duelist Power - Requires DGE 12 (15) - When dual wielding, get a free attack with your off-hand weapon, when you counter attack. Requires: Counter Attack Expert.

Profession: Engineer

The Engineer's key skill is Tinkering. Engineers start with the power: Clockwork Companion. Other powers are: Traps & Locks Expert and Clockwork Soldier.

Clockwork Companion (limit one)

Engineer Power - Requires TNK 4 (5) - You have a clockwork companion (10 HP.) Choose a non-combat skill. It's rank 8 and always Helped. All other skills are rank 1.

Traps & Locks Expert

Engineer Power - Requires TNK 8 (10) - You are helped when using a Tinkering action to detect, build or disarm traps. You are also helped when picking open locks.

Clockwork Soldier (limit one)

Engineer Power - Requires TNK 12 (15) - Your clockwork soldier has rank 8 in combat & Dodge skills, and rank 1 in others. It has 20 HP.  Requires: Clockwork Companion.

Profession: Healer

The Healer's key skill is Willpower. Healers start with the power: Healing Touch. Their other profession powers are: Dispel Evil and Mass Heal.

Healing Touch (can't be helped)

Healer Power - Requires WLP 4 (5) - Requires a WLP action. Your touch heals for ST 8 HP. On Trouble! your touch can't heal this target for ST 3 days.

Dispel Evil (can't be helped)

Healer Power - Requires WLP 8 (10) - Requires a WLP action. Do ST 10 damage to all inherently evil enemies. On Trouble! targeted enemies attack you on their turn.

Mass Heal (can't be helped)

Healer Power - Requires WLP 12 (15) - Req. a WLP action. Heal all allies for ST 6. On Trouble! You can't Mass Heal again for ST 3 days. Requires: Healing Touch.

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