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commando [2021/11/19 22:46] katie [Rank 1] |
commando [2022/02/13 16:11] (current) katie |
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| Commandos are elite fighters most comfortable on the front line - or pointing something big and powerful at it. While most have military backgrounds, | Commandos are elite fighters most comfortable on the front line - or pointing something big and powerful at it. While most have military backgrounds, | ||
| - | ===== Class Feature: Tactical Recovery | + | ===== Class Features |
| - | Commandos keep themselves in the fight by maintaining rechargeable energy sources which allow them to unleash powerful abilities, then make a tactical withdrawal to resupply and recover their resources before charging back into the fight. | + | === Rank 1: Tactical Recovery === |
| - | * Commandos have a base 10 hits. | + | |
| + | | ||
| * Commandos can spend hits to power their abilities. | * Commandos can spend hits to power their abilities. | ||
| * With 30s of uninterrupted roleplay, Commandos may recover all of their hits. | * With 30s of uninterrupted roleplay, Commandos may recover all of their hits. | ||
| - | === Determination === | + | === Rank 1: Determination === |
| * Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves. | * Twice per Mission, through sheer force of will, a Commando may immediately HEAL FULL themselves. | ||
| * If they choose, they can do this in response to being reduced to 0 hits. | * If they choose, they can do this in response to being reduced to 0 hits. | ||
| + | |||
| + | === Rank 3: Combat Mastery === | ||
| + | |||
| + | * At Rank 3, Commandos become even more hardened. | ||
| + | * Commando base hits at Rank 3 are increased by 4. | ||
| + | |||
| + | === Rank 5: Die Hard === | ||
| + | |||
| + | * At Rank 5, Commandos are capable of pushing their bodies past the breaking point to keep fighting. | ||
| + | * When you are reduced to 0 HP you may continue to fight for 10s, ignoring any damage you take during this time. | ||
| + | * You may choose to take a **Severe Injury** to continue to fight beyond this for up to a minute. | ||
| ---- | ---- | ||
| Line 20: | Line 32: | ||
| ===== Enforcer ===== | ===== Enforcer ===== | ||
| - | {{ :technology.jpg?300|}} | + | {{ :lucas-pandolfelli-robot06-v2.jpg?300|}} |
| ==== Rank 1 Enforcer Abilities ==== | ==== Rank 1 Enforcer Abilities ==== | ||
| + | |||
| + | |||
| + | === Ambidextrous === | ||
| + | * You may wield a full length one-handed melee weapon in either hand. | ||
| + | * You may still only strike once per second (not once per second per weapon). | ||
| === Fancy Footwork === | === Fancy Footwork === | ||
| - | * // | + | * // |
| * Call PARRY. | * Call PARRY. | ||
| + | |||
| + | === Melee Weapon Prowess === | ||
| + | |||
| + | * Select a Weapon Type, you may use its ability for 2 Hits when using that weapon | ||
| + | * **Bladed Weapon** - call PING when you block a strike with an effect call | ||
| + | * **Blunt Weapon** - gain 1 use of STRIKEDOWN by melee | ||
| + | * **Daggers and Claws** - gain 1 use of BREAK by melee | ||
| + | * **Two Handed Weapons** - gain 1 use of PUSH by melee | ||
| + | * You may pick this Ability multiple times for different weapon types. | ||
| + | * Calls gained from using this Ability may not be stacked. | ||
| === Mass Driver === | === Mass Driver === | ||
| Line 43: | Line 70: | ||
| === Sweeping Strike === | === Sweeping Strike === | ||
| - | * // | + | * // |
| - | * Call STRIKEDOWN | + | * Call YOU LOT: STRIKEDOWN |
| - | === Melee Weapon Prowess | + | ==== Rank 2 Enforcer Abilities ==== |
| - | | + | |
| - | * **Bladed Weapon** - call PING when you block a strike with an effect call | + | === Ambidextrous Finesse === |
| - | * **Blunt Weapon** - call STRIKEDOWN | + | |
| - | * **Daggers and Claws** - call BREAK by melee | + | * //Requires: Ambidextrous// |
| - | * **Two Handed Weapons** - call PUSH by melee | + | * When you are dual-wielding, |
| + | |||
| + | === Combat Roll === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * Take a STRIKEDOWN in order to call PING to a single target effect call. | ||
| + | * You cannot do this if you are already under the effect of STRIKEDOWN. | ||
| + | |||
| + | === Hold the Line === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * Call PING to PUSH or PULL. | ||
| + | |||
| + | === Mass Effect === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * //Requires: Mass Driver// | ||
| + | * Call YOU: PULL before charging as per Mass Driver. | ||
| + | |||
| + | === Melee Finesse === | ||
| + | |||
| + | * //Requires: Melee Weapon Prowess// | ||
| + | | ||
| + | * **Bladed Weapon** - gain 1 use of STRIKEDOWN by melee. | ||
| + | * **Blunt Weapon** - gain 1 uses of BREAK by melee. | ||
| + | * **Daggers and Claws** - gain 1 use of SLOW by melee provided you strike the target' | ||
| + | * **Two Handed Weapons** - gain 1 use of STRIKEDOWN | ||
| * You may pick this Ability multiple times for different weapon types. | * You may pick this Ability multiple times for different weapon types. | ||
| + | * Calls gained from using this Ability may not be stacked. | ||
| + | |||
| + | ==== Rank 3 Enforcer Abilities ==== | ||
| + | |||
| + | === Combat Tactician === | ||
| + | |||
| + | * //Requires: Melee Finesse// | ||
| + | * Whenever you are flanking an enemy you gain one free use of an ability call that could granted to you by Melee Weapon Finesse or Melee Weapon Prowess. | ||
| + | * Flanking an enemy means attacking them while they are also engaged with at least one of your allies. | ||
| + | * E.g. If you have Blunt Weapon Prowess and Blunt Weapon Finesse and flank an enemy you gain a free use of STRIKEDOWN or BREAK. | ||
| + | |||
| + | === Iron Will === | ||
| + | |||
| + | * You may call PING against EFFECT: X calls that would affect your morale. | ||
| + | * For example, EFFECT: FRIGHTENED or EFFECT: WEARY. | ||
| + | |||
| + | === Momentum === | ||
| + | |||
| + | * //Requires: Mass Driver// | ||
| + | * Whenever you take a PUSH or a PULL you may trigger the effect of Mass Driver for free. | ||
| + | |||
| + | === Strategist === | ||
| + | |||
| + | * //Utility Ability// | ||
| + | * When you are not in combat, you may apply your combat expertise to strategic problems. | ||
| + | * Talk to the GM about how you would like to apply your skill - perhaps to come up with a solution your character could work out, or perhaps to pull rank on those less experienced. | ||
| + | |||
| + | === Swashbuckler === | ||
| + | |||
| + | * Every 3 strikes you block with your weapon you gain a free use of PARRY. | ||
| + | * You may only have one PARRY stored using this Ability at a time. | ||
| + | |||
| + | ==== Rank 4 Enforcer Abilities ==== | ||
| + | |||
| + | === Incredibly Hardened === | ||
| + | |||
| + | * Your base hit points are increased by a further 4. | ||
| + | |||
| + | === Hit and Run === | ||
| + | |||
| + | * //Requires: Mass Driver// | ||
| + | * When you complete a charge as per Mass Driver you may immediately commence another Charge for free. | ||
| + | * You may only chain one such free Charge using this Ability. | ||
| + | |||
| + | === Signature Move === | ||
| + | |||
| + | * Pick an Ability Call from the following list. You may make it for free after you call PARRY. | ||
| + | * Options: | ||
| + | * BURN | ||
| + | * PUSH | ||
| + | * PULL | ||
| + | * SLOW | ||
| + | * STRIKEDOWN | ||
| + | * ZAP | ||
| + | * HEAL | ||
| + | |||
| + | === Teacher === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * //Requires: Melee Weapon Prowess / Finesse or Ranged Weapon Prowess / Finesse// | ||
| + | * Call YOU: GAIN X where X is a call you can make from Melee / Ranged Weapon Prowess or Melee / Ranged Weapon Finesse. | ||
| + | |||
| + | ==== Rank 5 Enforcer Abilities ==== | ||
| + | |||
| + | === Bullet Time === | ||
| + | |||
| + | * //Cost: 10 Hits// | ||
| + | * Call EVERYONE: SLOW. | ||
| + | * You do not take this effect. | ||
| + | |||
| + | === Melee Weapon Domination === | ||
| + | |||
| + | * //Requires: Melee Weapon Finesse// | ||
| + | * Select a Weapon Type and gain its Ability when using that weapon: | ||
| + | * **Bladed Weapon** - gain a free use of PARRY when you call PING. | ||
| + | * **Blunt Weapon** - gain a free use of BREAK when a character does not resist a STRIKEDOWN from you. | ||
| + | * **Daggers and Claws** - double the calls you gain from the appropriate Melee Weapon Prowess / Finesse for your loadout. | ||
| + | * **Two Handed Weapons** - all of your PUSH calls become YOU LOT: PUSH. | ||
| + | * You may pick this Ability multiple times for different weapon types. | ||
| + | * Calls gained from using this Ability may not be stacked. | ||
| + | |||
| + | === Outnumbered but Never Outplanned === | ||
| + | |||
| + | * Gain 1 use of PING anything per opponent. So if facing a total of 7 monsters, gain 7 PING anything. If there are waves of monsters, gain an extra PING each time a new opponent appears. | ||
| + | |||
| + | === Singularity === | ||
| + | |||
| + | * //Requires: Mass Effect// | ||
| + | * You may call MASS PULL or MASS PUSH at the end of a completed charge as per Mass Driver. | ||
| + | * You may proceed to chain a free charge using Hit & Run if you have that Ability. | ||
| ---- | ---- | ||
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| ===== Gunslinger ===== | ===== Gunslinger ===== | ||
| - | {{ :basic_rules.jpg?300|}} | + | {{ :gunslinger.jpg?300|}} |
| ==== Rank 1 Gunslinger Abilities ==== | ==== Rank 1 Gunslinger Abilities ==== | ||
| + | |||
| + | === Grenadier === | ||
| + | |||
| + | * Gain a single [[Combat Rules# | ||
| === Power Shot === | === Power Shot === | ||
| - | * // | + | * // |
| * Call YOU: STRIKEDOWN at range. | * Call YOU: STRIKEDOWN at range. | ||
| + | |||
| + | === Ranged Weapon Prowess === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * Select a Weapon Type, you may use its ability when using that weapon | ||
| + | * **Single Pistol** - call PING when you block a strike with a melee weapon in your offhand. | ||
| + | * **Dual Pistols** - instantly charge your second pistol if the first is charged. | ||
| + | * **Two Handed** - when you next successfully charge your weapon charge it for 3 shots instead of 1. | ||
| + | * You may pick this Ability multiple times for different weapon types. | ||
| === Scatter Shot === | === Scatter Shot === | ||
| - | * // | + | * // |
| * Call YOU LOT: PEW. | * Call YOU LOT: PEW. | ||
| - | === Grenadier | + | ==== Rank 2 Gunslinger Abilities ==== |
| - | * Gain a single [[Combat Rules# | + | === Bombardier === |
| + | * //Requires: Grenadier// | ||
| + | * Gain 2 more Grenades per Encounter. | ||
| - | === Ranged Weapon Prowess | + | === Elemental Ammunition |
| - | * Select a Weapon Type, you may use its ability | + | |
| - | * **Single Pistol** - call PARRY with a melee weapon in your offhand. | + | * Pick one of the following calls. |
| - | * **Dual Pistols** - instantly charge | + | * Options: |
| - | * **Two Handed** - when you next charge your weapon charge it for 3 shots instead | + | * YOU: BURN |
| + | * YOU: SLOW | ||
| + | * YOU: ZAP | ||
| + | * You may pick this Ability multiple times to gain access to multiple effect calls you can choose to use. | ||
| + | |||
| + | === Iron Sights === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * Spend 3s aiming (instead of 1s) to increase your range to the entire Encounter space (provided you have line of sight). | ||
| + | |||
| + | === Ranged Weapon Finesse === | ||
| + | |||
| + | * //Requires: Ranged Weapon Prowess// | ||
| + | * //Cost: 2 Hits// | ||
| + | | ||
| + | * **Single Pistol** - gain 1 use of BREAK by melee with a melee weapon in your offhand. | ||
| + | * **Dual Pistols** - whenever you fix a BREAK on one of your pistols you may also immediately fix the other. | ||
| + | * **Two Handed** - gain 1 use of YOU: PUSH against a target within 5m. | ||
| * You may pick this Ability multiple times for different weapon types. | * You may pick this Ability multiple times for different weapon types. | ||
| + | |||
| + | ==== Rank 3 Gunslinger Abilities ==== | ||
| + | |||
| + | === Demolition Expert === | ||
| + | |||
| + | * //Requires: Bombardier// | ||
| + | * Gain **another** 2 grenades per encounter. | ||
| + | * //Utility Ability// | ||
| + | * Once per mission, when out of combat, you may use your demolition expertise to destroy something you have access to - or otherwise apply your nous. Discuss what you would like to do with the GM and they will determine the outcome. | ||
| + | |||
| + | === Recon Sniper === | ||
| + | |||
| + | * //Utility Ability// | ||
| + | * Once per encounter, provided you are not in combat, you may spy on targets that are within your vision. | ||
| + | * Once per mission you can make use of your position and range in order to fire a devastating sniper shot. Discuss with the GM what you would like to hit and they will determine the effects. | ||
| + | * E.g. blowing up a fuel canister to injure a bunch of enemies, taking out a commander from a distance. | ||
| + | |||
| + | === Spray and Pray === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * Instantly charge your ranged weapon. | ||
| + | * You must still spend the 1s aiming to fire it. | ||
| + | |||
| + | === Tactical Cover === | ||
| + | |||
| + | * When you are in cover with an ally within 1m also in cover you may charge your weapon twice as fast. | ||
| + | |||
| + | ==== Rank 4 Gunslinger Abilities ==== | ||
| + | |||
| + | === Death from Afar === | ||
| + | |||
| + | * You may call YOU: EXECUTE on an unconscious target with a charged weapon. | ||
| + | |||
| + | === Flamethrower Attachment === | ||
| + | |||
| + | * //Cost: 3 Hits// | ||
| + | * Call YOU LOT: BURN. | ||
| + | |||
| + | === Rocketeer === | ||
| + | |||
| + | * //Cost: 3 Hits// | ||
| + | * Call YOU: BLAST. | ||
| + | |||
| + | === Tesla Coil === | ||
| + | |||
| + | * //Cost: 3 Hits// | ||
| + | * Call YOU LOT: ZAP. | ||
| + | |||
| + | ==== Rank 5 Gunslinger Abilities ==== | ||
| + | |||
| + | === Orbital Bombardment === | ||
| + | |||
| + | * //Cost: 10 Hits// | ||
| + | * Call MONSTERS: STRIKEDOWN, then MONSTERS: BREAK LEG, then MONSTERS: BURN. | ||
| + | * You may only call this once per encounter, or may call it a second time if you take a Severe Injury to do so. | ||
| + | |||
| + | === Ricochet === | ||
| + | |||
| + | * //Cost: 5 Hits// | ||
| + | * Call YOU: PEW in succession on each visible enemy. | ||
| + | |||
| + | === Rocket Pod === | ||
| + | |||
| + | * //Cost: 8 hits// | ||
| + | * Call YOU: BLAST 3 times in quick succession. | ||
| + | |||
| + | === Tactical Reload === | ||
| + | |||
| + | * When you charge a shot, you may charge 2 shots instead of 1. You must still spend 1 second aiming each shot. | ||
| ---- | ---- | ||
| + | |||
| ===== Guardian ===== | ===== Guardian ===== | ||
| - | {{ :medic.jpg?300|}} | + | {{ :788-large.jpg?300|}} |
| - | ==== Rank 1 ==== | + | ==== Rank 1 Guardian Abilities |
| === Covering Fire === | === Covering Fire === | ||
| - | * // | + | * // |
| * Call YOU: PEW immediately against someone attempting to attack an ally. | * Call YOU: PEW immediately against someone attempting to attack an ally. | ||
| === Give Them Some Room === | === Give Them Some Room === | ||
| - | * // | + | * // |
| * Call PUSH reactively against someone who strikes you or your weapon / shield while protecting someone performing medical roleplay. | * Call PUSH reactively against someone who strikes you or your weapon / shield while protecting someone performing medical roleplay. | ||
| === Field Medic === | === Field Medic === | ||
| - | * // | + | * // |
| - | * Call HEAL immediately on an unconscious character. | + | * Call HEAL immediately on an unconscious character |
| === Kinetic Recovery === | === Kinetic Recovery === | ||
| - | * For every 3 hits you block with your shield | + | * For every 3 hits you block with your shield, gain a use of PARRY. |
| * You may only store one use of PARRY in this way. | * You may only store one use of PARRY in this way. | ||
| + | |||
| + | ==== Rank 2 Guardian Abilities ==== | ||
| + | |||
| + | === Get Behind Me === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * Call GAIN PING PEW to an ally behind you. | ||
| + | |||
| + | === Portable Cover === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * You gain one use of your shield as portable cover for yourself, provided you are stationary for 3s first. | ||
| + | * Gain 3 uses of MISS before you must move again. | ||
| + | |||
| + | === Triage === | ||
| + | |||
| + | * //Cost: 2X Hits// | ||
| + | * Call HEAL: X to a target within reach. | ||
| + | |||
| + | === Shield Prowess === | ||
| + | |||
| + | * You may call PING against effect calls that strike your shield, **except** for BREAK. | ||
| + | |||
| + | ==== Rank 3 Guardian Abilities ==== | ||
| + | |||
| + | === Hazard Suit === | ||
| + | |||
| + | * You always take BURN, SLOW, and ZAP at a maximum of 5s. | ||
| + | |||
| + | === Shield Spikes === | ||
| + | |||
| + | * //Cost: 2 Hits// | ||
| + | * When someone strikes your shield, you may make one of the following calls back at them: | ||
| + | * BURN | ||
| + | * SLOW | ||
| + | * STRIKEDOWN | ||
| + | * ZAP | ||
| + | |||
| + | === Shield Finesse === | ||
| + | |||
| + | * //Requires: Portable Cover// | ||
| + | * You may call PING to PEW provided it originated from the direction you are facing. | ||
| + | * You must stop moving in order to do this. | ||
| + | |||
| + | === Defender === | ||
| + | |||
| + | * While you are fighting to protect an ally, you gain 3 uses of PING anything. | ||
| + | * //Utility Ability// | ||
| + | * When not in combat, you may apply your knowledge of defensive fighting to a situation. | ||
| + | |||
| + | ==== Rank 4 Guardian Abilities ==== | ||
| + | |||
| + | === Energy Recovery === | ||
| + | |||
| + | * //Requires: Hazard Suit// | ||
| + | * When you are subject to BURN, SLOW, or ZAP, you gain a use of that call. | ||
| + | * You may only have one call stored using this Ability at a time. | ||
| + | |||
| + | === Tactical Retreat === | ||
| + | |||
| + | * //Cost: 3 Hits// | ||
| + | * You may call YOU LOT: PUSH. | ||
| + | * You must then move in the opposite direction for at least 5s. | ||
| + | |||
| + | === Intention Shield === | ||
| + | |||
| + | * You may take any call as a STRIKEDOWN provided you were facing the direction it came from. | ||
| + | |||
| + | === Tactical Insertion === | ||
| + | |||
| + | * //Cost: 3 Hits// | ||
| + | * You may call WARP and then move for up to 10s before calling WARP again to interpose yourself between an enemy and an ally. | ||
| + | * You are aware of what happens while you are disappeared. | ||
| + | |||
| + | ==== Rank 5 Guardian Abilities ==== | ||
| + | |||
| + | === Aura of Protection === | ||
| + | |||
| + | * Your allies have 3 additional maximum hits when they are within 5m of you. | ||
| + | * Explain this to them outside of combat. | ||
| + | |||
| + | === Aura of Regeneration === | ||
| + | |||
| + | * //Cost: 4 Hits// | ||
| + | * Call MASS HEAL. | ||
| + | |||
| + | === Aura of Resuscitation === | ||
| + | |||
| + | * You may freely call HEAL on any unconscious character within reach. | ||
| + | === Unstoppable Force === | ||
| + | |||
| + | * While advancing on your enemies, you gain PING once per 5s (but this does not stack if not used). | ||