Classes (Cybergems)

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Revision as of 04:33, 8 February 2013 by Foxwarrior (Talk | contribs) (combining them makes things simpler more than it forces Common tier augments to be too complex, I hope)

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Characters obtain some of their important powers from classes. SMW::off

Special Classes

Special classes, for whatever reason, don't belong to any particular tier.


Hero.png
Hero
Special Tier Expertise
Bonuses:
♦ If you have been eliminated from your original player's party for any reason, at least an hour has passed, and that player has enough unspent points to accomodate you, they may roll 1d10 to attempt to have you return somehow, alive and undominated, with success on a 7 or higher. Your return happens within one minute. If the roll fails, the player may not try again until progressively more time has passed: one day, one week, one month, and one year.
Special: Each player may have the Hero class on one of their characters for free.


Common Classes

Rogue


Radar Vision.png
Radar vision
Augment
Coins 20
Technologies: Advanced Neural Interfaces
Effects: You can activate or deactivate Radar Vision as a lesser action. While active, you can see without light, but you can be seen from twice as far away by other creatures with Radar Vision active, and can be detected from four times further away using TEMPEST.

Satellite vision


Bioport.png
Bioport
Augment
Interfaces directly into your brain, bypassing the pesky sensory limitations of screens and speakers.
Coins 20
Technologies: Advanced Neural Interfaces
Effects: You can plug yourself directly into systems. This gives you a +1 bonus to Hacking, but makes you vulnerable to Hacking attacks by entities connected to those systems, and exposes your senses to the possibility of external alteration.
You can also communicate directly with wireless systems using a wireless connection, for the same bonus. This wireless connection can be turned on or off as a standard action.
You can run Programs, generally at better than normal speed.

Wireless bioport

Battery pack


Implanted Item
Augment
Coins 10
Effects: This performs all the functions of a non-Augment Item, but can only be removed via a cut out attack. It still has weight and can cause encumbrance.
Special: Apply this augment to an item to implant it inside your body. You may implant as many Implanted Items as you desire.


Telescoping Arms.jpg
Telescoping Arms
Augment
These arms are a series of metal rings encasing a complex mechanical core.
Body Part  Arms
Coins 20
Effects: Your reach doubles.


Treads.jpg
Treads
Augment
Body Part  Legs
Coins 20
Effects: You get +20 meters to land speed, but your jump distance is set to half of your size, and you lose your swim speed.
You get +2 Agility for any check where failure would cause you to become prone.


Acid Blood.png
Acid Blood
Common Tier Genomorph
Prerequisites  None.
Technologies  Genetic Programming
Bonuses:
♦ Any melee attack which wounds you inflicts 1d6 Acid damage on the weapon (or the creature, in the case of an unarmed attack).
♦ You can secrete acid at will, dealing +1 Acid damage with Unarmed attacks.
♦ You gain Acid Resist 1.


Elite Classes

TEMPEST vision
Augment
Coins 50
Technologies: Advanced Neural Interfaces
Effects: You gain a TEMPEST sense, with half the normal range.


Reactor.png
Reactor
Augment
Coins 50
Technologies: Miniaturized Fission
Effects: You gain +2 Power Regeneration.
You get +1 to Power Storage.
When a single attack inflicts two or more wounds on you, there is a 50% chance that the Reactor explodes, making two ranged attacks against every creature and unattended object in a 10 meter Muscle-Area spray, one for 1d6+1 Heat damage and the other for 1d6+1 Physical damage. The Accuracy of this attack is +2.
Special: This augment may be taken a second time. Instead of the explosion chance triggering once on every attack of two or more wounds, it now triggers once on every attack of one or more wounds, and deals +1 damage for both explosion attacks.


Metal Arms.png
Metal Arms
Augment
These arms are a series of metal rings encasing a complex mechanical core.
Body Part  Arms
Coins 50
Effects: By spending 1 Power, you may ignore the penalties for being encumbered for 4 rounds.
Your unarmed attacks' base damage increases to 1d6+1 when using your hands.


Metal Legs.jpg
Metal Legs
Augment
Body Part  Legs
Coins 50
Effects: Your unarmed attacks' base damage increases to 1d6+2 when not using your hands.
You get +10 meters to land speed, and +4 meters to jump distance.
You get +5 meters to swim speed.


Hydraulic Legs.png
Hydraulic Legs
Augment
Body Part  Legs
Coins 50
Effects: You get +1 to Agility.
You get +5 meters to land speed, and +2 meters to jump distance.
You get +2 meters to swim speed.
As a move action that costs 2 Power, you can jump to any stable landing spot within a distance equal to your land speed.


Pheromones
Elite Tier Genomorph
Technologies  Genetic Programming
Bonuses:
♦ You can release calming pheromones that soothe people as a standard action. Make a ranged attack against GD against all other creatures in a 5 meter Muscle-Area blast: creatures you hit get a -2 penalty to Will Saves and Insight and treat all Insight checks against them as being 2 points higher. This effect lasts for 5 rounds.
♦ You can release intimidating pheromones that terrify people as a standard action. Creatures in a 5 meter Muscle-Area blast find you Frightening. After 5 rounds, creatures who were still suffering from this fear automatically recover.
♦ You can suppress your scent as a standard action. This lasts until you use a pheromone ability, and quarters the distance at which you can be smelled.


Hyperenhanced Scent.png
Hyperenhanced Scent
Elite Tier Genomorph
Prerequisites  None.
Technologies  Genetic Programming
Bonuses:
♦ The base range of your Scent sense increases by 30 meters.
♦ You get a +2 bonus to Insight for identifying lies against creatures you can smell within 5 meters.


Paragon Classes

Hydraulic Arms.jpg
Hydraulic Arms
Augment
Body Part  Arms
Coins 200
Effects: Your unarmed attacks' base damage increases to 1d6+1 when using your hands.
Once per round, you can get a +2 bonus to Muscle for the round by spending 1 Power.
When you would fling with a Shove attack, you may spend 1 Power to increase the distance flung by 3 meters.


Deathfrenzy Spine.png
Deathfrenzy Spine
Augment
Coins 200
Technologies: Advanced AI
Effects: You get +1 to Agility.
You can act normally while unconscious.
When you die, you may specify a creature or creatures: if you do, then for the next 3 rounds, your body frenzies against those creatures. If reduced to -5 HP before then, your body stops fighting.


Chameleon Skin.png
Chameleon Skin
Paragon Tier Genomorph
Prerequisites  None.
Technologies  Genetic Programming
Bonuses:
♦ You can Disguise your skin color with a Good disguise as a lesser action.
♦ By going naked, you can Disguise yourself to appear to be wearing a particular uniform, with a Decent disguise, as a lesser action.
♦ By going naked, you can focus on keeping yourself camouflaged as a move action to halve the distance at which you can be seen until after you take an action on your next turn.


Elastic Flesh.png
Elastic Flesh
Elite Tier Genomorph
Technologies  Genetic Programming
Bonuses:
♦ You can halve your size or stop halving your size as a move action.
♦ Your reach doubles.
♦ You can Disguise your facial structure, girth, and height with a Good disguise as a move action.


SMW::on