I spit-shined some character classes for the Quest. I won’t say “polished,” since they’re a long way from being glossy. But before I get to them, here’s the theory behind them.
I took a cue from Castlevania 3, and decided that players should be able to use four different types of vampire hunters. Each one needed a unique feel, but I wanted to do it within the Modos RPG rules catalog because I didn’t want to add more rules and slow things down. So each “class” is a predetermined set of skill points and perks for levels 1 and 2. Each class also has a gear requirement to maintain some class identity and to add value to the weapon-up (sub)system. Finally, each class has a special feature that’s not available to the other classes. Character concepts and attribute scores are otherwise free for the player to determine.
The module is built on Modos RPG, though. It’s not Modos if you can’t choose any weapon, any armor, powers, or design your own hero points, right? Realizing this, I added a fifth class which follows the standard character-creation rules. Which immediately makes the other classes look weak, if you can take the best weapons and armor right out of the starting gate. So there’s one more feature that each pre-determined class gets: the Anointed perk. It allows PCs to gather and spend souls, like the hearts dropped by Castlevania monsters, to power Anointed items. These can grow in power, rivaling and eventually overtaking the items that a do-it-yourself character can use. But they come at a cost: if a character fails to behave in a manner befitting one who is Anointed, that character loses the perk benefit until a Boss is defeated.
Here are the five classes:
You are a member of the Belmont line of vampire hunters. The skill to destroy evil flows through your veins, and if you aren’t destroying evil, you are training to do so.
Skills: Armed 2
Perks: Anointed, Weapon Training (Whip)
Flaw: Over-confident and under-prepared
Hero Points: to track or detect vampires and vampire parts
Weapon: Whip (thorn whip, chain whip, morningstar) (1 free attack)
Armor: Boiled leather
You are a nimble, swashbuckling adventurer whose family has suffered at the hands of Dracula. Your time spent on ships has taught you to perform acrobatic feats that astound others.
Skills: Parry 2
Perks: Anointed, Quick Draw
Flaw: cannot resist the lure of treasure, gifts, or gallivanting
Hero Points: to find alternate (sometimes dangerous) routes and to reach difficult places
Weapons: Dagger, Cutlass (silver cutlass, golden cutlass, magic cutlass)
Special: if the pirate must roll a contest to avoid falling, the first roll is automatically a Pro and he lands in the nearest safe place, which is usually back where he started the attempt. Any subsequent contests during the same hour against the same obstacle are resolved as normal.
You study words, objects, and knowledge most arcane. This focus allows you to channel magic, and besides minor mysteries, you can learn spells that harness the elements themselves.
Skills: Magic (Fire 1) 1, Knowledge (Scholarship) 1
Perks: Anointed, Mystic Ward
Flaw: believes magic can save everyone and make the world perfect
Hero Points: uses soothing words and compassion to persuade people, and sometimes calm the minions controlled by Dracula.
Weapons: Wand (rod, staff, scythe)
Special: can used saved souls to pay MP cost of spells (powers).
You are a living person with a curse in your blood that gives you the powers of the undead. One of your parents was a vampire, and the best way that you know to save your soul is to destroy that parent.
Skills: Willpower 2
Perks: Anointed, Sleepless
Flaw: being cursed has made you decide that you have no sympathy for the world, since it has no sympathy for you
Hero Points: for detecting hidden portals and gifts
Weapon: Rapier (falchion, scimitar, glaive)
Special: can momentarily turn into a bat, or dash with vampire-speed. For 1 soul, doing so adds +4 to a Movement (P) contest that you are about to make, or one that you just finished rolling.
You have fought in a bloody conflict on the side of the holy Church – or against it. The fighting ended, but this is still a time of suffering. You seek to end it, even without the blessing of the Church.
Skills: (Assign 2 skill points)
Perks: (Choose 2 perks)
You can begin play with whatever tools of war you previously fought. However, as an exile, your supplies are no longer replenished as they once were, and must be purchased from the few people willing to help you. You cannot take the Anointed perk because your business is taking souls, not saving them. In addition, the peasantry leaves no weapon gifts for you, because you already carry your weapon of choice.