Wednesday, July 8, 2020

marauder

you're a fighter, like the knight and the stalker. the knight has "honor" (at least in their own eyes), the stalker has cunning and stealth. you have fury.

by far a better martial fighter than any other class, the marauder is also less reliant on technology and equipment than the other martial fighters.

you start with a weapon with 10 notches and scars from a wound (eyepatch, missing hand).

perk: you're obviously scary. enemies have -1 on morale rolls around you.

drawback: you're obviously scary. potentially non-hostile strangers are afraid of you, -1 to reaction rolls.

A - +1 attack per round, bloody - you can crit with damage rolls: if you roll a 6 on a d6 (or an 8 on a d8) deal double damage.
B - +1 attack, dismember - 1/day dismember any opponent = your HD or lower with a successful attack.
C - tough - take 1/2 damage from one attack, but gain a scar every time you do so.
D - sunder - you can sunder your weapon to deal an automatic critical hit

knights

knights are called knights in this strange planet because they have an air of authority about them. the four most important "authorities" in the realm are ooze, chrome, crystal and star, and knights are oath-bound to one of these factions.

you start with a Hi-Tech Melee Weapon, Ranged Weapon or Tool and Scrap Armor.

perk: Bodyguard: If an adjacent ally would take damage from a physical attack, you can choose to take the damage for them. This ability has a 4-in-6 chance of succeeding.

drawback: you are hated by the enemies of your faction (the bone hates ooze knights, the ooze hates the star knights, the star hates crystal knights, the crystal hates bone knights)

A - +1 Attack, Parry: Whenever you succeed at a defense roll, you automatically deal counterattack damage.
B - Weapon technique (see item table).
C - +1 Attack, Reward: your chosen faction provides you with a special item (see below).
D - Nobility : your faction gives you a property.

STAR KNIGHT
reward: radiation-helm
property: star-fortress.

OOZE KNIGHT
reward: dream-slime
property: slime cave / dream-house

HOLO KNIGHT
reward: reality crystal
property: prism

CHROME KNIGHT
reward: resurrection spike, a cryopod,
property: star-fortress, star-tower

lurker

this world is an irradiated wasteland full of monsters and powerful people who want to steal your organs or kill you in the name of the star-god. they aren't going to kill you first. there are things that go bump in the night, you are the one who bumps back.

counterpart to the mechanist and the wanderer. (you're a freak who spends their time knee deep in trash and you know Secrets).

you start with a gas mask and a weapon with 10 notches.

perk: you can move silently

drawback: your frequent handling of toxic materials has made you extra vulnerable to mutations/radiation. disadvantage on radiation rolls.

A - +1 attack, better backstab: your backstab triple damage instead of double.
B - scavenger: whenever you spend an hour searching rubble or ruins you find... something. it might be hazardous, broken or useless but sometimes you'll find something valuable.
C - +1 attack, weapon technique
D - vault-breaker: you can bypass any lock given enough time and the right tools/explosives.

scavenger table (to-be-completed at a later date):
1d10
1 - cyborg arm. its still being operated remotely by its owner who feels it like a phantom limb. it will flail and strike anyone who approaches it, but only when its sensor is on.
2 - cyborg laser eye. when you put two of the exposed wires together, it shoots a laser. can also be implanted.
3 - psychic toad. the toad can read your thoughts and knows what is behind doors but doesn't want to tell you unless you feed him a live fly.
4 - flare, shoots a jet of fire for 1d4 rounds.
5 - cracked reality crystal. it has a house in its pocket reality but gravity doesn't work and it crashes and reboots with no memory after every hour.
6 - land map. reveals location of a nearby dungeon.
7 - dungeon map. reveals one floor of a nearby dungeon.
8 - monster autopsy notes. reveals the secret weakness of a random creature.
9 - dead warlock. has a spelldrive in their head but that might be what killed them.
10 - random hi tech item.

wanderer

you are a mysterious stranger, a lonely warrior, a far-traveler. you know things about this world because you've seen them. you know how to survive on this planet.

you start with a random scrap weapon, and an all-temperature cloak, or a recycling suit.

perk: pick 3 hexes on the map, you know something about those places, ask the GM whatever questions you want and they have to answer one question per hex.

drawback: a scar from a close call. randomly choose a monster that you are still terrified by.

A - +1 Defense, Stranger: people trust you easily. +1 to reaction rolls.
B - +1 Defense, Gunslinger: +1 ranged attack per round.
C - Weathered: you have advantage against any environmental hazard (toxic gas, radiation, plasma storms, sentient lightning, acid rain, etc.)
D - Nomad: you can navigate your way to any location you've visited before in half the time it would normally take to get there.

cyborgs

Each cybernetic enhancement takes a toll on your body. You can only have as many cybernetics as you have Body slots, but you can replace any existing body part to gain a new slot.

1d20 - CYBERNETIC ENHANCEMENTS:

1. Bionic Arm
+4 Strength Score. With a successful melee attack, can sunder weapons by crushing them.
2. Prosthetic Limb
Replaces a lost limb.
3. Optical Bioscanner
You can see the vital signals of visible creatures and assess their level of threat (HP values and number of Hit Dice).
4. Robotics Blueprint Database
You can sometimes detect weaknesses in Robots. Save allowed.
1d4 - Robot Weakness
1 Flawed locomotion design. Limbs can be disabled if hit in the right spot.
2 Facial recognition dependent targeting. High contrast face paint or masks can confuse the robots sensors. Weapons won’t target anyone wearing these.
3 Poorly insulated processor. An electrical charge to a certain hard-to-hit spot will deactivate the robot.
4 Faulty power supply. If you are able to open the access panel, the robot’s power supply can be rewired to self-destruct.
5. Optical Thermoscanner
You can see heat. Useful for tracking organics but ineffective against robots.
6. Nocturnal Optics
At night you can see perfectly in the dark and gain +2 to all attacks.
7. Revenant Wiring
Your body will keep fighting for 3 rounds even after you’re dead with full temporary hit points.
8. Emergency Stabilizer
Injects a healing serum as soon as you reach a programmable HP level (default 0), serum heals 4 damage.
9. Gecko Anchors
You can climb sheer surfaces.
10. Dermal Armor
Permanent +4 Armor.
11. Embedded Weapon
Retractable and hidden version of a random weapon. 75% chance lo-tech, 25% chance hi-tech.
12. Hyper-Elastic Ankle Tendons
Double move speed (60’), deal 4 damage with kicks.
13. Arm-Lock Actuator
+2 ranged attacks.
14. Pneumatic Pentaceps
Jump triple your height.
15. Vampyric Mandible
Metal-fanged bite deals 4 damage and heals you for 4 points.
16. Phase Harmonic Modulator
1/day move through solids, become immaterial for 1 round.
17. Satellite Linked Nav-Overlay
You can always tell where you are on the hex map, and you can detect mass heat-signals (cities and other populated areas) anywhere within your hex.
18. Laser Vision
You can shoot lasers from your eyes which deal 6 damage.
19. Retractable Mechanist Devices
You can repair and modify machinery and robots without any tools. You still need materials and parts.
20. Brain Jar
Your brain is held in a glass-domed jar of brightly colored fluid. You can detach the jar from its socket between your shoulders and connect it to a robot’s chassis to take control of that robot. Your body can only endure this for up to 1 hour/day and is incapacitated and very vulnerable during this time.

psychics

Psychics have a number of Psi-Dice (d6s). They start with 1. When one uses a Power they roll all of their Psi-Dice. Any dice under 2 remain, the rest are lost for 24 hours.

L indicates the level of the Psychic and is = to their remaining Psi-Dice.

Unless otherwise noted, all spells with ongoing effects last up to L×10 minutes, and have a range of up to 40 feet. If a spell directly affects another creature, the creature may make a save to avoid it (as described previously). Success reduces or negates the spell’s effects.

1d20 - PSYCHIC POWERS:

1. Telekinesis
R: 10’xL T: 1 D: 0
mage hand, precise telekinesis, throwing small objects as projectiles, unarmed attacks at ranged.
2. Stunning Force
R: 10’xL T: 1 D: 0
imprecise telekinesis, concussive blast, force push.
3. Pyrokinesis
R: 10’xL T: 1 D: 0
flame manipulation, fireball, no firebolt, hard to control area destruction, requires fire source.
4. Cryokinesis R: 10’xL T: 1 D: 0
Ice manipulation, cryoblast, ice spear, requires water source.
5. Sunder Mind R: 10’xL T: 1 D: 0
Precise mental attack. Exploding dice -> exploding heads.
6. Suspend Animation R: 10’xL T: 1 D: 10xL minutes
Target becomes cryogenically frozen, unharm-able and paralyzed. On self, can last any duration.
7. Precognition R: 10’xL T: 1 D: [sum]
Play [sum] rounds into the future and then revert back to when you used this power (ask what if, get a do-over).
8. Invisibility R: Self T: 1 D: 10xL minutes.
Can’t be seen, except by heat-sensors.
9. Teleportation R: 10’xL T: 1 D: 0
Instantly jump to a visible or near location. Can be activated as reaction to dodge an attack. ]
10. Levitation R: 10’xL T: 1 D: 10xL minutes.
Float self or object 10xL’ feet into the air. Move at normal speed.
11. Bio-psionics R: 10’xL T: 1 D: 0
Heal [sum points] or warp flesh [sum damage].
12. Mind-control R: 10’xL T: 1 D: 10xL minutes
Create illusions, cause enemies to flee in fear, turn on their allies, surrender, etc. Save allowed, cannot force enemies to directly harm themselves.
13. Telepathy R: 100’x[sum] T: 1 D: LxHours
Mind reading. Save allowed. Can also be used for silent communication at range.
14. Light-Control R: 10’xL T: 1 D: 0
Can be cast as reaction, bend/redirect lasers and beams. Blinding attack. Requires light source.
15. Force Field R: 10’xL T: Self D: [L] rounds
Can be activated as reaction, blocks Lx10 damage and then breaks.
16. Empath R: Touch T: 1 D: 0
Target feels what you feel and vice versa. You deal as much damage as the HP you currently have lost.
17. Phase R: 0 T: self D: [L] Rounds
Move through solids, become immaterial
18. Death-Field R: 10’xL T: area D: 0
Knocks the Psychic unconscious for [sum] hours, everyone else in range is reduced to 1HP.
19. Warp Space* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
1d4 - Portal Destination
1 Random location within sight.
2 Random location within current hex.
3 Random location on hex-map/planet.
4 Random location in star system (99% chance its just empty vacuum space).
20. Warp Time* R: 10’xL T: area D: [sum] rounds
Opens a 10’xL wide vortex which sucks in objects and people and leads to a random point in time. Extremely dangerous.
2d8 - Portal Destination
2-3 Random time 1d10 years in the past.
4-5 Random time 1d10 days in the past.
6-7 Random time 1d10 hours in the past.
8-10 Random time 1d10 minutes in the past.
11-12 Random time 1d10 minutes in the future.
13-14 Random time 1d10 hours in the future.
15 Random time 1d10 days in the future.
16 Random time 1d10 years in the future.

*These powers are potentially hard to deal with at the table/without extra preparation, GMs discretion if they are allowed.

mutants

MUTATIONS
Mutants gain one of the following mutations upon character creation and more can develop through play. Whenever you're in an irradiated zone

1d20 - mutations

1. Multiple Arms
+1 attack per round.
2. Multiple Legs
Move twice as far in a round (60’).
3. Carapace / Protective Skin
Permanent +4 Armor. Once a day you must shed your skin like a snake and you are vulnerable during this process.
4. Extra/Segmented Eyes
+2 to all ranged attacks.
5. Heightened Vision
1d4
1 Heat Vision
2 Detect Psychic Wavelength
3 Detect Electronic Activity
4 X-Ray Vision, see through walls
6. Photosynthetic Skin
You can go without food as long as you spend time (1 hour/day) basking in the sun.
7. Regeneration
Every round regain 1 HP.
8. Amphibious
Must consume water through your skin and generally keep yourself damp. Can breathe underwater and swim at run speed.
9. Chameleon Skin
If you don’t move for 1 round you can blend into your environment. As long as no one inspects you too closely you will be unnoticed.
10. Heightened Hearing
Roll under WISDOM to detect movement within 100’.
11. Enhanced Strength/Agility
+4 to Strength or Agility Score, choose.
12. Electrical Skin
Like an eel, generate electric shocks by touch. Can also be used to sabotage electronics (save or paralyze robot for 1d6 rounds).
13. Gas Generation
Large holes in your body can release a gas cloud (20’ area) with one of the following effects, chosen at character creation:
1d4
1 Poison - 4 damage.
2 Smoke - Impairs vision.
3 Healing - Heals 4 damage.
4 Flammable - 6 damage when ignited.
14. Frog-Like Poisonous Secretion
Inflict via touch. Can be used for arrow-tips or melee weapons, you secrete enough for 1 dose/day. Deals 4 damage.
15. Flammable venom
Spit a gout of flammable venom. Range: 20’, covers a 10’ area. 6 damage when ignited.
16. Grasshopper Legs
You can jump 20’ into the air and survive falls of 40’ without taking any damage.
17. Tunneling Claws
Your hands deal 2 damage and you can use them to move through dirt and other materials at 1/4 your normal speed (5’).
18. Face-Changing
You can assume the appearance of any human you’ve previously seen.
19. Fleshy/Insectoid Wings
You can fly at normal speed for 3 rounds before becoming exhausted.
20. Bone Spear/Crab/Tentacle Arm
Your arm deals 4 damage but can’t use normal weapons.