Starpunks classes: Difference between revisions

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Revision as of 23:55, 6 October 2024

Characters obtain most of their important powers from classes.

Special Classes

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

Common Classes

Common classes cost 2 points each.


Semicompetent Fighter
Common Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if the die is a 1, it counts as a 2.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Meat Shield
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 Shield a creature or object: At any time until your next turn, if an attack would target the chosen creature or object, you may move to somewhere that would grant the target cover. The Shield can’t grant more total movement than half your relevant non-Run speed. If you already had this ability, it can grant your full non-Run speed. If you already had that ability, it can grant your relevant Run speed.
Special: This class may be taken up to three times.


Scout
Common Tier Expertise
Bonuses:
♦ Whenever you use a move action, you may move 5 meters using any of your movement speeds.
♦ The sound you make while Running is only audible from half as far away. The distance for Moving is never more than half that distance.
Special: This class may be taken multiple times.


Apothecary
Common Tier Expertise
Bonuses:
♦ You can craft a dose of Common-Tier poison in one hour.
♦ You can apply a dose of Common-Tier poison as a Move action.


Tinker


Meditator
Common Tier Expertise
Bonuses:
♦ You can Concentrate as a Standard action. If you already had this ability, you can Concentrate as a Move action.
Special: This class may be taken up to two times.


Also, see Mystical traditions

Elite Classes

Elite classes cost 5 points each.


Competent Fighter
Elite Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if your minimum is 3, then if a die is a 1 or 2, it counts as a 3.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Poisoner
Elite Tier Expertise
Prerequisites  Apothecary
Bonuses:
♦ You can craft a dose of Elite-Tier poison in one hour.
♦ You can apply a dose of Elite-Tier poison as a Move action.
♦ It only takes you one-third as long to craft Common-Tier poisons.
♦ You can apply a dose of Common-Tier poison once per turn as part of the act of attacking with it.


Mechanic

Also, see Mystical traditions

Paragon Classes

Paragon classes cost 20 points each.


Very Competent Fighter
Paragon Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if your minimum is 4, then if a die is a 1-3, it counts as a 4.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Alchemist
Paragon Tier Expertise
Prerequisites  Poisoner
Bonuses:
♦ You can craft a dose of Paragon-Tier poison in one hour.
♦ You can apply a dose of Paragon-Tier poison as a Move action.
♦ It only takes you one-third as long to craft Common-Tier and Elite-Tier poisons.
♦ You can apply a dose of Elite-Tier poison once per turn as part of the act of attacking with it.


Engineer

Also, see Mystical traditions

Legend Classes

Legend classes cost 75 points each.


Hypercompetent Fighter
Legend Tier Expertise
Bonuses:
♦ You ignore -1 in penalties when attacking. The second time you take this class, then instead the minimum amount you can roll on an attack or a will save increases by 1. So if your minimum is 5, then if a die is a 1-4, it counts as a 5.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Venomist
Legend Tier Expertise
Prerequisites  Alchemist
Bonuses:
♦ You can craft a dose of Legend-Tier poison in one hour.
♦ You can apply a dose of Legend-Tier poison as a Move action.
♦ It only takes you one-third as long to craft Common-Tier, Elite-Tier, and Paragon-Tier poisons.
♦ You can apply a dose of Paragon-Tier poison once per turn as part of the act of attacking with it.


Mad engineer

Also, see Mystical traditions