Classes (Cybergems)

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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.

Cyberhero

Semi-Cyberhero


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.

Common Classes

Script Samurai and Skirmisher.png
Script Samurai
Common Tier Expertise
Prerequisites  None.
Bonuses:
♦ Choose another Fear Response: When you would suffer a fear response, you may pick either that one or your original one.
♦ You get +2 meters to your movement speeds.
♦ One minute after a hacking attempt against you or your equipment is successful, you become aware that you've been hacked. If you already have this ability, the time before you notice decreases by 1 round.
Special: This class may be taken multiple times.


Rogue


Defender Scout.png
Defender
Common Tier Expertise
Bonuses:
♦ If your position would grant cover to someone or something, you may grant total cover instead.
♦ As a move action, you may Defend: One target within reach gets a +1 bonus to Toughness until your next turn or until it stops being adjacent, whichever comes first. While it gets that bonus to Toughness, any damage dealt to it is dealt to you as well.


Explorer and Apothecary.jpg
Explorer
Common Tier Expertise
Bonuses:
♦ You take 1 less damage from falling or exposure to dangerous environments, like lava.
♦ You get +0.5 meters to jump distance.
♦ The Throwing penalty (for throwing melee weapons) decreases by 1, to a minimum of -0.
♦ You get +1 to Agility.
Special: This class may be taken multiple times.


Medic


Explorer and Pilot.png
Turbo Pilot
Common Tier Expertise
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ Vehicles you Drive or Control Remotely may move up to 5% faster than normal for their movement mode.
Special: This class may be taken multiple times.


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.


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.

Battery pack


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

Veteran.jpg
Veteran
Elite Tier Expertise
Bonuses:
♦ You get +1 to Will when making later Will saves to recover from fear effects you are already suffering from.
♦ You ignore penalties to Perception given to you by status effects.
♦ If you and a conscious willing creature are on opposite sides of a target (the smallest angle between you from the target's perspective is 135 degrees or more), both of you get +1 to Accuracy against that target. If the willing creature also has Veteran, this bonus increases to +2. The bonus does not stack.


Sniper.jpg
Sniper
Elite Tier Expertise
Bonuses:
♦ All ranged attacks you make gain another range increment, twice as far as the current farthest one.
♦ As an immediate action, you may reroll an attack roll you just made, and get a +1 bonus to Accuracy with that attack.


Assassin
Elite Tier Expertise
Bonuses:
♦ When you make a non-area attack, you may accept a penalty of up to 5 to your attack roll to get that as a bonus to your damage roll if you hit. The penalty must be the same for all rolls when making an attack that hits multiple targets.
♦ You get +1 to Agility.


Combat Whirlwind and Rapid Shooter.jpg
Combat Whirlwind
Elite Tier Expertise
Bonuses:
♦ The penalties for using additional weapons decreases to -1 per weapon.
♦ You can perform non-incremental reloads without any action.
♦ You get +2 meters to your movement speeds.


Healer


Sadist.jpg
Sadist
Elite Tier Expertise
Bonuses:
♦ As a standard action, you may kill an unconscious creature within reach. If you do, all other creatures within 20 meters who are aware of this find you Frightening X, where X is dependent on the victim's tier (Common: 3, Elite: 5, Paragon: 6, Legend: 8). You may designate any number of creatures you are aware of to get -3 to the DC. If you already had this ability, the distance at which creatures are affected increases by 30 meters.
♦ Other creatures within reach get a -1 penalty to Will saves. This penalty does not stack with other instances of Sadist on this character or any other.
♦ You can make a Cut Out attempt as an Attack Option, at an additional -2 penalty to accuracy. If you already had this ability, the penalty decreases by 1.
Special: This class may be taken multiple times.


Skidmaster
Elite Tier Expertise
Prerequisites  None.
Bonuses:
♦ You get +5 meters to your movement speeds.
♦ Immediately after a vehicle you are Driving or Controlling Remotely does its move, it may turn an additional number of degrees up to the number of degrees it just turned. It must adjust its movement mode down one step next round.


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.


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.


Acid Spit.png
Acid Spit
Elite Tier Genomorph
Prerequisites  Acid Blood
Technologies  Genetic Programming
Bonuses:
♦ The Acid damage inflicted upon weapons or creatures that attack you is repeated one round later.
♦ You gain a Muscle-Damage acid spit weapon, with 10m/40m range, which deals 1d6-1 Acid damage. If the attack hits, it also deals another 1d6-1 Acid damage one round later.
♦ Your Acid Resist increases by 1.


Paragon Classes

Stunt Shooter and Marksman.jpg
Stunt Shooter
Paragon Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ When you would inflict wounds, you may trade wounds inflicted for causing one of the following on a one-for-one basis: prone, drop a held item or have an attached non-armor item fall off, on fire, lose a sense of your choice for 1 round, disoriented for 4 rounds, flung 4 meters directly away from you or 1 meter in the direction of your choice. If you already had this ability, you can inflict one of those things without trading a wound.
Special: This class may be taken multiple times.


Opportunist and Interrupter.jpg
Opportunist
Paragon Tier Expertise
Bonuses:
♦ You may make a non-Heavy attack as an immediate action.
♦ You get +1 to Damage against the creature(s) whose turn it is.
♦ You get +1 to Agility.


Interrupter
Paragon Tier Expertise
Bonuses:
♦ When you successfully wound someone, one action of your choice that they are currently taking is canceled.
♦ You can Ready as a Standard action.


Quickfoot
Paragon Tier Expertise
Bonuses:
♦ You get +8 meters to your movement speeds.
♦ You can move half of one of your movement speeds as an Immediate action. If you interrupted an action that targeted you, the acting creature may change its target. Taken a second time, you can move ¾ of one of your movement speeds with the immediate action. Taken a third time, you can move at full speed.
♦ You get +1 to Agility.
Special: This class may be taken up to three times.


Tracker and Duelist.jpg
Tracker
Paragon Tier Expertise
Bonuses:
♦ You can detect tracks that are 10 times as old.
♦ Once per round during your turn you can designate one creature as Prey, replacing your previous designation. You get +1 to Perception and +1 to Accuracy against your Prey.
♦ You get +8 meters to your movement speeds.


Duelist
Paragon Tier Expertise
Bonuses:
♦ Once per round during your turn you can designate one creature as Prey, replacing your previous designation. You get +1 to AD and +1 to GD against your Prey.
♦ When missed with a melee attack, you may make a one-handed melee attack against the attacker. All such counterattacks are rolled after the current turn ends, but range is checked when the attack missed.
♦ You get +1 to Agility.


Doctor and Sentinel.jpg
Doctor
Paragon Tier Expertise
Bonuses:
♦ You can Resuscitate: You attempt to resuscitate an unconscious target within reach as a Standard action. Roll 1d6 against a DC of 2 minus two times the target's current HP. If you succeed, they stop being unconscious. If you already had this ability, resuscitate affects an additional unconscious target within reach when used.
♦ You can Revive: You attempt to revive a dead target within reach as a Standard action. Roll 1d6 against a DC of 4 + half the number of rounds ago the target died: they are restored to life at a number of negative hit points that's 1 point away from death. If you already had this ability, you get +1 to the roll.
Special: This class may be taken multiple times.


Warlord
Paragon Tier Expertise
Bonuses:
♦ Whenever someone finds you Frightening, they find you 1 more Frightening.
♦ You can make people "snap out of it". As a standard action, you may roll a Will Save. For every effect on a creature within reach that originally offered a Will Save to resist, if your roll is equal to or higher than that DC, the creature is cured of that effect. [ Linked ] effects can only be cured with this if all targets of the effect are in the area.
♦ As a standard action, you can survey the battlefield, for a +2 bonus to Perception until your next turn.


Diplomat and Covert Scout.jpg
Diplomat
Paragon Tier Expertise
Bonuses:
♦ You get +1 to Agility.
♦ As a standard action, you can force each creature who can hear or see you to make a Will Save. Creatures that fail the will save are obliged to remain nonviolent until someone they are aware of attempts a violent action, such as casting a spell on an unwilling target, or 1d6 rounds pass, whichever comes first.
♦ With approximately 1 hour of conversation, you can convince any number of creatures to join your party, so long as doing so would not put you over your point limit. Those creatures get a Will Save to avoid becoming convinced, and any creatures that save in this way cannot be convinced through your use of this ability until 1 week has passed and you make them believe you have taken a different side.


Chasm Jumper
Paragon Tier Expertise
Prerequisites  None.
Bonuses:
♦ You get +3 meters to your jump distance.
♦ Vehicles you Drive or Control Remotely may use your jump distance in combination with their land- or aquatic-surface movement.


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.

Prosthetic brain


Juggernaut Carapace.png
Juggernaut Carapace
Paragon Tier Genomorph
Technologies  Genetic Programming
Bonuses:
♦ The first attack you make each round may be a heavy attack, even if the action you are using specifically disallows heavy attacks.
♦ Whenever you inflict any wounds, you may fling that target 3 meters per wound inflicted in the direction of your choice.
♦ You can move through non-creature obstacles that have less Toughness than you, destroying them in the process. This costs you 2 meters of movement per point of HP the obstacle had.


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.


SMW::on