Classes (Cybergems)
From Gempunks
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)
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 Special Tier Expertise
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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
Radar vision Augment
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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. |
Bioport Augment
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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. |
Implanted Item Augment
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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 Augment
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These arms are a series of metal rings encasing a complex mechanical core. | |
Body Part Arms | |
Coins 20 | |
Effects: Your reach doubles. |
Treads Augment
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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 Common Tier Genomorph
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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
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Coins 50 | |
Technologies: Advanced Neural Interfaces | |
Effects: You gain a TEMPEST sense, with half the normal range. |
Reactor Augment
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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 Augment
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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 Augment
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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 Augment
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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
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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 Elite Tier Genomorph
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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 Augment
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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 Augment
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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 Paragon Tier Genomorph
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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 Elite Tier Genomorph
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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. |