Quasi Classes 2
- Dimirag
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Quasi Classes 2
Uploaded on the Showcase is my version of some Quasi-Classes (based on the work of SmootRK).
Link is: https://www.basicfantasy.org/showcase.cgi?sid=64
Link is: https://www.basicfantasy.org/showcase.cgi?sid=64
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Re: Quasi Classes 2
Page 3, Death Attack, change to "or lose all HP and suffer immediate death."
Page 4, first sentence, correct to "lose"
Page 4, right side, second paragraph, correct to "renowned"
Page 4, first sentence, correct to "lose"
Page 4, right side, second paragraph, correct to "renowned"
- Dimirag
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Re: Quasi Classes 2
Thanks Chiisu, the files have been corrected and uploaded
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
- Dimirag
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Re: Quasi Classes 2
Uploaded R2.1 with Chiisu as proofreading credits
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
- Dimirag
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Re: Quasi Classes 2
Coming from the Assassin Supplements
Neither, I don't like the chance of failure or poison exposure while poisoning a weapon or object and as there are no poison creation rules (and was lazy about creating them) this QC is able to identify the presence of poison, not creating it (but can use it with no special rules).1. Is your version of the Poison ability used when making poisons or when applying them to a weapon?
Exactly, the XP needed is the sum of both values for the given level.2. I haven't used any Quasi classes so let me make sure I understand the XP: A Thief/Assassin would need 36000xp to reach level 6. Does that sound right?
Correct. Both values are better on the QC but as to not "erase" the Thief learning there is the +10%.3. A level 1 Thief/Assassin would have a 30 in HIDE and a 40 in MS correct?
Don't know how this could affect the class, but you can use 21/14/6 as points for the QC alone, for a Thief/Assassin start with the best values, add +10% on repeated skills, then go with the 30/20/10 as per normal Thieves.4. Can this Quasi Assassin class use the thief allocation point option as described on page 153 of the core rules? If so how would that work since they have less skills?
I don't see why not...5. Can this Quasi Assassin be any race?
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Re: Quasi Classes 2
Excellent! The supplement Assassin doesn't sit well with me. The loss of find/remove traps and the racial restriction really hurt this class imho. Though I noticed in Solo's Glain Companion he allows half-humans to be Assassins. I wonder why that wasn't added to the supplement. Anyways your ideas should be implemented into the existing class. It would make the existing Assassin substantially better. So nice work my friend.
P.S. Do you like your quasi Assassin over the supplement version as well?
P.S. Do you like your quasi Assassin over the supplement version as well?
- Dimirag
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Re: Quasi Classes 2
After playtasting of the assassin QC via cbarchuk (thanks!) and some review I've reduced its XP value, same thing for the medic and the savage quasi-classes.
The new R3 version has been uploaded to the Showcase
The new R3 version has been uploaded to the Showcase
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
- Solomoriah
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Re: Quasi Classes 2
The Assassin supplement is older than Half Humans. Nobody ever went back and corrected it.
My personal site: www.gonnerman.org
- knottyprof2
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Re: Quasi Classes: A Basic Fantasy Supplement
Question regarding the Acrobat Quasi-class. It lists multipliers for High and Long Jump. What values am I using those values for? Can't find anything in the Core book regarding jump distances and the only other supplement I found anything was the Secondary Skills supplement where the target number is the # of feet jumped.
Moved to corresponding thread by Dimirag
Moved to corresponding thread by Dimirag
Owner, Publisher, and Creator of the Knotty-Works.
Played the original OSR back in the 80's and never looked back, though paused a couple of times.
Played the original OSR back in the 80's and never looked back, though paused a couple of times.
- Dimirag
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Re: Quasi Classes 2
Those values aren't on the Core Rulebook, and the QC2 does not make use of other supplements (even QC1 is optional).
The actual jumping values should be set by the GM.
The actual jumping values should be set by the GM.
Sorry for any misspelling or writing error, I am not a native English speaker
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
Drawing portfolio: https://www.instagram.com/m.serena_dimirag/
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