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Post by Kaj on Oct 6, 2005 20:21:06 GMT -5
Format of Classes:
[Class Name[/i]] [Class Description]
[HP Per Level] [MP Per Level] [Overall Essence]
[Skill Name]: Skill Description [Skill Duration, Costs, Requirements, Force]
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Post by Kaj on Oct 7, 2005 12:09:41 GMT -5
[Samurai] [Street Samurai come from a very diverse number of backgrounds, from gang members to corporate assassins. They are generally strong and bear a great number of augmentations to increase their abilities. A true street samurai is actually somewhat rare, although one is often confused by all the posers. They are often heard of in the stories of barflies, and they bear a sort of mystique which has been generated by their profession.]
[HP Per Level: 13] [MP Per Level: 0] [Essence: 4.0]
[Stat Growth]
[Str: +3] [Dex: +2] [Con: +2] [Int: +1] [Wis: +1] [Cha: +1]
[Abilities]
[Gadeko]: The Street Samurai makes a bare-handed follow-up to an attack, jamming their fingers into the target's chest and twisting their hand in an attempt to break their ribs. The extra attack, if successful, deals 8-10 impact damage. Duration: 1 round, Level 5 [Shadow's Presence]: The Street Samurai's exquisite self-control, combined with internal output of certain pheromones makes them seem to simply blend into the scenery. The Street Samurai blends in, giving all equipment they have of middle or less size 100% concealability, as well as giving any active pursuers a 40% chance to overlook the Samurai and lose them. This stance can only be entered when there are at least 5 other people around. Duration: 5 rounds, Level 11 [Cutting Bamboo]: The Street Samurai kicks off of a vertical surface, using it to gain extra speed as they cannon-shot past their target, attempting to tear out their organs with their weapon, dealing double damage. This attack can only be used once every ten minutes. Duration: 1 round, Level 13 [Kabaratic Slash]: The Street Samurai enters a form of inner calm, their body becoming a perfectly balanced cyclone of slashing. Any targets within touch range have five attacks randomly distributed between them, each dealing half damage. This attack can only be used once every 15 minutes. Duration: 1 round, Level 15
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Post by Kaj on Oct 7, 2005 12:36:31 GMT -5
[Gunslinger] [Often called everything from snipers to rats, based on the individuals' reputation and disposition, Gunslingers are not so physically dominant as Street Samurai, instead choosing to keep their distance and provide support fire when they can. Because of this, they often dabble in other skills, such as the use of grenades or forcing open maglock doors, but usually, it's a hit-or-miss sort of thing.]
[Hp Per Level: 11] [Mp Per Level: 0] [Essence: 3.6]
[Stat Growth]
[Str: +1] [Dex: +3] [Con: +2] [Int: +1] [Wis: +1] [Cha: +2]
[Abilities]
[Rapid Reload]: Allows a Gunslinger to reload their gun faster than normal, allowing a gunslinger to reload as a free action once every round. Duration: Infinite, Level 1 [Double Fire]: Allows a Gunslinger to weild two light guns simultaneously without suffering the usual penalties. Duration: Infinite, Level 3
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Post by Kaj on Oct 7, 2005 12:57:22 GMT -5
[Decker] [The Matrix. Shadowland. A fusion of machines, each file an object, each node a space, each port a possible doorway. The deckers, the cyberspace cowboys, are the ones who hold the skeleton keys. Programs instead of spells, they are truly beings of two worlds. Fitted for augmentations, a decker can often be almost as much machine as man, and twice again as insane.]
[Hp Per Level: 10] [Mp Per Level: 0] [Essence: 5.2]
[Stat Growth]
[Str: +1] [Dex: +3] [Con: +1] [Int: +2] [Wis: +2] [Cha: +1]
[Abilities]
[Mental Kinsthetics]: A Decker's cyberdeck slowly becomes a reflection of their own abilities, being increased by modifications to better suit the Decker. A Decker's I/O Speed is increased by 5 TF/round. [Level 1]
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Post by Kaj on Dec 16, 2005 20:39:19 GMT -5
[ Psyker] [ While the mages of old looked outward for their powers, Psykers look withing, turning a blind eye to magical fantasy and whimsy, and looking deep into reality. By practicing and focusing inner energies, the psyker can perform a number of feats that reflect on their inner strengths.
Psyker abilities appear to manifest randomly, but they can also be passed on genetically.] [Hp Per Level: 10] [Mp Per Level: 0] [Essence: 1.4 (No brain-invasive augmentations, nor any of a class higher than moderate)] [ Stat Growth] [Str: +1]* [Dex: +1]* [Con: +1]* [Int: +1]* [Wis: +1]* [Cha: +1]* [*: Psykers' stats are mainly determined by their sphere. A psyker gains an additional +2 growth to the stat linked to their sphere's main stat, and an additional +1 to it's secondary and tertiary stats.] [ PP Growth] Level 1: 30 | Level 2: 45 | Level 3: 60 | Level 4: 75 | Level 5: 90 | Level 6: 105 | Level 7: 120 | Level 8: 135 | Level 9: 150 | Level 10: 165 | Level 11: 180 | Level 12: 200 | Level 13: 220 | Level 14: 240 | Level 15: 260 | Level 16: 280 | Level 17: 300 | Level 18: 320 | Level 19: 340 | Level 20: 365 | Level 21: 390 |
[ Check Psionics Spheres]
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