Reflex-Based Classes
All Reflex-based Classes have Reflex as their Primary Class, followed by a Secondary Class that shapes their strengths and weakness.
At every new level attained, the player:
- Rolls 1d6 and distributes the value between Brawn + Discipline Core Stats, and then increases their associated Attributes as desired from the distributed points.
- Rolls 1d6 and distributes the value between Reflex + Wit Core Stats, and then increases their associated Attributes as desired from the distributed points.
All Reflex-based Classes gain the following:
- Level 1:
- +1 to the Reflex Core Stat
- Level 3:
- Level 5:
BODYGUARD
(Reflex + Brawn)
Bodyguards are stalwart protectors, excelling at defense and close-range combat, prioritizing shielding allies over outright offense.
Abilities
- Absorb Imbalance: Bodyguard can choose to accept Balance Shock on behalf of an ally within range (10′). They may roll to negate the effect (2d6) and choose a consequence if the roll fails.
Combat
- Intercept: Allies within range (10’) get +2 to Defense Rolls
- Brace: Bodyguard can reduce 2 points of Injury instead of 1 when using Endure
- Counterstrike: If an opponent within range (10’) misses, Bodyguard gets an immediate free attack opportunity using 1d6, plus bonuses.
Levels
- Level 1:
- +1 Weapons Familiarity Points
- +2 Health Points
- Level 3:
- Counterstrike free attack opportunity is now a 2d6 attack, plus bonuses.
- Level 5:
Martial Artist
(Reflex + Discipline)
Martial Artists master discipline and agility, using precision strikes and inner focus to dominate in combat.
Abilities
- Greater Balance: Martial Artists get a second roll of 2d6 to avoid Balance Shock.
Combat
- Quick Feet: +2 to Defense.
- Vengeful Strike: If a Martial Artist takes Injury from an opponent, they gain +2 to Attack against that specific opponent. This bonus remains until the Martial Artist successful injures the opponent or combat ends. This bonus to attack does not accumulate with subsequent attacks, but multiple instances of Vengeful Strike can occur against multiple opponents at the same time.
Levels
- Level 1:
- Double Strike: Roll two sets of 2d6 during initiative. Martial Artist can act on both turns if using unarmed strikes.
- Chain Strike (1): All unarmed strikes have Chain Attack (1)
- Level 3:
- Double Strike becomes Triple Strike; Roll three sets of 2d6 during initiative instead of two if using unarmed strikes.
- Chain Strike (3): All unarmed strikes have Chain Attack (3) and +2 to Attack
- Level 5:
- Triple Strike becomes Quad Strike; Roll four sets of 2d6 during initiative instead of three if using unarmed strikes.
- Chain Strike (5): All unarmed strikes have Chain Attack (5) and +5 to Attack
Ranger
(Reflex + Discipline)
Rangers are masters of ranged combat and environmental awareness, blending agility with precision to dominate the battlefield from a distance. Rangers much declare their environmental setting that they are proficient in (e.g., desert, forest, cities).
Abilities
- Animal Handling: +1 for all actions involving animal handling (Discipline: Knowledge)
- Camouflage: +3 to Stealth/Hide actions within their declared environmental setting. (Reflex: Acrobatics)
Combat
- Marksman: +2 to Attack when using ranged weapons (bows, thrown weapons, etc.)
- Survival Instinct: +2 to Defense within their declared environmental setting
Levels
- Level 1:
- 2 Weapons Familiarity Points with Bows
- Level 3:
- Marksman skill increases to +4 to Attack
- Level 5:
SPY/ASSASSIN
(Reflex + Wit)
Spies and assassins thrive in deception, stealth, and precision kills, combining agility with cunning to manipulate and destroy their enemies.
Abilities
- Blend In: +3 to hide when in a crowd (Reflex: Acrobatics)
Combat
- Silent Strike: +2 to Attack when attacking while undetected
- Acrobatic Escape: +3 to Defense when attempting to flee combat
Levels
- Level 1:
- Level 3:
- Level 5:
Balance: The World of Isora © 2025 NEWPROTEST Publishing