GMD CORE RPG: Roles & Paths

Character Roles & Paths

Each character requires to choose one of the 6 Roles that define their role within the party and story. Each Role has a Path that enables them to find their calling in life within the role they play. 

Once a character has selected a Role, note the Statistics, Perks and Specialisations received by that Role, then choose a Path for your character.  Once a Path has been selected, note down the increases to your characters Statistics, Perks and Specialisations. 

Roles

A Role outlines the characters position within a party and their general outlook. Some Roles are more aggressive than others, whilst others are more caring. 

Each Role has a tactical position to play in different situations.

  • Defender: Specialises in defending their companions and the ability to withstand damage.
  • Enhancer: Provides support to the party, in the way of bonus dice, healing and other effects.
  • Ranged: A damage dealer who deals damage at a range where they are safer from retaliation.
  • Scrapper: Prefers to get up close and personal to deal damage in hand to hand. Not as tough against damage as a defender but knows how to put a foe to ground.
  • Agitator: Distracts the enemy, providing penalties and sowing confusion among their ranks.
  • Tactician: Master at planning and controlling the flow of a situation giving bonus to Momentum and Initiative order, countering opponent’s actions etc.

Paths

A character’s Path is a little different from their Role. Whilst their Role discerns a character’s outlook and position within a party, the Path represents the character’s calling in life. What the character has pursued up to the start of their quest. 

Each Role has three Paths to choose from.

  • Warrior.
  • Power User.
  • Rogue.
Warrior Path

The Warrior Path in each of the Roles are specialised in weapons, either melee or ranged. They rely on armour for protection. They tend to have a more aggressive tactic and can sustain more damage. They are less mindful and social than the other Paths. 

Arcane Path

Power Users rely on magic, psionics, devices or other forms of powers to combat with. They are attuned to the magical energies or supernatural forces that they tap into and are more intelligent than the other Paths. Power Users are not as tough as the other Paths but are far from helpless. 

Rogue Path

Rogues rely mostly on stealth and subterfuge to gain the upper hand in a combat situation. They are also the most adept in social situations being quick thinking and sharp of tongue. Rogues are also the most agile of all the Paths.

Roles

Defender

Defenders dedicate their life to protecting those weaker than themselves. They are specialised in front line combat either with weapons or Arcane Power. Their stats are orientated around taking damage, avoiding attacks and taunting the enemy to attack them.

Defenders are the first to rush to someone’s aid. They protect the defenceless and are brave with hearts of gold. 

All Defenders gain an increase in statistics

  • +1 DT to DEF.
  • +1 DT to PHY.

All Defenders gain +1 DT to the following Specialisations: 

  • Either Dodge/Block/Parry.
  • Taunt.

All Defenders start with the Defender Perk

  • Defender – When Defenders activate this Perk they go into a bracing stance that grants them Gain +1 DMG RES for the duration of the Perk.

Upgrades:

  • +2 DMG RES
  • +3 DMG RES

As with all Roles, there are three different Paths to take within the Role; that of the Warrior, Rogue or Power User. 

Warrior Path: The Guardian

These Warriors specialise in combat armed with a shield and weapon and have the ability to sustain more damage than other Paths.

Guardians gain the following:

Guardians gain the following increases in Statistics: 

  • +1 DT PHY.
  • +1 DT COM.

Guardians start with increases in the following Specialisations: 

  • Endurance +2 DT.
  • Weapon of Choice +1 DT.
  • Taunt +1 DT.
  • Block +1 DT.

Guardians start with the following Perks:

  • Take the Pain.
  • Taunter.

Guardians start with the following bonus starting gear: 

  • Weapon of Specialisation.
  • Shield .
  • Heavy +3 DMG RES armour of choice. 

Arcane Path: The Ward

Wards are Power Users that specialise in Defensive Powers. Their Powers are force fields, shields and armour and health enhancements. They are Power using tanks that hold up the enemy.

Wards gain the following increases in Statistics: 

  • +2 DT FOC.

Wards start with increases in the following Specialisations: 

  • Choice of Defensive Power +2 DT.
  • Parry +1 DT.
  • Arcane Staff +1 DT.
  • Spell of Choice +1 DT.

Wards start with the following Perks:

  • Energy Shield.
  • Weaver.

Wards start with the following bonus starting gear: 

  • Staff.
  • Light Armour/Heavy Robes +1 DMG RES.

Rogue Path: The Acrobat

Acrobats are agile Rogues who rely on their agility and quick reactions to get them out of trouble. They keep their enemies at bay by tripping them up and keeping them busy while their allies pick them off.

Acrobats gain the following increases in Statistics: 

  • +1 DT DEF.
  • +1 DT AGI.

Acrobats start with increases in the following Specialisations:

  • Taunt +2 DT.
  • Dodge +1 DT.
  • Endurance +1 DT.
  • Weapon of Choice +1 DT.

Acrobats start with the following Perks:

  • Taunter.
  • Acrobatic Dodge.

Acrobats start with the following bonus starting gear: 

  • Weapon of specialisation.
  • Light Armour +1 DMG RES.

Enhancer

Enhancers are characters who inspire or enhance those around them; filling allies with courage or magically enhancing their Abilities to give their allies an advantage over their enemies. The Enhancer role is dedicated to providing their allies with ‘buffs’ and enhancement effects during a variety of scenes and situations. This can be in a variety of ways from removing negative modifiers and effects, healing damage or stun, or providing a bonus to their statistics and Specialisations. These are just some of the enhancements Enhancers have access to dependant on the path they choose to follow. 

All Enhancers gain an increase in statistics

  • +1 DT to MND.
  • +1 DT to SOC.

All Enhancers gain +1 DT to the following Specialisations: 

  • Calm.
  • Inspire.

All Enhancers start with the Enhancer Perk:

  • Enhancer – When activated, the Enhancer can give all allies within 15′ a d4 Bonus Dice to all Actions for the duration of the Perk, as long as the Enhancer stays within distance.
    Upgrades:
  • D6
  • D8
  • D10
  • D12

As all with Roles, there are three different Paths to take within the Role; that of the Warrior, Rogue or Power User. 

Warrior Path: The Champion

Champions are fighters that inspire their allies. They provide bonuses to those who fight around them, whilst still being able to hold their own in a combat situation.

Champions gain the following increases in Statistics: 

  • +1 DT DEF.
  • +1 DT COM.

Champions start with increases in the following Specialisations:

  • Dodge +2 DT.
  • First Aid +1 DT.
  • Inspire +1 DT.
  • Weapon of Choice +1 DT.

Champions start with the following Perks:

  • Hold The Line!
  • Bonds of Brotherhood.

Champions start with the following bonus starting gear: 

  • Weapon of specialisation.
  • First Aid Kit.

Arcane Path: The Medic

Medics are Power Users that specialise in healing and support powers to enhance and heal their allies around them.

Medics gain the following increases in Statistics: 

  • +1 DT MND.
  • +1 DT FOC.

Medics start with increases in the following Specialisations:

  • First Aid +2 DT.
  • Calm +1 DT.
  • Inspire +1 DT.
  • Healing Word Power +1 DT.

Medics start with the following Perks:

  • Weaver.
  • Battle Healer.

Medics start with the following bonus starting gear: 

  • First Aid Kit.

Rogue Path: The Bard

Bards are Rogues that support their allies with tales and songs that enhance their allies about them and assist them in the task at hand.

Bards gain the following increases in Statistics: 

  • +1 DT SOC.
  • +1 DT AGI.

Bards start with increases in the following Specialisations:

  • Inspire +2 DT.
  • Dodge +1 DT.
  • Distract +1 DT.
  • Weapon of Choice +1 DT.

Bards start with the following Perks:

  • A Tale of Heroes.
  • Look at Me!

Bards start with the following bonus starting gear: 

  • Musical Instrument.
  • Weapon of Specialisation.

Ranged

Ranged characters have mastered the art of ranged combat. They prefer to strike at their enemies from a  safe distance. These characters support front line allies by bombarding enemies with ranged weapons. They are capable of inflicting a lot of damage but are vulnerable to damage themselves. Ranged characters tend to be agile and keen of senses. 

All Ranged gain an increase in statistics:

  • +1 DT to AGI.
  • +1 DT to PER.

All Ranged gain +1 DT to the following Specialisations: 

  • Ranged Weapon/Power of choice.
  • Spot.

All Ranged start with the Ranged Perk

  • Ranged – When activated, Ranged characters become more aggressive with their attacks and gain +1 DMG with their Ranged attacks for duration of the Perk.

Upgrades:

  • +2 DMG
  • +3 DMG

As all with Roles, there are three different Paths to take within the Role; that of the Warrior, Rogue or Power User. 

Warrior Path: The Marksman

The Marksman is a fighter that specialises in ranged combat. These snipers prefer a hit and run tactic and avoid direct confrontation. Finding vantage points to shoot from, then slipping away from sight to strike again from a new location of safety. 

Marksman gain the following increases in Statistics: 

  • +1 DT PER.
  • +1 DT AGI.

Marksman start with increases in the following Specialisations:

  • Ranged Weapon of Choice +2 DT.
  • Dodge +1 DT.
  • Hide +1 DT.
  • Sneak +1 DT.

Marksman start with the following Perks:

  • Aim.
  • Pin Point Accuracy.

Marksman start with the following bonus starting gear: 

  • Ranged Weapon.
  • Camouflaged Hooded Cloak/Coat.
  • Ammo for Ranged Weapon.

Arcane Path: Mage

Mages are ranged Power Users learned in the art of destructive Powers, especially damage-dealing Powers to support their front line fighting allies. Mages are the arcane artillery of any group.

Mages gain the following increases in Statistics: 

  • +1 DT MND.
  • +1 DT FOC.

Mages start with increases in the following Specialisations:

  • Ranged Attack Power +2 DT.
  • Spell Lore +1 DT.
  • Wand Use +1 DT.
  • Power of Choice +1 DT.

Mages start with the following Perks:

  • Weaver.
  • Spell Fury.

Mages start with the following bonus starting gear: 

  • Wand.

Rogue Path: Bounty Hunter

Bounty Hunters are hunters of men for money. These Rogues, who operate in the shadows, are adept at tracking their quarry down and bringing them back dead or alive. Bounty Hunters tend to use ranged weapons to bring their marks down hard and fast.

Bounty Hunters gain the following increases in Statistics: 

  • +1 DT PER
  • +1 DT COM

Bounty Hunters start with increases in the following Specialisations:

  • Ranged Weapon of Choice +2 DT
  • Investigate +1 DT
  • Dodge +1 DT
  • Track +1 DT

Bounty Hunters start with the following Perks:

  • Ambush Shot
  • Spy

Bounty Hunters start with the following bonus starting gear: 

  • Ranged Weapon of Choice
  • Manacles/Handcuffs/Zip ties

Scrapper

A Scrapper’s roles is to get up close and personal. They are characters who do not shy from a fight and itch to get their fists dirty.  They specialise in taking out their enemies quickly with a direct assault, face to face. They have a limited amount of defence but their strength is in hitting the enemy and causing damage.

All Scrappers gain an increase in statistics

  • +1 DT to STR
  • +1 DT to COM

All Scrappers gain +1 DT to the following Specialisations: 

  • Either Dodge/Block/Parry
  • Martial Arts/Weapon of Choice/Melee Attack Power

All Scrappers start with the Scrapper Perk

  • Scrappers – When this perk is activated, Scrapper’s attacks become more intense and they gain +1 modifier to COM for the duration.

Upgrades:

  • +2 Modifier
  • +3 Modifier

As with all Roles, there are three different Paths to take within the Role; that of the Warrior, Rogue or Power User. 

Warrior Path: Brawler

Brawlers are hand-to-hand damage dealers preferring to get up close and personal. They prefer to deal with their enemies quickly. Knock them down before they knock you down! 

Brawlers gain the following increases in Statistics: 

  • +1 DT DEF
  • +1 DT COM

Brawlers start with increases in the following Specialisations:

  • Martial Arts/Weapon of Choice +2 DT
  • A Different Weapon of Choice/Martial Arts if not already taken +1 DT
  • Dodge +1 DT
  • Stamina +1 DT

Brawlers start with the following Perks:

  • Rapidstrike
  • Mighty Blow

Brawlers start with the following bonus starting gear: 

  • Weapons of Specialisations
  • Light +1 Armour

Arcane Path: Devastator

Devastators are Power Users that specialise in dealing out close combat damage. This can be in the way of personal statistic enhancements or energy fields and weapons that cause large amounts of damage.

Devastators gain the following increases in Statistics: 

  • +1 DT MND
  • +1 DT FOC

Devastators start with increases in the following Specialisations:

  • Melee Attack Power +2 DT
  • Weapon of Choice +1 DT
  • Dodge +1 DT
  • Spell of Choice +1 DT

Devastators start with the following Perks:

  • Weaver
  • Focused

Devastators start with the following bonus starting gear: 

  • Weapons of Specialisations
  • Light +1 Armour

Rogue Path: Assassin

These Rogues prefer the use of stealth and shadows to strike at their enemies. The Assassin uses stealth to get close to an opponent and attack with the element of surprise. These Rogues prefer to sneak up behind their targets and strike with deadly blows. 

Assassins gain the following increases in Statistics: 

  • +1 DT STL
  • +1 DT DEF

Assassins start with increases in the following Specialisations:

  • Sneak +2 DT
  • Weapon of Choice +1 DT
  • Parry +1 DT
  • Hide +1 DT

Assassins  start with the following Perks:

  • Sneak Attack
  • Counter Attack

Assassins  start with the following bonus starting gear: 

  • Weapons of Specialisations
  • Light +1 Armour

Agitator

Agitators are characters that just know what to do or say to annoy the hell out of you. These characters are either intimidating or sharp of tongue. They are crowd controllers or inflict penalties upon their enemies giving their allies and themselves a tactical advantage. 

All Agitators gain an increase in statistics

  • +1 DT to SOC
  • +1 DT to DEF

All Agitators gain +1 DT to the following Specialisations: 

  • Fast Talk
  • Distract

All Agitators start with the Defender Perk

  • Agitators –  Activating this perk, an Agitator harasses all Enemies within 15′ for the duration of the Perk giving all targets a -1 modifier penalty to all their actions.

Upgrades:

  • -2 Modifier
  • -3 Modifier

As with all Roles, there are three different Paths to take within the Role; that of the Warrior, Rogue or Power User. 

Warrior Path: Berserker

These warriors have a tendency to lose their temper easily. They are hot-tempered and of little patience; a powerful warrior who specializes in intimidation and brute force, whilst being able to sustain pain during combat. Their reputation is feared by most.

Berserkers gain the following increases in Statistics: 

  • +1 DT STR
  • +1 DT PHY

Berserkers start with increases in the following Specialisations:

  • Intimidate +2 DT
  • Weapon of Choice +1 DT
  • Parry +1 DT
  • Endurance +1 DT

Berserkers start with the following Perks:

  • Adrenaline Surge
  • War Cry

Berserkers start with the following bonus starting gear: 

  • Weapons of Specialisations
  • Light +1 Armour

Arcane Path: Hex Slinger

Hex Slingers are Power Users that specialise in crowd control spells that hold up the enemy and place hexes and remove enhancements on enemy targets. They are largely distrusted among arcane circles or communities. They have a darker outlook on life and take time to warm to people.

Hex Slingers gain the following increases in Statistics: 

  • +1 DT MND
  • +1 DT FOC

Hex Slingers start with increases in the following Specialisations:

  • Crown Control Power of Choice +2 DT
  • Power of Choice +1 DT
  • Distract +1 DT
  • Arcane Staff +1 DT

Hex Slingers start with the following Perks:

  • Weaver
  • Enhanced Power

Hex Slingers start with the following bonus starting gear: 

  • Light +1 Armour
  • Staff

Rogue Path: Improviser 

These Rogues are cocky, cheeky or just likeable to a fault. They have sharp tongues and have the ability to use words that can cut you to the very core. They can also be incredibly annoying. Their sharp minds allow them to use the environment about them to gain an advantage in a tactical situation. They specialize in using objects and the environment about them to hinder the enemy. 

Improvisers gain the following increases in Statistics: 

  • +1 DT SOC
  • +1 DT AGI

Improvisers start with increases in the following Specialisations:

  • Improvised Weapon +2 DT
  • Distract +1 DT
  • Dodge +1 DT
  • Thrown +1 DT

Improvisers start with the following Perks:

  • Thrown Distraction
  • Stunning Distraction

Improvisers start with the following bonus starting gear: 

  • Pack full of random objects
  • Light +1 Armour
  • 5 Throwing Knives

Tactician

Tacticians are born leaders, their words carry weight and people tend to listen and respect them. Tacticians are capable to gain tactical advantage and commanding those about them to out-maneuver the enemy. 

All Tacticians gain an increase in statistics

  • +1 DT to MND
  • +1 DT to COM

All Tacticians gain +1 DT to the following Specialisations: 

  • Battlelore
  • Weapon or Power of Choice

All Tacticians start with the Defender Perk

  • Tactician – When the Tactician activates this perk, they start to give strategic advice and keep their allies focused.  All allies who can hear or see the Tactician gain +1 modifier to Initiative rolls for the duration of the Perk.

Upgrades:

  • +2 Modifier
  • +3 Modifier

As with all Roles, there are three different Paths to take within the Role; that of the Warrior, Rogue or Power User. 

Warrior Path: Strategist

Strategists are Captains amongst Warriors. They specialise in rallying troops and keeping their allies ahead of the enemy. They are skilled in military maneuvers. 

Strategists gain the following increases in Statistics: 

  • +1 DT DEF
  • +1 DT COM

Strategists start with increases in the following Specialisations:

  • Battlelore +2 DT
  • Endurance +1 DT
  • Dodge +1 DT
  • Weapon of Choice +1 DT

Strategists start with the following Perks:

  • Command
  • Leadership

Strategists start with the following bonus starting gear: 

  • Weapon of Choice
  • Light +1 Armour

Arcane Path: Archmage

Archmages have rose to positions of importance within their circles. They specialise in commanding groups of power users and enhance their command with the use of their powers.

Archmages gain the following increases in Statistics: 

  • +1 DT MND
  • +1 DT FOC

Archmages start with increases in the following Specialisations:

  • Arcane Lore +2 DT
  • Power of Choice +1 DT
  • Wand Parry +1 DT
  • Wand Blast +1 DT

Archmages start with the following Perks:

  • Weaver
  • Ritual Magic

Archmages start with the following bonus starting gear: 

  • Wand
  • Light +1 Armour

Rogue Path: Spymaster

Spymasters are leaders of agents who work in the shadows. They are specialised in intelligence gathering and organising allies in stealth operations. Spymasters gather secrets, keep secrets and can be manipulative. Their secrets have secrets! 

Spymasters gain the following increases in Statistics: 

  • +1 DT STL
  • +1 DT PER

Spymasters start with increases in the following Specialisations:

  • Espionage +2 DT
  • Sneak +1 DT
  • Spot +1 DT
  • Investigate +1 DT

Spymasters start with the following Perks:

  • Spy
  • Insight

Spymasters start with the following bonus starting gear: 

  • Concealable weapon of choice.

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