Starpunks classes: Difference between revisions

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{{:competent fighter}}
{{:competent fighter}}
{{:dodger}}
{{:parrier}}
{{:face tank}}
{{:sniper}}
{{:assassin}}
{{:combat whirlwind}}
{{:spelunker}}
{{:mountaineer}}
{{:hunter}}
{{:inquisitor}}


{{:poisoner}}
{{:poisoner}}
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{{:very competent fighter}}
{{:very competent fighter}}
{{:deflector}}


{{:alchemist}}
{{:alchemist}}

Revision as of 00:15, 7 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.


Dodger
Elite Tier Expertise
Bonuses:
♦ As an immediate action you can Dodge: move one quarter one of your Run speeds. If you already had this ability, move half one of your Run or non-Run speeds instead.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


Parrier
Elite Tier Expertise
Bonuses:
♦ As an immediate action you can Deflect: Make a non-Heavy melee attack against a projectile within reach. If you already had this ability, you get +1 to Accuracy against projectiles.
♦ As an immediate action you can Parry: Make a non-Heavy melee attack against a creature who is attacking you in melee. If your attack roll is less than or equal to theirs, you miss. If your attack roll is greater than theirs and you hit, they miss. Your attack doesn't actually do any on-hit effects (like damage) unless you take this class a second time.
♦ You get +1 to Agility.
Special: This class may be taken up to two times.


Face Tank
Elite Tier Expertise
Prerequisites  Meat Shield
Bonuses:
♦ If your position would grant total cover to someone or something, you may count as an obstacle for firing through instead.
♦ When you Shield, you get +1 to Perception, only for noticing attacks and standard actions.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


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
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.


Spelunker
Elite Tier Expertise
Exploration of caves has helped you learn to hop from overhangs and survive cave-ins.
Bonuses:
♦ Your jump distance doubles.
♦ The DC for Grab Ledge decreases by 3.
♦ You can Duck and Cover: As an immediate action, you get a +1 bonus to your Toughness and AD until you next take an action. If you already had this ability, it does not improve.
Special: This class may be taken multiple times.


Mountaineer
Elite Tier Expertise
Bonuses:
♦ If you would succeed on a roll of 3 with an Agility check, you don't have to roll it at all. If you already had this ability, the value increases by 1.
♦ You can make one grab ledge for free each round: you don't have to expend a move action for doing it. If you already had this ability, you can do two additional grab ledges for free per round.
♦ You can move at ¾ your normal speed while encumbered. If you already had this ability, you can move at full speed while encumbered.
Special: This class may be taken multiple times.


Hunter
Elite Tier Expertise
Bonuses:
♦ You can search or tactile search as a move action. If you already had this ability, you may do it as an immediate action.
♦ When you Ranged Guard, you get another +1 Perception against things in the guarded direction.
♦ You get +5 meters to your movement speeds.
Special: This class may be taken up to two times.


Inquisitor
Elite Tier Expertise
Nobody expects an inquisition.
Bonuses:
♦ You get +1 to Bluff when using it to inflict fear.
♦ When you Bluff to inflict fear on any number of creatures, they may be up to 8 meters farther away.
♦ You get +1 damage against stationary creatures.
Special: This class may be taken multiple 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.


Deflector
Paragon Tier Expertise
Prerequisites  Parrier
Bonuses:
♦ When you Parry or Deflect an attack, you instead Parry or Deflect every attack by the attacking creature this turn. If you already had this ability, you gain one bonus immediate action per round that can only be used to Parry or Deflect.
♦ When a [ Blaster ] attack misses you, you may deflect it as though your AD or GD +1 was an attack roll. If you already had this ability, get another +1.
♦ 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