Outlaws of Colabria
Rules are just suggestions to you aren’t they, Outlaw? Whether you’re breaking them for yourself, or breaking them for others, there’s fame and wealth to be found where skeletons haunt closets. Just do yourself a favour, and try not to get caught.
Starting Stat: Nimbleness +4
Starting Feature: Rugged Demeanor: Years of living on streets and on the road have left marks on your skin. You may be able to hide them from some but those in similar circles will always notice them and accept you as one of them, possibly even helping you (at your GMs discretion). Just don’t let too many too close to see, you never know their disposition.
Subclass Overview
There are four different kinds of Outlaw you can be in our game system, they are as followed:
Thief - Every door is an open one if you try hard enough. There are riches to be found everywhere and you just have to have them all. It may not be an honest profession but it sure is an affluent one.
Scammer - People are like instruments, with enough practice you can play them all in symphony. From miracle cures to “ancient” treasures, you find a way to make anyone you want give you anything you need with a silver tongue and a sparkle in your eye.
Vigilante - Your heart is in the right place, even if your methods are questionable. Injustice and inequality stand as a barrier before you, a barrier you are determined to break down whatever it takes. From the shadows you stand as a bastion of safety for many, and a thorn in the side of any who find themselves in the crosshairs of your morality.
Pirate - The seas call the wild and free to their waves, and you are one such guided soul. Floating on dreams of adventure and notoriety, you will never be oppressed by the rigid structures of the land-bound man. After all, everything belongs to whoever wants it more.
Being an Outlaw in Colabria
In the Colabrian System, your class is also your character’s origin. That is to say it shapes what your character was before they met the party or began their great adventure. We encourage you to colaborate with you GM to figure out what exactly being a Outlaw did to your characters backstory and how it shaped them into who they are in Session Zero of your game. Outlaws aren’t necesarily bad people, and they certainly don’t have to have bad intentions! As you can see from our subclass selections for this class, there are some with more inherently bad intentions and some with good intentions, so you can make your character however you want! What you do need to think about though is that no matter what kind of Outlaw you are, the “law” conventionally will not like you. So what made you chose this life? Was it a choice at all? How has it effected your relationships and opportunities? Chat to your GM and work it out together if you are struggling! It should be noted that Pirates could be from any random single ship on the seas, but there is also an organisation in the Camarian Conglomerate which is focused on pirate-like crime.
If you’re stuck for ideas or just want a nudge on what made you an Outlaw, here are a few ideas to help get those creative juices flowing!
1 - Someone you loved, friend or family, was blamed for something they didn’t do by someone rich in society. You now are trying to get back at those people or stop others suffering the same fate (Thief or Vigilante).
2 - …
3 - …
Thieves
Every door is an open one if you try hard enough. There are riches to be found everywhere and you just have to have them all. It may not be an honest profession but it sure is an affluent one.
Starting Stat: Awareness +2
Starting Trait: Magpie’s Insight: A keen eye and discerning mind offer much when needing to know something’s approximate value. Is that gem just a little too translucent to be real? That portrait wanted by someone for a high price? You pride yourself on spotting every little thing. As such any check made to identify an object and its value is 5% easier for you.
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Mark of the Streets
As mentioned above, every Outlaw has something about them that marks them as being someone from this lower-side of society. This mark can be anything you choose, so have a think about yours! It should be something subtle so law enforcement can’t narrow down an identifier. If you’re stuck here are a couple ideas for a Thief:
1 - Your fingers have a few scars on them from snapped lockpicks.
2 - Your hands are rough from climbing up buildings and rough surfaces to get through windows.
3 - You can’t help but walk in a way that makes you eerily quiet, lightfooted and low-profile.
Scammers
People are like instruments, with enough practice you can play them all in symphony. From miracle cures to “ancient” treasures, you find a way to make anyone you want give you anything you need with a silver tongue and a sparkle in your eye.
Starting Stat: Dialogue +2
Starting Trait: Silver Tongue: When you’re really in your groove, you can make even the truth hard to believe. Those who know you’re lying have a 15% chance to question their own beliefs to support your argument on any successful dialogue check.
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Mark of the Streets
As mentioned above, every Outlaw has something about them that marks them as being someone from this lower-side of society. This mark can be anything you choose, so have a think about yours! It should be something subtle so law enforcement can’t narrow down an identifier. If you’re stuck here are a couple ideas for a Scammer:
1 - Your clothes are always slightly stained by dyes and inks from things you make to sell as other things.
2 - You absentmindedly shuffle cards frequently whenever you’re bored or anxious.
3 - You can’t help but jump slightly everytime guards shout or rush past you.
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Vigilantes
Your heart is in the right place, even if your methods are questionable. Injustice and inequality stand as a barrier before you, a barrier you are determined to break down whatever it takes. From the shadows you stand as a bastion of safety for many, and a thorn in the side of any who find themselves in the crosshairs of your morality.
Starting Stat: Courage +2
Starting Trait: Convincing Hero: You’re a protector of the streets and the common people, so you’d never do anything to hurt them, right? If those who know you or know of you see you committing a crime, they will not intervene or raise questions, believing you are doing it for the greater good.
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Mark of the Streets
As mentioned above, every Outlaw has something about them that marks them as being someone from this lower-side of society. This mark can be anything you choose, so have a think about yours! It should be something subtle so law enforcement can’t narrow down an identifier. If you’re stuck here are a couple ideas for a Vigilante:
1 - ...
2 - ...
3 - ...
Pirates
The seas call the wild and free to their waves, and you are one such guided soul. Floating on dreams of adventure and notoriety, you will never be oppressed by the rigid structures of the land-bound man. After all, everything belongs to whoever wants it more.
Starting Stat: Wit +2
Starting Trait: Alcoholic Mentalist: There’s nothing you can’t get to know about someone over a good bit of drink. When bellies are full, the content of one’s character can rarely be hidden, especially in your company. When communicating with drunken company, insight and dialogue checks are 5% easier to succeed. However, if you are also drunk, the effect works both ways.
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Subclass Selection
When you select this subclass, you gain access to the Spell List incapsulated in your gemstone.Home Grown Knowledge
Because of your close bond with Sesmi’s Heart, you have some knowledge of plants within your Tampio’s region, the Reudos Kridi. As such you know which plants native to that region have good properties and which have bad properties (though you don’t know the details). -
Healing Hands
Whenever you use a healing spell, it does an additional 1d4 healing on top of the base. This goes up to 1d6 at 5th level, 1d8 at 7th level, and 1d10 at 9th level. -
Heart of the World
Your innate connection to Sesmi allows you to temporarily give a chosen target standing on natural ground healing over time. It heals the target 1d4 per minute for 5 minutes so long as they remain in contact with natural ground. You can use this skill twice per day. The amount healed goes up to 1d6 per minute at 7th level, and 1d8 per minute at 9th level. -
Wound Sense
You gain the ability to sense the direction of wounded living creatures and humanoids within 25 metres of you. This ability works through walls and other solid surfaces. At 9th level, this trait also allows you to know the creature type / race. -
Cocoon Weaver
You gain the ability to weave a cocoon around a target creature that grants them immunity to movement impairing effects and makes them 5% harder to hit. You can use this ability twice a day, and it lasts 10 minutes.
Mark of the Streets
As mentioned above, every Outlaw has something about them that marks them as being someone from this lower-side of society. This mark can be anything you choose, so have a think about yours! It should be something subtle so law enforcement can’t narrow down an identifier. If you’re stuck here are a couple ideas for a Pirate:
1 - There is always a slight smell of alcohol coming off of you.
2 - …
3 - …