diff --git a/01_01_Basic_Rules.txt b/01_01_Basic_Rules.txt index 6f0a6e5a..269e455b 100644 --- a/01_01_Basic_Rules.txt +++ b/01_01_Basic_Rules.txt @@ -136,15 +136,29 @@ Or are you a pilot who can thread a needle with your starfighter? Or maybe you're a veteran soldier, who's seen it all. Classes define what armor and weapons your character can use in combat, as well as certain special abilities which might help solve puzzles or get you better discounts at stores. Your class -also determines how much money you start with to buy equipment and how many -Nanites you can use at once. +also determines how much money you start with to buy equipment. Nanites: - The evolution of technology brought about the ability to design and control -microscopic machines. Such a powerful advancement assists in all forms of life -in the Compound X universe. Nanites are used to activate powerful abilities such -as sprinting extremely fast, aiming incredibly well, infusing bullets with -electrical energy, and more. + Advancements in precision construction and artificial intelligence ability +to design and control micro- and even nanoscopic machines. Such a powerful +advancement assists in all forms of life in the Compound X universe. Medical +nanites protect their hosts from pathogens and toxins, and can be pushed to +briefly enable what would once have been considered superhuman abilities, +like running 40 meters or putting 12 bullets from two revolvers into 12 +bullseyes ... in about six seconds. Other types of nanites are used industrially for +precise construction, or covertly for infiltration. + + Medical nanites are acquired by characters by the unit, either through +purchase or background. They must be specifically tailored to a character's +body to avoid rejection. See their item entries in 07_Items.txt or the rules for +Active Feats below. + +Energy: + Continued evolution of battery technology has allowed the use of extremely +power-hungry equipment by individual combatants and technicians, such as particle +shields and cloaking armor modules. Most devices that consume Energy come with a +built-in supply that can be used only to power the device itself. An exception, +battery packs, can be used to power any device. Skills: Each character learns things while going through life. Maybe your time in @@ -161,7 +175,7 @@ and you'll earn more money as you go about your adventures. Feats: Your character will gain special perks as you level up. This could range from reloading really fast, to having more health to being able to do a fast -combat roll under fire. Tackle these when your character advances to level 3. +combat roll under fire. Tackle these when your character advances to level 2. ============================== Base Stats @@ -364,20 +378,6 @@ Skill Point Gain: Determines how many skill points you gain every level. Every time you level up, you gain skill points equal to double your "Skill Point Gain". -===== Nanites ===== - - Although not a primary or secondary stat per se, The maximum number of -Nanites you can use at a given time is determined by your character class and an -associated primary stat. Your class may tell you its "Class Primary Attribute" -is Strength. In that case, Strength * 10 is your maximum Nanites. - -More generally: - Your Maximum Nanites = (Your Class's Primary Attribute) * 10 -Some class feats and other abilities can increase the number of Nanites you can -hold and use at a given time. Also, Unlike Health, Nanites regenerate during -combat at a rate of 3 Nanites per turn. - - ===== Assigning Stats to a New Character ===== When making a new character, you'll have to assign their Base stats. @@ -491,13 +491,37 @@ Resting ============================== Short Rest: - Taking about an hour, characters can take a Short Rest to rest and recoup -which will restore all the character's Nanites. + Taking about an hour, characters can relax, recuperate, and maintain their +gear to prepare for the activities ahead. + + To gain the benefits of a Short Rest, characters must not undertake any +strenuous activity or significant travel and should not experience significant +interruption. After completing a rest, characters must complete some kind of +strenuous activity before they can recieve the benefits of another Short Rest, and +can only benefit from Short Rests up to three times between Long Rests. + + At the conclusion of the Short Rest, each character with at least one full +set of medical nanites heals 1d10 plus 1d10 health for every 3 class levels they have +(a level 3 character would heal 2d10, and so on). Characters with a partial set of +medical nanites heal 75% of that roll, and characters with no medical nanites heal +half that roll. Short Rests may restore other abilities or resources as described in +ability, class, and item descriptions. Long Rest: Taking about eight hours, characters need to rest after a long day of adventuring. If you choose to stay up all night, you won't be at your best for -the next day. Restores all of a character's Nanites. +the next day. + + In addition to the activity requirements of a Short Rest, characters taking a +Long Rest must spend at least two-thirds of the time in their particular species' +analogue of the sleep state, unless noted otherwise. Keeping watch does not interrupt +a Long Rest unless it requires patrolling an area. As a general rule, characters can +only benefit from one Long Rest per day, whatever "day" means to them at the time. +Refer to the Exhaustion section for timekeeping rules. + + At the conclusion of a Long Rest, unless circumstances inspire the GM to +rule otherwise, characters are restored to full health. Long Rests may restore other +abilities or resources as described in ability, class, and item descriptions. ============================== RP / Using Skills @@ -562,6 +586,90 @@ instead of one. Defenders win ties for opposing rolls. +============================== +Feats +============================== + + Feat is a collective term for a number of abilities or qualities that your +character can learn through specific training, and will differentiate them from +their peers. As detailed in the character creation guide, level 1 characters do not +start with any feats, but will acquire them either over time as shown on the +leveling table or during special circumstances as described by the feat entry and/or +the GM. Unless otherwise specified, you cannot learn the same feat multiple times. + + There are five kinds of feats: + +* Passive Feats +* Active Feats +* Weapon Expertise Feats +* Stat Feats +* Class Feats + +Passive Feats: + + Characters can learn passive feats through leveling. Passive feats include +static bonuses, special actions, and everything in between. Each feat's description +will detail any restrictions upon its use - there are no constants in this type of +feat. + +Active Feats: + + Characters can learn active feats through leveling. Active feats are +special combat actions that characters can learn to use. In particular, active feats +are actions that characters physically could not normally execute, and thus require +the help of their medical nanites. + + To use an active feat, a character must have at least one functional full unit +of medical nanites (a partial unit is not enough). To use an active feat, a character +must tax one unit of medical nanites, expending much of their energy and leaving the +nanites unable to support the use of another active feat until they can recover. + + Each active feat has a cooldown and a duration. The duration is the number of +actions the character must spend in using the ability. If a character does not have +the relevant actions available, they cannot use that feat at that time. Some feats +with longer durations may be interrupted between your character's turns. Feats with +dynamic cooldowns based on the duration use the time actually spent on the feat, rather +than the time your character may have originally intended. Cooldowns do not start +until a character has finished using a feat. + + If a character has multiple units of medical nanites, they may use additional +active feats without having to wait for the first unit to recover. Cooldowns for +multiple units of medical nanites must be tracked separately. + +Weapon Expertise Feats: + + Weapon Expertise feats are a particular subtype of passive feats, and can be +learned through leveling. Expertise feats represent dedicated training with a +particular class of weapon and follow a particular structure, offering progressively +more bonuses as your character gains skill points in the corresponding weapons skill +(See "06_Skills.txt"). There is one weapon expertise feat per class of weapon. + + Each expertise feat offers a set of six bonuses that are in effect while your +character is using the relevant type of weapon (and only that type of weapon). Each +bonus requires the character to have a number of points in the relevant Weapon skill, +and a new bonus is unlocked every 12 skill points. A character with 0 points in +Weapons - Pistols would gain only one benefit, while a character with 30 points would +have the first three, and one with the maximum 60 points has all six. The feats are +formatted as a list of "X: Benefit", where X is the number of points required in the +corresponding Weapon skill to gain the benefit. + + Weapon Expertise feats require proficiency with the weapon type, but otherwise +have no prerequisites. Melee expertise requires proficiency with any (not all) types +of melee weapon, including Unarmed Strike. By default, all characters are proficient +with Unarmed Strike. + +Primary Stat Feats: + + Characters acquire primary stat feats automatically upon qualifying for them, +i.e. by having a sufficiently high relevant primary stat. This can occur on character +creation or at the levels that grant primary stat points. + +Class Feats: + + Characters learn class feats through leveling, but only when the leveling table +specifies a class feat. Characters can not take non-class feats instead of class feats +or vice-versa. Class Feats are listed in the Classes document. + ============================== Player Weapon Customization ============================== diff --git a/01_06_Leveling_Up.txt b/01_06_Leveling_Up.txt index e9ca85c1..b7dfe5bf 100644 --- a/01_06_Leveling_Up.txt +++ b/01_06_Leveling_Up.txt @@ -15,48 +15,48 @@ skill points for that level. ===== LEVELING-UP TABLE ===== -+-------+----------+-------+------------+------------+---------------+ -| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | -+-------+----------+-------+------------+------------+---------------+ -| 0 | Gain | 0 | | | 0 | -+-------+----------+-------+------------+------------+---------------+ -| 1 | 2*Skill | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 2 | Point | 2 | | | 2 | -+-------+----------+-------+------------+------------+---------------+ -| 3 | Gain | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 4 | per | 3 | | | 4 | -+-------+----------+-------+------------+------------+---------------+ -| 5 | level | | 1 | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 6 | " | 4 | | | 5 | -+-------+----------+-------+------------+------------+---------------+ -| 7 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 8 | " | 5 | | | 7 | -+-------+----------+-------+------------+------------+---------------+ -| 9 | " | | | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 10 | " | 6 | 2 | | 8 | -+-------+----------+-------+------------+------------+---------------+ -| 11 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 12 | " | 7 | | | 10 | -+-------+----------+-------+------------+------------+---------------+ -| 13 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 14 | " | 8 | | | 11 | -+-------+----------+-------+------------+------------+---------------+ -| 15 | " | | 3 | +1 | | -+-------+----------+-------+------------+------------+---------------+ -| 16 | " | 9 | | | 13 | -+-------+----------+-------+------------+------------+---------------+ -| 17 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 18 | " | 10 | | | 14 | -+-------+----------+-------+------------+------------+---------------+ -| 19 | " | | | | | -+-------+----------+-------+------------+------------+---------------+ -| 20 | " | 11 | 4 | +1 | 16 | -+-------+----------+-------+------------+------------+---------------+ ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| Level | Skill P. | Feats | Class Feat | Stat Point | Feats (9 INT) | Short Rest Healing | Medical Nanite Limit | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 0 | Gain | 0 | | | 0 | 1d10 | 1 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 1 | 2*Skill | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 2 | Point | 2 | | | 2 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 3 | Gain | | | | | 2d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 4 | per | 3 | | | 4 | " | 2 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 5 | level | | 1 | +1 | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 6 | " | 4 | | | 5 | 3d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 7 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 8 | " | 5 | | | 7 | " | 3 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 9 | " | | | +1 | | 4d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 10 | " | 6 | 2 | | 8 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 11 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 12 | " | 7 | | | 10 | 5d10 | 4 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 13 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 14 | " | 8 | | | 11 | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 15 | " | | 3 | +1 | | 6d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 16 | " | 9 | | | 13 | " | 5 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 17 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 18 | " | 10 | | | 14 | 7d10 | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 19 | " | | | | | " | " | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ +| 20 | " | 11 | 4 | +1 | 16 | " | 6 | ++-------+----------+-------+------------+------------+---------------+--------------------+----------------------+ diff --git a/01_07_Cloaking_Rules.txt b/01_07_Cloaking_Rules.txt index 4bf8a990..af7ed181 100644 --- a/01_07_Cloaking_Rules.txt +++ b/01_07_Cloaking_Rules.txt @@ -6,79 +6,78 @@ Cloaking ===== Cloaking Modules ===== - Expend the cloaking module's "Nanite Activation Cost" to begin cloaking. At -the ending of every turn thereafter, you have to pay a "Nanite Upkeep" cost to -continue cloaking. + To activate a cloaking module, you must expend an amount of Energy, from +the cloak module's built-in power or an external battery, equal to the cloaking +module's Energy Activation Cost. Whenever you end a turn cloaked, you must pay +the module's Energy Upkeep cost or the cloak immediately deactivates. If you +performed no Actions, the Upkeep cost is halved for that turn. - Wearers need only expend Nanites for the "Nanite Upkeep" cost at the end -of a turn that they perform actions. Cloaking requires concentration so when you -are doing nothing but watching, you may cloak for free. + You may remain cloaked for a number of turns equal to your cloak module's +Overheat stat or when you run out of Energy, whichever occurs sooner. When you +decloak, for whatever reason, you must wait a number of actions equal to the +module's "Charge Delay" (listed under the relevant cloaking module's description) +before being able to cloak again. - You can remain cloaked for a number of turns equal to ["Cloak Turns" + your -cloaking module's "Cloak Turn Bonus"] or when you run out of Nanites, whichever -occurs sooner (see table below for "Cloak Turns") . If your cloak time runs out, -you stop cloaking and have to wait a number of actions equal to your "Charge -Delay" (listed under the relevant cloaking module's description) before being -able to cloak again. + Cloaking modules have a built-in Energy supply, the size of which is given +in the statblocks. This Energy recharges fully each Long Rest. ===== Cloaking Detection ===== - If someone/something is looking for you, they must pass a (normally, -perception) check at 'Detect DC' difficulty, modified by your Stealth skill. + If someone/something is looking for you, they must pass a Spotting - PER +check at 'Detect DC' difficulty, modified by your Stealth skill. + While moving, the Detect DC is reduced (listed as 'moving Detect DC' under the relevant cloaking module's description). There is a tell-tale shimmer in the cloak, as the micro-foil has a hard time keeping up with moving environments. Once the wearer has settled down, the micro-foil is able to reproduce the surrounding environment better and will stabilize. - When using a skill (accessing a terminal, fixing something, etc.) use your + When using a skill (accessing a terminal, fixing something, etc.) use your reduced, 'moving Detect DC' as you are diverting your attention. However, once you have performed a combat action, the cloak fizzes out. ===== CLOAKING DURATIONS AND LEVELING BONUSES ===== -+-----------+-------------+-----------+-----------------+ -| Char lv | Cloak Turns | Detect DCs| Shadow Assn turn| -+-----------+-------------+-----------+-----------------+ -| 1* | 3 | - | +1 | -+-----------+-------------+-----------+-----------------+ -| 2* | 3 | - | - | -+-----------+-------------+-----------+-----------------+ -| 3* | 3 | - | - | -+-----------+-------------+-----------+-----------------+ -| 4* | 4 | - | - | -+-----------+-------------+-----------+-----------------+ -| 5 | 4 | +5% | - | -+-----------+-------------+-----------+-----------------+ -| 6 | 4 | - | +2 | -+-----------+-------------+-----------+-----------------+ -| 7 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 8 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 9 | 5 | - | - | -+-----------+-------------+-----------+-----------------+ -| 10 | 6 | +10% | - | -+-----------+-------------+-----------+-----------------+ -| 11 | 6 | - | +3 | -+-----------+-------------+-----------+-----------------+ -| 12 | 6 | - | - | -+-----------+-------------+-----------+-----------------+ -| 13 | 7 | - | - | -+-----------+-------------+-----------+-----------------+ -| 14 | 7 | - | - | -+-----------+-------------+-----------+-----------------+ -| 15 | 7 | +15% | - | -+-----------+-------------+-----------+-----------------+ -| 16 | 8 | - | +4 | -+-----------+-------------+-----------+-----------------+ -| 17 | 8 | - | - | -+-----------+-------------+-----------+-----------------+ -| 18 | 9 | - | - | -+-----------+-------------+-----------+-----------------+ -| 19 | 9 | - | - | -+-----------+-------------+-----------+-----------------+ -| 20 | 10 | +20% | +5 | -+-----------+-------------+-----------+-----------------+ -The Table bonuses are not cumulative. -* For levels 1-4, you may only cloak once per encounter. ++-----------+-----------+-----------------+ +| Char lv | Detect DCs| Shadow Assn turn| ++-----------+-----------+-----------------+ +| 1 | - | +1 | ++-----------+-----------+-----------------+ +| 2 | - | - | ++-----------+-----------+-----------------+ +| 3 | - | - | ++-----------+-----------+-----------------+ +| 4 | - | - | ++-----------+-----------+-----------------+ +| 5 | +5% | - | ++-----------+-----------+-----------------+ +| 6 | - | +2 | ++-----------+-----------+-----------------+ +| 7 | - | - | ++-----------+-----------+-----------------+ +| 8 | - | - | ++-----------+-----------+-----------------+ +| 9 | - | - | ++-----------+-----------+-----------------+ +| 10 | +10% | - | ++-----------+-----------+-----------------+ +| 11 | - | +3 | ++-----------+-----------+-----------------+ +| 12 | - | - | ++-----------+-----------+-----------------+ +| 13 | - | - | ++-----------+-----------+-----------------+ +| 14 | - | - | ++-----------+-----------+-----------------+ +| 15 | +15% | - | ++-----------+-----------+-----------------+ +| 16 | - | +4 | ++-----------+-----------+-----------------+ +| 17 | - | - | ++-----------+-----------+-----------------+ +| 18 | - | - | ++-----------+-----------+-----------------+ +| 19 | - | - | ++-----------+-----------+-----------------+ +| 20 | +20% | +5 | ++-----------+-----------+-----------------+ diff --git a/CharacterCreation/02_Classes.txt b/CharacterCreation/02_Classes.txt index 2e465814..51a7d1ef 100644 --- a/CharacterCreation/02_Classes.txt +++ b/CharacterCreation/02_Classes.txt @@ -17,10 +17,8 @@ Section of Basic Rules.txt. You have the blood of a warrior flowing through you. Your sole purpose is to fight until the threat is neutralized. -Class Primary Attribute: Strength Starting Wealth: $3770 + 100*Luck - Passives: * Gain Skill Weapons - [Choose one] at 10. * Gain a +15 to Rolls for initiative (You go first more often). @@ -86,7 +84,6 @@ heaviest of fire down upon their enemies. The Specialist will be there when the odds are stacked highest against the forces for good, and he'll be prepared to use heavy force to even those odds. -Class Primary Attribute: Strength Starting Wealth: $4150 + 100*Luck Passives: @@ -146,7 +143,6 @@ Skill Proficiencies: You know how or why something works [most likely humans / humanoid bodies), and put that knowledge to good use by supporting your team. -Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: @@ -204,7 +200,6 @@ behind. You know how to fix engines, machines, circuits, you name it. And when you're not busy fixing what other people broke, you get to work on making new stuff. Which some knucklehead will probably, eventually, break too. -Class Primary Attribute: Intelligence Starting Wealth: $2580 + 100*Luck passives: @@ -212,11 +207,11 @@ passives: * Gain Skill Jury-rigging at 10. * Gain Feat: Proficiency: Light Melee Weaponry. * 2 Control Points -* 600 Maximum Energy +* 600 Maximum Potential * 1000 Maximum Material * 10 Maximum Munitions * Start each engagement with 3 munitions -* Start each engagement with 85 + (2 * Int Mod) + (15 * character level) Energy +* Start each engagement with 85 + (2 * Int Mod) + (15 * character level) Potential Every level, you learn one Engineering Process from each of the "Repair" and "Build" skill trees in the Class Specific Documentation Directory. On character @@ -227,7 +222,7 @@ unique to your Class. You also start out with 80 Material. At level 6, the Feat "With Friends Like These . . ." is automatically unlocked. At level 10, your maximum Engineering Materials expands to the below. -* 800 Maximum Energy +* 800 Maximum Potential * 1250 Maximum Material * 12 Maximum Munitions @@ -264,18 +259,18 @@ Skill Proficiencies: | V Overbuilt - - Any time you build a construction, you may spend 15 Nanites to give that - construction 50 additional health points. + Any time you build a construct, you may spend 15 Potential to give that + construct 50 additional health points. ---------------------- Power Trip - - You start each engagement with an extra 40 energy + You start each engagement with an extra 40 Potential | | | V Cosmic Power - - In addition to the 40 energy from Power Trip, you start each - engagement with another 30 energy and your maximum energy is + In addition to the 40 Potential from Power Trip, you start each + engagement with another 30 Potential and your maximum Potential is increased by 50. ====================================== @@ -284,7 +279,6 @@ Skill Proficiencies: out alive and strong. You can figure out how a security system works, hack into systems, or even hack your allies' Nanites to perform better. -Class Primary Attribute: Intelligence Starting Wealth: $2750 + 100*Luck Passives: @@ -337,7 +331,6 @@ Skill Proficiencies: You have a yearning to test the limits of the vehicles you operate. The boundaries of speed and maneuvering were meant to be broken - by you. -Class Primary Attribute: Dexterity Starting Wealth: $2670 + 100*Luck Passives: @@ -392,7 +385,6 @@ Skill Proficiencies: Expertly trained in manipulating your Nanites to aid in pursuit of a quarry, or in marking enemies for execution. -Class Primary Attribute: Perception Starting Wealth: $3290 + 100*Luck Passives: @@ -466,7 +458,6 @@ rouges and ne'er-do-wells. Some are the soft-spoken, hard-working long arm of the law. But there is one thing that all gunslingers have in common: they know their way around a pistol. -Class Primary Attribute: Perception Starting Wealth: $1975 + 100*Luck Passives: @@ -551,7 +542,6 @@ influence are limitless. The assassin lurks in the shadows, either as a lone force of justice, or as part of a larger organization. They have rightfully earned the title of Galaxy's greatest Hand-to-Hand Fighters. -Class Primary Attribute: Dexterity Starting Wealth: $1975 + 100*Luck Passives: @@ -624,7 +614,6 @@ Feats: Your expert knowledge of bullet ballistics, feel for physics and keen eyes have given you insight into the art of precision warfare. -Class Primary Attribute: Perception Starting Wealth: $3190 + 100*Luck Passives: @@ -693,7 +682,6 @@ feedback is. Guns simply don't offer the appropriate amount, which is why you prefer to BEAT YOUR ENEMIES TO DEATH USING YOUR BARE HANDS WHENEVER POSSIBLE!!!!!!!!!!!!!!!!!!!! MORE EXCLAMATION MARKS!!!!!!!!!!!!!!!! -Class Primary Attribute: Strength Starting Wealth: $2170 + 100*Luck Passives: diff --git a/CharacterCreation/03_Feats.txt b/CharacterCreation/03_Feats.txt index 48950957..cffe29bf 100644 --- a/CharacterCreation/03_Feats.txt +++ b/CharacterCreation/03_Feats.txt @@ -1,1145 +1,1176 @@ -============================== -Notes -============================== - This document lists the feats available to characters in Compound X. -Feats may be taken on every even level as described in the Basic -Rules document. Passive feats are used freely with no limit -(unless otherwise stated) while active feats require the user to -spend some Nanites, which is specified next to the feat's name. -Unless otherwise specified, you cannot take a feat more than once. - -============================== -Passive Feats -============================== - -== Akimbo == -Prerequisites: - -* Dex 7 -* Level 6 -* Dual Wield feat - - Reduce the miss penalty from dual wielding to -1 accuracy per weapon. -Reduce the reload penalty to 10%. You may fire at more than one target at once -for an additional -2 accuracy penalty. - -== Acquired, Additional Plating == -Prerequisites: - -* Marksman or Gunslinger - - Enables the use of Medium Armor by the listed classes. - -== Acquired, Battle Ready == -Prerequisites: - -* Pilot - - Enables the use of Medium-Heavy Armor by the listed classes. - -== Acquired, Metal Jacket == -Prerequisites: - -* Soldier, Engineer, or Berserker - - Enables the use of Heavy Armor by the listed classes. - -== Acquired, The Clandestine Option == -Prerequisites: - -* Soldier, Specialist, Pilot, or Hunter - - Enables the use of Concealed Armor by the listed classes. - -== Backstab == -Prerequisites: - -* Level 3 -* Assassin - - Any damage dealt to an unaware opponent from behind deals an additional -10 + (Lvl * 2) Base damage. - -== Bulltrue == -Prerequisites: - -* Must have Shotgun training - - If an enemy moves from being at least 4m from you to being less than 3m from -you, and you have a loaded shotgun drawn, you may fire at them as a free -action (negate the pump of your shotgun, if one is necessary). If the target -is bloodied after the attack, they may not make a melee attack against you with -their next action. - -== Combat Expertise [Guns] == -Prerequisites: - -* None - - +1 accuracy with guns. -5% penalty to Skill Checks in combat. - -== Combat Expertise [Melee] == -Prerequisites: - -* None - - (Requirement for Expert Melee Training) +1 accuracy in melee. -5% penalty -to Skill Checks in combat. - -== Combat Expertise [Support] == -Prerequisites: - -* None - - +20% bonus to skill checks for class-related tasks in combat. (If you are a -medic, this would apply to medicine but it wouldn't apply to hacking, etc.). -1 accuracy with Guns or Melee in combat. - -== Concussive Maintenance == -Prerequisites: - -* 20 skill in Repair OR Engineer class. -* STR 4 - - +20% to Repair check. For 1 action, you may whack something broken to try to -fix it. You can use Concussive Maintenance even after you've already failed to -repair something. You can use concussive maintenance once per target, per -encounter. - -== Conceal Weapon == -Prerequisites: -* None - - Make a stealth check to hide your chosen pistol, shotgun, or SMG on your -person. To succeed, you must pass a DC 19 check. Total roll determines DC for an -enemy to actively search you and find your hidden weapon. - -== Desperate Crawl == -Prerequisites: -* None - - When downed instead of not being able to move you may crawl half of your -move speed or 3m every two actions whichever distance is shorter. You still -cannot speak, and you cannot take any other action. Death saving throws are -not actions, and must be rolled normally. You also get a +10% bonus to Death -Saving Throws - -== Double Tap == -Prerequisites: - -* None - - Whenever your hit falls into critical hit range*, fire another bullet as a -free action, foregoing the normal bonus-damage from a critical hit. The extra -bullet automatically hits the target if your first bullet does. But the extra -bullet does not trigger any other effects and cannot be used to double tap -again. This feat only works with Semi-Auto weapons. It cannot be used with -Single-Action Revolvers, Bolt Action, Pump-Action, Full-Auto weapons, etc. - -*If you have a critical hit range greater than or equal to 3, only rolls of 8 or -more will trigger Double Tap. One exception: the max critical hit range of 3 can -be increased to 4 by the feat "Never Tell Me the Odds". If you have a critical -hit range of less than 3, then critical hit range applies normally. - -== Dual Wield == -Prerequisites: - -* DEX 6 - - Maybe you've got a bigger corpus collosum and your right brain and left brain -are in higher sync than most people; or maybe you've seen too many John Woo -holomovies. Either way, you've managed to effectively fight using a weapon -in each hand. - - The weapons must be of the same type, either two pistols, two smgs, two light -or one-handed melee weapons, etc. Additionally the sum of the strength requirements -must be equal to or less than your Carry Strength. While Dual Weilding, you cannot -take the grapple Action nor the Disarm Action. Any time you would attack with a -reaction or if an ability of yours or an ally's would give you a free attack, you -may only attack with one of your dual wielded weapons, but you may pick which one -to use. - - While wielding two guns, you may fire both at the same time at the same target -with a -3 accuracy for each weapon. You may not target more than one target at -a time. Reloading while dual wielding adds 20 to the difficulty of the reload. - - While dual wielding two melee weapons you may make a melee attack with each -as normal in the same Action, with a -2 to your melee accuracy for each. If you -are attacked with a melee attack, you may only use one of your melee weapon's -accuracies as a bonus to your defense. You do get to pick which weapon you would -like to use to defend though. - - In addition, this feat lets you take the 'Dual Guard' Action as the last -Action of your turn so long as you are weilding two melee weapons. If you do so, -you spend a whole turn "putting up your dukes" and preparing to block attacks -with both weapons. Mechanically, this gives you the guard bonus from both weapons -as well as an extra +2 to your guard DC for having two weapons to block with. - -== Empty the Mag == -Prerequisites: - -* None - - It happens. You aren't quite sure if you can hit your target perhaps, or -maybe you round that corner and are staring down the barrel of an enemy AR-68. -Whatever the case, you need to dump the mag in their face to guarantee your -safety. Roll to pass a DC 30% DEX check. on success, you may fire off the -remainder of your clip or magazine (Applies only to weapons with a semi-automatic -mode, maximum 10 shots). Roll hits for each shot. Using this feat takes -3 actions, and must be completed in the span of one turn. After using -this feat, the user must reload their weapon for it to be effective again. -Can only be used once per encounter, LVL number of times per day. At level 5 -and beyond, can be used twice per encounter. - -== Enhanced Neural Interface == -Prerequisites: - -* INT 3 - - As a free action (in or out of combat) you can use any keyboard, plug into a -terminal, or use a monitor to perform a computer inquiry or operation. -+15% to ONE pertinent skill check (hacking, etc.) while using this feat, -to be chosen at the time of taking this feat. - -== Fish To Water == -Prerequisites: - -* Fort > 2 - - Maybe you took a lot of swimming lessons when you were little, maybe you -were on the college swim team, or maybe your military training had an -emphasis on endurance and core strength developed in the pool. In any case, -you gain 10 skill in swimming and a bonus +15 to checks when holding your -breath. You also ignore movement penalties from wading through deep liquids. -These bonuses increase to 20 skill in swimming and 20 bonus to holding one's -breath after level 7. - -== First Shot Counts == - -Prerequisites: - -* LCK 6 - - When reloading, if your reload roll is higher than an 80 (including any -applicable skills) or if you roll inside your critical success range, then your -first shot is an automatic critical hit + 10 bonus damage, for a total of 30 -bonus damage and other possible critical effects. - - (Instead, if you have Double Tap, you get +10 bonus damage for each Double -Tap bullet). You have to reload a fresh magazine in order to trigger the bonus -again. In other words, you cannot use First Shot Counts more times in one -encounter than the number of fresh magazines you are carrying. If your weapon -damages an area, First Shot Counts does not take effect. - -== Focus Energy == -Prerequisites: - -* None - - Spend 1 Action to increase the effects of a spell or Nanite based -action by 30%, (30% better roll, +30% damage [drop the remainder], up to you.) - -== Four on the Floor == -Prerequisites: - -* Pilot or 20 skill in Vehicles - Ground - - Tires were meant to be balded. You get a +25 to any difficult maneuver with -a land vehicle in which you do not catch air. This works with vehicles that have -treads or some other method of land support as well. - -== Novice Gunsmith == -Prerequisites: - -* None - - Combine up to 2 weapon total conversions. Ask GM about applicability of -desired conversations. - -== Hands of an artist == -Prerequisites: - -* DEX 7 - - You use your DEX modifier instead of your PER modifier for rolls to hit with -ranged weapons. In taking this feat you sacrifice the ability to use PER on -rolls dealing with using a weapon. - -== Improvisational Brawler == -Prerequisites: -* Melee Expertise - - The benefits of the Melee Expertise feat now also apply to Improvised Melee -Weapons. - -== Improvise Weapon == -Prerequisites: - -* Skill [Melee Combat] at 20 - - You do not take a penalty when using an improvised weapon. Chair legs can be -used as bats, fan blades as swords, etc., etc. - -== Juggler == -Prerequisites: -* DEX 4 or higher - - You are used to throwing and catching things very quickly. It's a neat party -trick and it turns out has some surprising applications in combat. You gain 10 -skill in the DEX skill Performance - Juggling. If you don't have another -weapon drawn when you draw a throwing weapon, you may attempt to juggle that -weapon. If you choose to do so, you must attempt a DC 60 Juggling skill -check. On success, you may draw three of the same type of thrown weapon at -once and use each as if you had drawn them normally. If you fail, you drop one -of the weapons at your feet and launch the other two in random directions. You -also gain a +1 to accuracy with thrown weapons and a +10 to stealth checks to attack -quietly with thrown weapons. - -== Last Shot Counts == -Prerequisites: - -* PER 5 - - The last shot in every mag deals is an automatic critical + 10 bonus damage, -for a total of 30 bonus damage. If your weapon has a magazine size of 1 or -damages an area, Last Shot Counts does not take effect. - -== Leaf on the wind == -Prerequisites: -* Pilot or 40 skill in Vehicles - Flight OR Space - - You gain a +20% to Vehicles checks in airborne or spaceborne vehicles, and an -additional +20% to unconventional maneuvers in such as well, but you and your vehicle -take double damage for the next three turns after using these bonuses. (any teammates -in such a vehicle do not take double damage) - -== Lucky Blind Fire == -Prerequisites: - -* LCK 7 - - There are always so many bullets flying around, you make a habit of not -peaking your head out and looking at your enemy. And somehow you still hit them -(some of the time). Roll a d10 before any Blind Firing or Hip Firing action. If -the roll is from 6 to 10, Gain +2 accuracy for that firing action; If the -roll is from 1 to 5, nothing happens. - -== Last Stand == -Prerequisites: - -* Level 4 - - Don't die alone. Always bring a friend. When you are downed, you may take up to -three actions on your turn to do one of the following: Draw a one-handed weapon -such as a pistol or SMG, Aim, or fire. You can no longer take any of these -actions if you are below -50 health. - -== Monk == -Prerequisites: - -* Level 7 or higher - - Able to use full damage for lethal strikes with unarmed. - -== Muscle Memory == -Prerequisites: - -* DEX 6 or 15 Weapons - [x] skill - - Negate the pump of a shotgun, cocking of a revolver, or cycling of a bolt -when performing another action besides the aforementioned (besides firing). -(Only applies to the weapons you have at least 15 Weapons - [x] skill in using, -unless you meet the DEX requirement). Gain +5% to reload rolls with the given -weapon. - -== Nanite Concentration == -Prerequisites: - -* Level 5 -* 20 skill in Knowledge - Nanites - - Allows the user to better concentrate on their expenditure of Nanites, -allowing them to achieve one of the following (you must choose one option when -you acquire the feat): - -* +2 turns of cloaking -* Once per turn, +20% (or +2) to a Nanite-related combat-action at a cost of 20 Nanites (ask GM before applying to an action.) -* Once per turn, +20% to a non-combat-action at a cost of 20 Nanites (ask GM before applying to an action.) -* Other, run any ideas by GM. - -== Nanite Absorption == -Prerequisites: - -* 10 skill in Knowledge - Nanites - - Once per turn, if you score a critical hit on a target that has Nanites, -the target loses up to 20 Nanites and you gain the amount lost. - -== Never Tell Me the Odds == -Prerequisites: - -* LCK 4 - Somehow you always aim at the right location, at the right time. +1 Critical -hit range (i.e., +10% Critical Hit chance). - -== Punch Drunk == -Prerequisites: - -* Fort > 3 - - Take a -1 accuracy on all attacks when not drunk. Instead of taking a penalty -to accuracy when using melee attacks while intoxicated, you get a +1 accuracy -when buzzed and a +2 accuracy when hammered. On hits that land while you are -buzzed or hammered, you deal extra damage equal to your strength modifier. These -bonuses only apply to melee attacks. You also get a +10% on rolls to avoid -blacking out. - -== Point-man == -Prerequisites: - -* PER 6 - - Maybe you've been a point-man for a long time, maybe you don't mind the -extra danger, or maybe you just room-clear a lot. Regardless, you are very -good at what you do. - - When clearing a room, add 20 to your reflex roll. - -== Preemptive Strike == -Prerequisites: - -* DEX 7 - - Whenever you are facing someone you are aware of, and they enter into adjacency -with you, you gain a preemptive melee strike against them. - -== Proficiency: Exotic Melee Weaponry == - -Prerequisites: - -* Special, see below. - - Allows a character the ability to use one particular type of Melee weapon -of size Exotic. Choose one common noun that is not a damage type each time you -learn this feat; that noun is the type. You may use any Exotic melee weapon that -includes this common noun in its name. This feat may be learned multiple times. - - If a particular Exotic melee weapon would require two hands to effectively -wield, a character must have Proficiency with two-handed melee weapons to learn this -feat for that weapon type. The same applies to One-handed style and Light-style -exotic weapons, all of which are specified in Exotic weapons' Size stat as a subtype. - -== Proficiency: Light Melee Weaponry == - -Prerequisites: -* None - - Allows a character to use Melee weapons of size Light. - -== Proficiency: One-handed Melee Weaponry == - -Prerequisites: -* Proficiency: Light Melee Weaponry - - Allows a character to use Melee weapons of size One-handed. - -== Proficiency: Two-handed Melee Weaponry == - -Prerequisites: -* Proficiency: One-handed Melee Weaponry - - Allows a character to use Melee weapons of size Two-handed. - -== Quickdraw == -Prerequisites: - -* DEX 5 - - As a free action, draw your chosen weapon(s) into firing position. If you -are holding something, you can drop it and still draw your weapon as a free -action. However, you might not want to drop anything glass. Or any explosives. - -== Rainman == -Prerequisites: - -* CHA <=2 -* INT >=8 - - Your character has something going for them. Gain 1 non-Charisma skill @ 10 -points (or add 10 points to a non-Charisma skill). This skill can exceed the -skill point limit by 10. You may also ask the GM how many bullets each opponent -has left in their weapon. - -== Return To Sender == -Prerequisites: - -* REF > 11 - - If a grenade is thrown at your character and you succeed at making the -Reflex save, you may choose to activate this feat instead of diving out of the -way. If you activate this feat, you attempt to kick the grenade back at the -character that threw it. First, attempt a luck roll of DC 15. If you fail, the -grenade goes off with you standing right next to it. If you succeed, roll a d10 -as if you had thrown the grenade yourself with a -2 penalty since you're -kicking, not throwing. The grenade is considered "cooked" wherever it lands -after being kicked. This means that the enemy characters don't get the same -chance to make a Reflex Save. - -== Salty Hashtables == -Prerequisites: - -* Must be a mechanical race - - Your data inputs are sanitized and encrypted, complete with checksums! -Hacking you is 25% harder and you are aware whenever one of your senses is -malfunctioning. - -== Salty Space Dog == -Prerequisites: - -* Pilot or 10 Vehicles - Space skill - - You've been up in the black more times than you can count. You get a +15% to -maintaining your bearings during a hyperspace jump as well as a +15% to stellar -navigation. - -== Signature Move == -Prerequisites: - -* None - - What can you say. When you do what you're good at, you do it well. Come up -with a Name or Motto for your signature move, and you gain +10% toward this -action. HOWEVER, you must shout your Motto or the Name when you perform this -move. And hey, keep this move on the DL unless it is absolutely necessary to -be used. You wouldn't want posers to copy it. (Note: this is an RP'd action -meant to be performed in CQC, not simply aiming your rifle at their head -and squeezing the trigger while shouting "BOOM HEADSHOT!" Please ask for -GM permission when using this feat.) - -== Sixth Sense == -Prerequisites: - -* LCK 6 - - You have uncanny knack for reading situations and making accurate decisions -based off of gut feelings. Gain a skill, Uncanny Insight at 10, and apply it -to situations where you feel like a bit of extra insight might do you or your -team a world of good. This skill is maxed out at 20 points, and is only -upgraded by making good decisions based on this skill, at the discretion of -your GM. - -== Snap Shot == -Prerequisites: - -* PER 6 - - Time slows down slightly around you, or at least your perception is -increased allowing you to process everything around you more quickly for a split -second. When a target is within your weapon's R1 or R2, your miss chance is -reduced by 1 (or 10% if relevant). - -== Social Ninja == -Prerequisites: - -* CHA 7 - - "You just look like you belong here." Unless sneaking past or hiding from -an alert enemy, roll a Deception check in place of a Stealth check. - -== Strong Back == -Prerequisites: - -* STR 4 - - Instead of a secondary weapon, you can carry an additional primary weapon. - -== Pack Mule == -Prerequisites: -* STR 7 -* Strong Back - - You've done a lot of lifting and hauling in your time, allowing you to carry -more than some. In addition to two primary weapons, you can carry another -secondary weapon. - -== Toughness == -Prerequisites: - -* None - - Roll a number of dice equal to your FORT / 5 (round up) + 1 and take the -result in extra hit points, or take the average of the result (1d10 = 5, -2d10 = 10, can be taken twice). If any of your die rolls is a 1 or 2, reroll -the die. - -== Unarmed Combat Training == - -Prerequisites: -* STR 5 and DEX 5 -* Level 5, OR Assassin Class, OR Berserker Class - - Increase base and minimum damage of Unarmed Strike by 20. - - Additionally, once per round after a successful melee strike, -if the target is not wielding a CQB weapon, you may use a reaction to -make a Disarm attempt. Disarm is described under Maneuvers in the Melee -Combat section of the Basic Rules. - -== Unarmed Combat Expertise == - -Prerequisites: -* Unarmed Combat Training -* STR 6 and DEX 6 -* Level 10, OR Assassin Class and Level 5, OR Berserker Class and level 5 - - Increase base and minimum damage of Unarmed Strike by an additional 20. - - Disarm attempts made with Unarmed Combat Training may be made -against CQB guns and Two-Handed melee weapons. - -== Unarmed Combat Mastery == - -Prerequisites: -* Unarmed Combat Expertise -* STR 7 and DEX 7 -* Level 15, OR Assassin Class and Level 10, OR Berserker Class and Level 10 - - Increase base and minimum damage of Unarmed Strike by an additional 20. - - Whenever you would make a Disarm attempt with Unarmed Combat -Training, you may instead make a Trip, Shove, or Grapple attempt. (These -are also described under Maneuvers in the Melee Combat section of the -Basic Rules). - -== Unarmed Combat Grand Mastery == - -Prerequisites: -* Unarmed Combat Mastery -* STR 7 and DEX 7 -* Level 15 -* Assassin Class or Berserker Class - - Increase base and minimum damage of Unarmed Strike by an additional 20. - - Whenever you succeed in a disarm attempt against a CQB weapon while -unarmed, you may use your next action to strike the target with his or her own -weapon before it falls to the ground. Disregard any proficiency requirements -for the weapon during this action. Hip-firing penalties apply to guns fired -with this feat. - -== Upgrade == -Prerequisites: - -* None - - Roll a number of dice equal to your INT / 5 (round up) + 1 and take the -result in extra Nanites, or take the average of the result (1d10 = 5, 2d10 = 10, -can be taken twice). If any of your die rolls is a 1 or 2, reroll the die. - -== Unconventional Warfare == -Prerequisites: - -* Any stat > 9, combat style must primarily use this stat. - - You are trained in the art of combative tossing, or some other obscure -fighting technique. - -== Unlocked, Boomstick == -Prerequisites: - -* Must be a Gunslinger - - Enables the use of shotguns by Gunslingers. -Note: Gunslingers can use their class feats with shotguns. - -== Unlocked, Spray and Pray == -Prerequisites: - -* Engineer - - Enables the use of SMGs by the Engineer class. - -== Unlocked, Small Arms Shipment == -Prerequisites: - -* Must be a Marksman, Doctor or Hacker - - Enables the use of Carbines by the listed classes. - -== Very Normal == -Prerequisites: - -* CHA 5 - - Any time that someone would be suspicious of your actions, they will be less -likely to think twice about what you are doing. Increase your Deception skill by 15 -and Persuasion skill by 10. - -== Ward == -Prerequisites: - -* DEX 10, or -* Level 8 Assassin or -* Level 8 Berserker. - - +15% armor coverage when your melee weapon is equipped in your hands. -(If you have no armor equipped, this feat grants you AP level 1 protection -with 15% coverage) - -== Investor == -Prerequisites: - -* Level 5 -* LUK 5 -* INT 5 - - You like to do a little investing in your free time. This feat can only -be taken once. Investor can be used twice, but only once every 5 levels. -(Roll a d10 + Luck level) x 125. Gain this value in credits. - -== Weapon Familiarization == -Prerequisites: - -* INT 7 -* 10 skill in Weapons - [x] - - - Gain 1.5 accuracy from any one weapon model. If you spend 30 hours -studying/using/practicing with a different gun (that you have at least 10 -Weapons - [x] skill in using), you can change which gun you are most familiar -with -- which moves the bonus from the previous gun model, to the one you are -now working with. This feat can only be taken once per weapon. - -*where x is the weapon type that the weapon falls under. - - -============================== -Weapon Expertise Feats: -============================== - - These feats represent dedicated training with a particular class of weapon, -and offer bonuses based on the relevant Weapons skill (Weapon skills are listed -in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of -weapon (and only that type of weapon), and each bonus requires the character to have -a number of points in the relevant Weapon skill. A character with 0 points in -Weapons - Pistols would gain only one benefit, while 60 points would benefit from -them all. The feats are formatted as a list of "X: Benefit", where X is the number of -points required in the corresponding Weapon skill to gain the benefit. - - Weapon Expertise feats require proficiency with the weapon type, but otherwise -have no prerequisites. Note that as all characters are proficient with Unarmed Strike, -Melee Expertise effectively has no prerequisite. - -== Pistol Expertise == - -0: +5m to ranges R1 & R2. If this would cause R2 to be greater than R3, - also set R3 equal to the new R2. -12: May use Weapons - Pistol (Int) in place of Stealth for checks made to prevent - enemies from noticing your Pistol fire. -24: Reduce the Reload check penalty imposed by the Dual-Wield / Akimbo feats - by 10 when dual-wielding pistols. -36: +1 to Accuracy rolls at all ranges. -48: +10m to range R3. -60: +10% Base damage. If you succeed on an Accuracy roll by at least 3 or score - an Extra-Critical, treat the enemy's armor as having APL 0 for that attack. - -== Submachine Gun Expertise == - -0: +5m to ranges R1 & R2. If this would cause R2 to be greater than R3, - also set R3 equal to the new R2. -12: May use Weapons - SMG (Cha) in place of Intimidate for checks to intimidate - a target you are suppressing with an SMG. -24: +10 Gun Reflex to one SMG you are wielding. -36: +2 to Accuracy rolls at all ranges while firing automatically (not burst). -48: +15m to range R3 while firing semi-automatically. -60: +10% Base damage. While suppressing an enemy, if you are shot at, after - the first Action of fire you may spend a reaction to duck behind cover - within 5m. This ends your suppression. - -== Shotgun Expertise == - -0: +5m to range R1. If this would cause R1 to be greater than R2, - also set R2 equal to the new R1. -12: May use Weapons - Shotgun (Dex) in place of Acrobatics for checks to execute - a physical maneuver following violent entry of a room. -24: If you succeed a reload check by at least 20, reduce the time taken to - reload by one Action, stacking with other reductions (such as from - critical success), to a minimum of one Action. -36: Negate the hip-firing Accuracy penalty against enemies within R1 while - firing spreading shot. -48: +10m to range R2. If this would cause R2 to be greater than R3, - also set R3 equal to the new R3. -60: +10% Base damage. If you hit armor with a higher APL than your shotgun, - you deal half damage to its AS instead of no damage (and full damage - to health if you deplete the AS). - -== Carbine Expertise == - -0: +10m to range R2. If this would cause R2 to be greater than R3, - also increase R3 to match the new R2. -12: May use Weapons - Carbine (Dex) in place of Acrobatics on checks to maintain - balance and negate combat penalties associated with being on board a moving - vehicle or mount. -24: +25 Weapon Reflex while onboard a moving vehicle or mount and for 3 rounds - after disembarking. +10 Weapon Reflex at other times. -36: +1 Accuracy to ranges R1 and R2 while firing while benefiting from cover - of any kind against your target. -48: +10m to range R1, +5m to range R3 -60: +10% Base damage. For up to one Action per round you may fire your carbine one-handed with - a -2 Accuracy penalty and double any burst or automatic fire Accuracy penalty. Any foregrips or - other attachments requiring the second hand do not provide their benefits during the - Action, but your offhand is free to do something else. If you have taken aim at a target, - you must succeed on a DC 100 Weapons - Carbine check to maintain that aim during and - through the Action. - -== Assault/Battle Rifle Expertise == - -0: +10m to range R2. If this would cause R2 to be greater than R3, - also increase R3 to match the new R2. -12: May use Weapons - Assault/Battle Rifle in place of Spotting when - looking through your rifle's scope (warning, takes longer than - wider field-of-view optics). -24: Halve the jam chance (applies after additive modifiers, round - down, may be zero) of your assault/battle rifle for the first 3 - rounds of its use per combat, once per short rest (i.e. maintenance - & cleaning oportunity). -36: +1 Accuracy while both you and your target are benefiting from - cover bonuses against each other. -48: +5m to range R1, +10m to range R3. -60: +10% Base damage; You may critically hit as normal while firing in - burst mode, and may critically hit with half your normal critical - range while firing in automatic mode. - -== Long Rifle Expertise == - -0: +10% to range R3. -12: May use Weapons - Long Rifle (STR) in place of Athletics in order to get to hard-to-reach - places, like towers or treetops, that can serve as sniper nests. -24: While prone, benefiting from at least light cover, and able to see at least one enemy, - gain an additional +1 cover bonus. -36: Gain a stacking +0.5 Accuracy each time you consecutively spend an action shooting a - single target without losing line of sight to it. -48: Halve any minimum range associated with your long rifle and attachments, to a max reduction - of 5m. -60: +10% Base damage. Increase by 50% any numerical benefits of specialty ammunition you fire - (does not affect Marksman Tech Rounds feats). - -== Heavy Weapon Expertise == - - Heavy Weapon Expertise does not include Grenade Launchers or Rocket Launchers. - -0: +5m to range R2. If this would cause R2 to be greater than R3, - also increase R3 to match the new R2. -12: May use Weapons - Heavy (Cha) in place of Intimidate when out - of combat while brandishing a bigger weapon than the target. -24: Heavy weapons no longer recieve the Accuracy penalty associated - with being improvised melee weapons while being used as melee weapons - (They still receive a Guard penalty). -36: +1 Accuracy against targets when your weapon's APL is at least 1 greater - than the target's armor's APL. -48: +10m to Range R3. -60: Machine Guns when autofiring, Flamethrowers, Lightning Guns, Antimaterial - Guns firing explosive shot, etc. can be fired at 1m radius areas instead - of a particular target, hitting every possible target in the area automatically - unless they succeed on a Reflex save with DC equal to your weapon accuracy - minus applicable cover bonuses, multiplied by 10. Autofire weapons can only - hit as many targets as they fire bullets. - -== Explosives Expertise == - - Explosives Expertise applies to hand grenades, emplaced explosives, -grenade launchers, rocket launchers, and artillery, but not to explosive ammo of -other weapons or class abilities. Does apply to Engineer mortars. - -0: +10m to range R2. If this would cause R2 to be greater than R3, - also increase R3 to match the new R2. -12: May use Weapons - Explosives (Int) in place of Knowledge checks when analyzing - structural integrity/weaknesses of mechanical systems, such as structures, - vehicles, or robots. -24: Reduce the critical failure chance for cooking hand grenades and setting - anti-tamper explosives add-ons to 2%. -36: Reduce Accuracy penalties for indirect fire by 2. -48: +5m to range R1. If this would cause R1 to be greater than R2, - also set R2 equal to the new R1. -60: +10% Base damage. Other characters make Shock, Reflex, and Will saves associated - with your explosives with Disadvantage. - -== Melee Expertise == - - Applies to Melee Weapons that the user has Proficiency with and to Unarmed Strike. -Does not apply to Improvised weapons. Reminder: these bonuses are only in effect while -you are wielding an appropriate weapon. - -0: +1 Move Speed while using the Charge action with intent to engage an enemy in - Melee Combat. -12: May use Weapons - Melee (Str/Dex) in place of Acrobatics or Athletics on - maneuver checks to defend against Grapple, Disarm, or Trip attempts, or to gain - control of or escape an ongoing Grappled state. -24: While wielding a Light or One-handed non-Hybrid weapon, whenever an enemy attacks - you in Melee Combat and ties your Guard, you may make a melee attack against that - enemy as a Reaction. - While wielding a Hybrid or Two-handed weapon, at the start of each of your turns - you may choose to gain +2 to melee Accuracy checks and take -2 to Guard checks - until the start of your next turn. - If dual-wielding a Hybrid weapon and a Light or One-handed weapon, you may only - use one of these effects in a given round, but may choose which. -36: +1 Accuracy while engaged with a target wielding a melee weapon (including - unarmed targets). -48: +1 Guard while engaged with a target wielding a melee weapon (including - unarmed targets). -60: +10% Base damage. Gain +0.5 Critical Hit range whenever you hit an enemy but - do not score a Critical Hit. This bonus resets if you score a Critical Hit, - are stunned, or spend 1 round out of Melee Combat. - -============================== -Active Feats -============================== - -== Adrenaline Rush [4*X Nanites] == -Prerequisites: - -* None - - During a move action, +1 movement speed per X (up to a max of +10 movement), -for that action only. This feat can only be used once per turn. -Adrenaline Rush can be taken again to reduce the Nanite cost to 2*X. - -== Aimed Shot [8 Nanites] == -Prerequisites: - -* PER 6 - - Use your Nanites during an Aim action to help you more carefully aim at the target. -Automatically critical hit on your next shot, if you hit. This is akin to seeing -a chink in armor and aiming for it, or shooting a target's arm so they cannot use their -weapon, etc. - -== Bunker [25 Nanites] == -Prerequisites: - -* Hacker or -* Knowledge - Nanites at 40 - - Add -3 accuracy to a piece of cover for 4 turns. - -== Combat Roll [30 Nanites] == -Prerequisites: - -* DEX 5 - - Move 6m in one action, no more, no less. Enemies attacking you have a -2 -accuracy and a -20% penalty to reflex rolls when attacking you during the -roll and for the turn after you use this feat, and you have a -2 accuracy for -the action after this feat ends. If this malus would not run out until after -this turn, its effect wraps, around to the beginning of your next turn. Cannot -be used in concert with Run 'N' Gun. - -== Cover Slide [15 Nanites] == -Prerequisites: - -* DEX 4 - - Move up to your speed and end next to a barrier behind which you can take -cover. You hunker or go prone behind that cover as a free action. Cannot -be used in concert with Run 'N' Gun. - -== Flash Dance [10*X Nanites] == -Prerequisites: - -* Level 3 - - For 2 Actions, the user can make Lvl/2 (round up) number of attacks, up to a -max of 6, with their melee weapon(s). The attacks must take place within a 5m -space, rolling for each strike, where X is the number of attacks. All bonuses -that would normally apply to a standard attack still apply. (Note: Flash Dance -can trigger Bulltrue and Preemptive Strike) - -== Gun Kata [30 Nanites] == -Prerequisites: - -* Level 10 - - For 1 Action, reduce weapon range to 15m, and negate actions needed for -Aiming, Pumping, and Cocking of a gun. Treat your gun as if it was a CQB weapon. -After a successful hit, you may roll for an additional hit on any target within -the 15m range, for up to 3 rounds fired. If you miss a shot or your gun runs out -of rounds, your Gun Kata ends. - -== Kata [Minimum 5 Nanites] == -Prerequisites: - -* Level 10 - - Whenever you land a successful melee hit against someone, you may roll for X -additional attacks, where X is your Nanites spent/5. Each additional attack has a -compounding -2 accuracy. (A 10th level character making their 3rd strike in a -row would be rolling at -4 accuracy). - -== Kip-up [15 Nanites] == -Prerequisites: - -* DEX 6 -* STR 5 - - A Kip-up is a gymnastic maneuver in which a character lying on the ground -curls up and then kicks up and out into the air, using the resulting momentum to -jump from their back straight to their feet. This kick does not work well as a -melee attack; the momentum is used to move the kicker rather than to impart -impact unto a target. - - You may jump up from the prone to the standing position as a Free Action. -This action cannot be taken to go straight from prone to crouched. Further, if -the transition from prone to standing to crouched is taken, the normally Free -Action of going from standing to crouched costs an Action. The kip-up cannot be -attempted with Heavy or Full Armor on. The kip-up can only be done once every -three rounds, but doesn't cost any nanites to do. The Three-round cooldown can -be ignored once per round by paying the nanite cost. - - -== Multi-Target [13*X Nanites] == -Prerequisites: - -* DEX 6 -* PER 6 - - For 2 Actions, concentrate on up to Level+1 number of targets, where X is -the number of targets. Or concentrate 1 action to target Level/2(round up) -Targets. You may Roll to-hit your first target in order to determine if you hit -all of these targets. If you fail the roll, then you may roll again to hit your -first target normally. - -== Run 'N' Gun [10 Nanites] == -Prerequisites: - -* PER 7 -* DEX 7 -* or Soldier Class -* or Specialist Class - - For 1 Action, you may move at half speed while firing. -1 to accuracy. If -you don't Aim before using this feat, you must Hip Fire. If this feat is -performed while sprinting, half your movement speed before you add the +1m -per-action from sprinting. The Miss Chance penalties stack for consecutive uses -of Run 'N' Gun. - -== Steady Shot [5 Nanites] == -Prerequisites: - -* PER 7 - - Take 1 Action to breath slowly and line up your shot. +1 Ranged accuracy -and +10m to the weapon's largest range bracket for each level of Steady Shot taken. -Miss Chance can go below the -2 minimum range (See section "Combat:" in the basic -rules document). You must be aiming at the target before you can use this feat. -Maximum 4 levels. - -== Twitch [7 Nanites] == -Prerequisites: - -* Level 3 -* Proficient in SMGs or Pistols -* DEX 7 - - You may aim at an enemy as a free action instead of one action. Only works -with CQB weapons. -2 accuracy with the aimed weapon(s). - -== Blur [11 Nanites] == -Prerequisites: - -* Level 10 -* Twitch - - You may aim at an enemy as a free action instead of one action. Only -works with CQB weapons. No Miss Chance penalty. - -============================== -Primary Stat Bonus Feats -============================== - These feats cannot be bought. They are granted -for free if you fulfill their prerequisites. - -== Lucky == -Prerequisites: - -* Luck 6 - - Good things predictably happen to you. - -Luck = 6: - You can choose to reroll a check, save, or attack once per long rest. You -may only reroll once for a given action and you must keep the second result. - -Luck = 7: - You can choose to reroll a check, save, or attack twice per long rest. You -may only reroll once for a given action and you must keep the second result. - -Luck = 8: - You can choose to roll a check, save, or attack with advantage twice per -long rest. - -Luck = 9: - You can choose to roll a check, save, or attack with advantage three times -per long rest. - -Luck = 10: - You may choose to reroll a check, save, or attack four times per long rest. -You may reroll an action multiple times and choose which roll to keep. - -Luck = 12: - You may choose to reroll a check, save, or attack four times per long rest. -Your rerolls may have either a +10% or -10% bonus. You may reroll an action -multiple times and choose which roll to keep. - -Luck = 15: - You may choose to reroll a check, save, or attack four times per long rest. -Your rerolls may have either a +20% or -20% bonus. You may reroll an action -multiple times and choose which roll to keep. - -== Positional Mastermind == -Prerequisites: - -* Mutually Exclusive with Will to Survive -* Charisma 9 - - You have incredible understanding of how beings in your universe perceive -and react to their environments, allowing you to feint and position yourself in -cover better. If you have 9 or more Charisma, any LIVING ENEMY (i.e. non-robotic -enemy) targeting you gets a -1 accuracy penalty when you have any kind of -defense bonus from cover. If you have 12 or more Charisma, ANY ENEMY targeting -you gets a -1 accuracy penalty when you have any kind of defense bonus from -cover. - -== Will to Survive == -Prerequisites: - -* Mutually Exclusive with Positional Mastermind -* Charisma 6 - - You are convinced that you will survive no matter the hardship. does not -purge debuffs unless you have 14 Charisma* - -Charisma = 6: - Once per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. - -Charisma = 8: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. - -Charisma = 10: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +20 hitpoints. If >5 heal one wound for up to +30 hitpoints. - -Charisma = 12: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. - -Charisma = 14: - Twice per encounter, once per turn if you aren't knocked out, as an immediate -reaction to being at or below half health, roll 1d10. If <= 5, heal one wound -up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. In -addition, purge 1 damage-over-time debuff (such as Plasma Burn or Poison). +============================== +Notes +============================== + + This document lists the feats available to characters in Compound X. +Feats may be taken on every even level as described in the Basic +Rules document. Passive feats are used freely with no limit +(unless otherwise stated) while active feats require the user to +spend some Nanites, which is specified next to the feat's name. +Unless otherwise specified, you cannot take a feat more than once. + +============================== +Passive Feats +============================== + +== Akimbo == +Prerequisites: + +* Dex 7 +* Level 6 +* Dual Wield feat + + Reduce the miss penalty from dual wielding to -1 accuracy per weapon. +Reduce the reload penalty to 10%. You may fire at more than one target at once +for an additional -2 accuracy penalty. + +== Acquired, Additional Plating == +Prerequisites: + +* Marksman or Gunslinger + + Enables the use of Medium Armor by the listed classes. + +== Acquired, Battle Ready == +Prerequisites: + +* Pilot + + Enables the use of Medium-Heavy Armor by the listed classes. + +== Acquired, Metal Jacket == +Prerequisites: + +* Soldier, Engineer, or Berserker + + Enables the use of Heavy Armor by the listed classes. + +== Acquired, The Clandestine Option == +Prerequisites: + +* Soldier, Specialist, Pilot, or Hunter + + Enables the use of Concealed Armor by the listed classes. + +== Backstab == +Prerequisites: + +* Level 3 +* Assassin + + Any damage dealt to an unaware opponent from behind deals an additional +10 + (Lvl * 2) Base damage. + +== Bulltrue == +Prerequisites: + +* Must have Shotgun training + + If an enemy moves from being at least 4m from you to being less than 3m from +you, and you have a loaded shotgun drawn, you may fire at them as a free +action (negate the pump of your shotgun, if one is necessary). If the target +is bloodied after the attack, they may not make a melee attack against you with +their next action. + +== Combat Expertise [Guns] == +Prerequisites: + +* None + + +1 accuracy with guns. -5% penalty to Skill Checks in combat. + +== Combat Expertise [Melee] == +Prerequisites: + +* None + + (Requirement for Expert Melee Training) +1 accuracy in melee. -5% penalty +to Skill Checks in combat. + +== Combat Expertise [Support] == +Prerequisites: + +* None + + +20% bonus to skill checks for class-related tasks in combat. (If you are a +medic, this would apply to medicine but it wouldn't apply to hacking, etc.). -1 accuracy with Guns or Melee in combat. + +== Concussive Maintenance == +Prerequisites: + +* 20 skill in Repair OR Engineer class. +* STR 4 + + +20% to Repair check. For 1 action, you may whack something broken to try to +fix it. You can use Concussive Maintenance even after you've already failed to +repair something. You can use concussive maintenance once per target, per +encounter. + +== Conceal Weapon == +Prerequisites: +* None + + Make a stealth check to hide your chosen pistol, shotgun, or SMG on your +person. To succeed, you must pass a DC 19 check. Total roll determines DC for an +enemy to actively search you and find your hidden weapon. + +== Desperate Crawl == +Prerequisites: +* None + + When downed instead of not being able to move you may crawl half of your +move speed or 3m every two actions whichever distance is shorter. You still +cannot speak, and you cannot take any other action. Death saving throws are +not actions, and must be rolled normally. You also get a +10% bonus to Death +Saving Throws + +== Double Tap == +Prerequisites: + +* None + + Whenever your hit falls into critical hit range*, fire another bullet as a +free action, foregoing the normal bonus-damage from a critical hit. The extra +bullet automatically hits the target if your first bullet does. But the extra +bullet does not trigger any other effects and cannot be used to double tap +again. This feat only works with Semi-Auto weapons. It cannot be used with +Single-Action Revolvers, Bolt Action, Pump-Action, Full-Auto weapons, etc. + +*If you have a critical hit range greater than or equal to 3, only rolls of 8 or +more will trigger Double Tap. One exception: the max critical hit range of 3 can +be increased to 4 by the feat "Never Tell Me the Odds". If you have a critical +hit range of less than 3, then critical hit range applies normally. + +== Dual Wield == +Prerequisites: + +* DEX 6 + + Maybe you've got a bigger corpus collosum and your right brain and left brain +are in higher sync than most people; or maybe you've seen too many John Woo +holomovies. Either way, you've managed to effectively fight using a weapon +in each hand. + + The weapons must be of the same type, either two pistols, two smgs, two light +or one-handed melee weapons, etc. Additionally the sum of the strength requirements +must be equal to or less than your Carry Strength. While Dual Weilding, you cannot +take the grapple Action nor the Disarm Action. Any time you would attack with a +reaction or if an ability of yours or an ally's would give you a free attack, you +may only attack with one of your dual wielded weapons, but you may pick which one +to use. + + While wielding two guns, you may fire both at the same time at the same target +with a -3 accuracy for each weapon. You may not target more than one target at +a time. Reloading while dual wielding adds 20 to the difficulty of the reload. + + While dual wielding two melee weapons you may make a melee attack with each +as normal in the same Action, with a -2 to your melee accuracy for each. If you +are attacked with a melee attack, you may only use one of your melee weapon's +accuracies as a bonus to your defense. You do get to pick which weapon you would +like to use to defend though. + + In addition, this feat lets you take the 'Dual Guard' Action as the last +Action of your turn so long as you are weilding two melee weapons. If you do so, +you spend a whole turn "putting up your dukes" and preparing to block attacks +with both weapons. Mechanically, this gives you the guard bonus from both weapons +as well as an extra +2 to your guard DC for having two weapons to block with. + +== Empty the Mag == +Prerequisites: + +* None + + It happens. You aren't quite sure if you can hit your target perhaps, or +maybe you round that corner and are staring down the barrel of an enemy AR-68. +Whatever the case, you need to dump the mag in their face to guarantee your +safety. Roll to pass a DC 30% DEX check. on success, you may fire off the +remainder of your clip or magazine (Applies only to weapons with a semi-automatic +mode, maximum 10 shots). Roll hits for each shot. Using this feat takes +3 actions, and must be completed in the span of one turn. After using +this feat, the user must reload their weapon for it to be effective again. +Can only be used once per encounter, LVL number of times per day. At level 5 +and beyond, can be used twice per encounter. + +== Enhanced Neural Interface == +Prerequisites: + +* INT 3 + + As a free action (in or out of combat) you can use any keyboard, plug into a +terminal, or use a monitor to perform a computer inquiry or operation. ++15% to ONE pertinent skill check (hacking, etc.) while using this feat, +to be chosen at the time of taking this feat. + +== Fish To Water == +Prerequisites: + +* Fort > 2 + + Maybe you took a lot of swimming lessons when you were little, maybe you +were on the college swim team, or maybe your military training had an +emphasis on endurance and core strength developed in the pool. In any case, +you gain 10 skill in swimming and a bonus +15 to checks when holding your +breath. You also ignore movement penalties from wading through deep liquids. +These bonuses increase to 20 skill in swimming and 20 bonus to holding one's +breath after level 7. + +== First Shot Counts == + +Prerequisites: + +* LCK 6 + + When reloading, if your reload roll is higher than an 80 (including any +applicable skills) or if you roll inside your critical success range, then your +first shot is an automatic critical hit + 10 bonus damage, for a total of 30 +bonus damage and other possible critical effects. + + (Instead, if you have Double Tap, you get +10 bonus damage for each Double +Tap bullet). You have to reload a fresh magazine in order to trigger the bonus +again. In other words, you cannot use First Shot Counts more times in one +encounter than the number of fresh magazines you are carrying. If your weapon +damages an area, First Shot Counts does not take effect. + +== Focus Energy == +Prerequisites: + +* None + + Spend 1 Action to increase the effects of a spell or Nanite based +action by 30%, (30% better roll, +30% damage [drop the remainder], up to you.) + +== Four on the Floor == +Prerequisites: + +* Pilot or 20 skill in Vehicles - Ground + + Tires were meant to be balded. You get a +25 to any difficult maneuver with +a land vehicle in which you do not catch air. This works with vehicles that have +treads or some other method of land support as well. + +== Novice Gunsmith == +Prerequisites: + +* None + + Combine up to 2 weapon total conversions. Ask GM about applicability of +desired conversations. + +== Hands of an artist == +Prerequisites: + +* DEX 7 + + You use your DEX modifier instead of your PER modifier for rolls to hit with +ranged weapons. In taking this feat you sacrifice the ability to use PER on +rolls dealing with using a weapon. + +== Improvisational Brawler == +Prerequisites: +* Melee Expertise + + The benefits of the Melee Expertise feat now also apply to Improvised Melee +Weapons. + +== Improvise Weapon == +Prerequisites: + +* Skill [Melee Combat] at 20 + + You do not take a penalty when using an improvised weapon. Chair legs can be +used as bats, fan blades as swords, etc., etc. + +== Juggler == +Prerequisites: +* DEX 4 or higher + + You are used to throwing and catching things very quickly. It's a neat party +trick and it turns out has some surprising applications in combat. You gain 10 +skill in the DEX skill Performance - Juggling. If you don't have another +weapon drawn when you draw a throwing weapon, you may attempt to juggle that +weapon. If you choose to do so, you must attempt a DC 60 Juggling skill +check. On success, you may draw three of the same type of thrown weapon at +once and use each as if you had drawn them normally. If you fail, you drop one +of the weapons at your feet and launch the other two in random directions. You +also gain a +1 to accuracy with thrown weapons and a +10 to stealth checks to attack +quietly with thrown weapons. + +== Last Shot Counts == +Prerequisites: + +* PER 5 + + The last shot in every mag deals is an automatic critical + 10 bonus damage, +for a total of 30 bonus damage. If your weapon has a magazine size of 1 or +damages an area, Last Shot Counts does not take effect. + +== Leaf on the wind == +Prerequisites: +* Pilot or 40 skill in Vehicles - Flight OR Space + + You gain a +20% to Vehicles checks in airborne or spaceborne vehicles, and an +additional +20% to unconventional maneuvers in such as well, but you and your vehicle +take double damage for the next three turns after using these bonuses. (any teammates +in such a vehicle do not take double damage) + +== Lucky Blind Fire == +Prerequisites: + +* LCK 7 + + There are always so many bullets flying around, you make a habit of not +peaking your head out and looking at your enemy. And somehow you still hit them +(some of the time). Roll a d10 before any Blind Firing or Hip Firing action. If +the roll is from 6 to 10, Gain +2 accuracy for that firing action; If the +roll is from 1 to 5, nothing happens. + +== Last Stand == +Prerequisites: + +* Level 4 + + Don't die alone. Always bring a friend. When you are downed, you may take up to +three actions on your turn to do one of the following: Draw a one-handed weapon +such as a pistol or SMG, Aim, or fire. You can no longer take any of these +actions if you are below -50 health. + +== Monk == +Prerequisites: + +* Level 7 or higher + + Able to use full damage for lethal strikes with unarmed. + +== Muscle Memory == +Prerequisites: + +* DEX 6 or 15 Weapons - [x] skill + + Negate the pump of a shotgun, cocking of a revolver, or cycling of a bolt +when performing another action besides the aforementioned (besides firing). +(Only applies to the weapons you have at least 15 Weapons - [x] skill in using, +unless you meet the DEX requirement). Gain +5% to reload rolls with the given +weapon. + +== Nanite Concentration == +Prerequisites: + +* Level 5 +* 20 skill in Knowledge - Nanites + + Allows the user to better concentrate on their expenditure of Nanites, +allowing them to achieve one of the following (you must choose one option when +you acquire the feat): + +* +2 turns of cloaking +* Once per turn, +20% (or +2) to a Nanite-related combat-action at a cost of 20 Nanites (ask GM before applying to an action.) +* Once per turn, +20% to a non-combat-action at a cost of 20 Nanites (ask GM before applying to an action.) +* Other, run any ideas by GM. + +== Nanite Absorption == +Prerequisites: + +* 10 skill in Knowledge - Nanites + + Once per turn, if you score a critical hit on a target that has Nanites, +the target loses up to 20 Nanites and you gain the amount lost. + +== Never Tell Me the Odds == +Prerequisites: + +* LCK 4 + Somehow you always aim at the right location, at the right time. +1 Critical +hit range (i.e., +10% Critical Hit chance). + +== Punch Drunk == +Prerequisites: + +* Fort > 3 + + Take a -1 accuracy on all attacks when not drunk. Instead of taking a penalty +to accuracy when using melee attacks while intoxicated, you get a +1 accuracy +when buzzed and a +2 accuracy when hammered. On hits that land while you are +buzzed or hammered, you deal extra damage equal to your strength modifier. These +bonuses only apply to melee attacks. You also get a +10% on rolls to avoid +blacking out. + +== Point-man == +Prerequisites: + +* PER 6 + + Maybe you've been a point-man for a long time, maybe you don't mind the +extra danger, or maybe you just room-clear a lot. Regardless, you are very +good at what you do. + + When clearing a room, add 20 to your reflex roll. + +== Preemptive Strike == +Prerequisites: + +* DEX 7 + + Whenever you are facing someone you are aware of, and they enter into adjacency +with you, you gain a preemptive melee strike against them. + +== Proficiency: Exotic Melee Weaponry == + +Prerequisites: + +* Special, see below. + + Allows a character the ability to use one particular type of Melee weapon +of size Exotic. Choose one common noun that is not a damage type each time you +learn this feat; that noun is the type. You may use any Exotic melee weapon that +includes this common noun in its name. This feat may be learned multiple times. + + If a particular Exotic melee weapon would require two hands to effectively +wield, a character must have Proficiency with two-handed melee weapons to learn this +feat for that weapon type. The same applies to One-handed style and Light-style +exotic weapons, all of which are specified in Exotic weapons' Size stat as a subtype. + +== Proficiency: Light Melee Weaponry == + +Prerequisites: +* None + + Allows a character to use Melee weapons of size Light. + +== Proficiency: One-handed Melee Weaponry == + +Prerequisites: +* Proficiency: Light Melee Weaponry + + Allows a character to use Melee weapons of size One-handed. + +== Proficiency: Two-handed Melee Weaponry == + +Prerequisites: +* Proficiency: One-handed Melee Weaponry + + Allows a character to use Melee weapons of size Two-handed. + +== Quickdraw == +Prerequisites: + +* DEX 5 + + As a free action, draw your chosen weapon(s) into firing position. If you +are holding something, you can drop it and still draw your weapon as a free +action. However, you might not want to drop anything glass. Or any explosives. + +== Rainman == +Prerequisites: + +* CHA <=2 +* INT >=8 + + Your character has something going for them. Gain 1 non-Charisma skill @ 10 +points (or add 10 points to a non-Charisma skill). This skill can exceed the +skill point limit by 10. You may also ask the GM how many bullets each opponent +has left in their weapon. + +== Return To Sender == +Prerequisites: + +* REF > 11 + + If a grenade is thrown at your character and you succeed at making the +Reflex save, you may choose to activate this feat instead of diving out of the +way. If you activate this feat, you attempt to kick the grenade back at the +character that threw it. First, attempt a luck roll of DC 15. If you fail, the +grenade goes off with you standing right next to it. If you succeed, roll a d10 +as if you had thrown the grenade yourself with a -2 penalty since you're +kicking, not throwing. The grenade is considered "cooked" wherever it lands +after being kicked. This means that the enemy characters don't get the same +chance to make a Reflex Save. + +== Salty Hashtables == +Prerequisites: + +* Must be a mechanical race + + Your data inputs are sanitized and encrypted, complete with checksums! +Hacking you is 25% harder and you are aware whenever one of your senses is +malfunctioning. + +== Salty Space Dog == +Prerequisites: + +* Pilot or 10 Vehicles - Space skill + + You've been up in the black more times than you can count. You get a +15% to +maintaining your bearings during a hyperspace jump as well as a +15% to stellar +navigation. + +== Signature Move == +Prerequisites: + +* None + + What can you say. When you do what you're good at, you do it well. Come up +with a Name or Motto for your signature move, and you gain +10% toward this +action. HOWEVER, you must shout your Motto or the Name when you perform this +move. And hey, keep this move on the DL unless it is absolutely necessary to +be used. You wouldn't want posers to copy it. (Note: this is an RP'd action +meant to be performed in CQC, not simply aiming your rifle at their head +and squeezing the trigger while shouting "BOOM HEADSHOT!" Please ask for +GM permission when using this feat.) + +== Sixth Sense == +Prerequisites: + +* LCK 6 + + You have uncanny knack for reading situations and making accurate decisions +based off of gut feelings. Gain a skill, Uncanny Insight at 10, and apply it +to situations where you feel like a bit of extra insight might do you or your +team a world of good. This skill is maxed out at 20 points, and is only +upgraded by making good decisions based on this skill, at the discretion of +your GM. + +== Snap Shot == +Prerequisites: + +* PER 6 + + Time slows down slightly around you, or at least your perception is +increased allowing you to process everything around you more quickly for a split +second. When a target is within your weapon's R1 or R2, your miss chance is +reduced by 1 (or 10% if relevant). + +== Social Ninja == +Prerequisites: + +* CHA 7 + + "You just look like you belong here." Unless sneaking past or hiding from +an alert enemy, roll a Deception check in place of a Stealth check. + +== Strong Back == +Prerequisites: + +* STR 4 + + Instead of a secondary weapon, you can carry an additional primary weapon. + +== Pack Mule == +Prerequisites: +* STR 7 +* Strong Back + + You've done a lot of lifting and hauling in your time, allowing you to carry +more than some. In addition to two primary weapons, you can carry another +secondary weapon. + +== Toughness == +Prerequisites: + +* None + + Roll a number of dice equal to your FORT / 5 (round up) + 1 and take the +result in extra hit points, or take the average of the result (1d10 = 5, +2d10 = 10, can be taken twice). If any of your die rolls is a 1 or 2, reroll +the die. + +== Unarmed Combat Training == + +Prerequisites: +* STR 5 and DEX 5 +* Level 5, OR Assassin Class, OR Berserker Class + + Increase base and minimum damage of Unarmed Strike by 20. + + Additionally, once per round after a successful melee strike, +if the target is not wielding a CQB weapon, you may use a reaction to +make a Disarm attempt. Disarm is described under Maneuvers in the Melee +Combat section of the Basic Rules. + +== Unarmed Combat Expertise == + +Prerequisites: +* Unarmed Combat Training +* STR 6 and DEX 6 +* Level 10, OR Assassin Class and Level 5, OR Berserker Class and level 5 + + Increase base and minimum damage of Unarmed Strike by an additional 20. + + Disarm attempts made with Unarmed Combat Training may be made +against CQB guns and Two-Handed melee weapons. + +== Unarmed Combat Mastery == + +Prerequisites: +* Unarmed Combat Expertise +* STR 7 and DEX 7 +* Level 15, OR Assassin Class and Level 10, OR Berserker Class and Level 10 + + Increase base and minimum damage of Unarmed Strike by an additional 20. + + Whenever you would make a Disarm attempt with Unarmed Combat +Training, you may instead make a Trip, Shove, or Grapple attempt. (These +are also described under Maneuvers in the Melee Combat section of the +Basic Rules). + +== Unarmed Combat Grand Mastery == + +Prerequisites: +* Unarmed Combat Mastery +* STR 7 and DEX 7 +* Level 15 +* Assassin Class or Berserker Class + + Increase base and minimum damage of Unarmed Strike by an additional 20. + + Whenever you succeed in a disarm attempt against a CQB weapon while +unarmed, you may use your next action to strike the target with his or her own +weapon before it falls to the ground. Disregard any proficiency requirements +for the weapon during this action. Hip-firing penalties apply to guns fired +with this feat. + +== Upgrade == +Prerequisites: + +* None + + Roll a number of dice equal to your INT / 5 (round up) + 1 and take the +result in extra Nanites, or take the average of the result (1d10 = 5, 2d10 = 10, +can be taken twice). If any of your die rolls is a 1 or 2, reroll the die. + +== Unconventional Warfare == +Prerequisites: + +* Any stat > 9, combat style must primarily use this stat. + + You are trained in the art of combative tossing, or some other obscure +fighting technique. + +== Unlocked, Boomstick == +Prerequisites: + +* Must be a Gunslinger + + Enables the use of shotguns by Gunslingers. +Note: Gunslingers can use their class feats with shotguns. + +== Unlocked, Spray and Pray == +Prerequisites: + +* Engineer + + Enables the use of SMGs by the Engineer class. + +== Unlocked, Small Arms Shipment == +Prerequisites: + +* Must be a Marksman, Doctor or Hacker + + Enables the use of Carbines by the listed classes. + +== Very Normal == +Prerequisites: + +* CHA 5 + + Any time that someone would be suspicious of your actions, they will be less +likely to think twice about what you are doing. Increase your Deception skill by 15 +and Persuasion skill by 10. + +== Ward == +Prerequisites: + +* DEX 10, or +* Level 8 Assassin or +* Level 8 Berserker. + + +15% armor coverage when your melee weapon is equipped in your hands. +(If you have no armor equipped, this feat grants you AP level 1 protection +with 15% coverage) + +== Investor == +Prerequisites: + +* Level 5 +* LUK 5 +* INT 5 + + You like to do a little investing in your free time. This feat can only +be taken once. Investor can be used twice, but only once every 5 levels. +(Roll a d10 + Luck level) x 125. Gain this value in credits. + +== Weapon Familiarization == +Prerequisites: + +* INT 7 +* 10 skill in Weapons - [x] + + + Gain 1.5 accuracy from any one weapon model. If you spend 30 hours +studying/using/practicing with a different gun (that you have at least 10 +Weapons - [x] skill in using), you can change which gun you are most familiar +with -- which moves the bonus from the previous gun model, to the one you are +now working with. This feat can only be taken once per weapon. + +*where x is the weapon type that the weapon falls under. + + +============================== +Weapon Expertise Feats: +============================== + + These feats represent dedicated training with a particular class of weapon, +and offer bonuses based on the relevant Weapons skill (Weapon skills are listed +in "06_Skills.txt"). Each feat offers a set of bonuses related to using that type of +weapon (and only that type of weapon), and each bonus requires the character to have +a number of points in the relevant Weapon skill. A character with 0 points in +Weapons - Pistols would gain only one benefit, while 60 points would benefit from +them all. The feats are formatted as a list of "X: Benefit", where X is the number of +points required in the corresponding Weapon skill to gain the benefit. + + Weapon Expertise feats require proficiency with the weapon type, but otherwise +have no prerequisites. Note that as all characters are proficient with Unarmed Strike, +Melee Expertise effectively has no prerequisite. + +== Pistol Expertise == + +0: +5m to ranges R1 & R2. If this would cause R2 to be greater than R3, + also set R3 equal to the new R2. +12: May use Weapons - Pistol (Int) in place of Stealth for checks made to prevent + enemies from noticing your Pistol fire. +24: Reduce the Reload check penalty imposed by the Dual-Wield / Akimbo feats + by 10 when dual-wielding pistols. +36: +1 to Accuracy rolls at all ranges. +48: +10m to range R3. +60: +10% Base damage. If you succeed on an Accuracy roll by at least 3 or score + an Extra-Critical, treat the enemy's armor as having APL 0 for that attack. + +== Submachine Gun Expertise == + +0: +5m to ranges R1 & R2. If this would cause R2 to be greater than R3, + also set R3 equal to the new R2. +12: May use Weapons - SMG (Cha) in place of Intimidate for checks to intimidate + a target you are suppressing with an SMG. +24: +10 Gun Reflex to one SMG you are wielding. +36: +2 to Accuracy rolls at all ranges while firing automatically (not burst). +48: +15m to range R3 while firing semi-automatically. +60: +10% Base damage. While suppressing an enemy, if you are shot at, after + the first Action of fire you may spend a reaction to duck behind cover + within 5m. This ends your suppression. + +== Shotgun Expertise == + +0: +5m to range R1. If this would cause R1 to be greater than R2, + also set R2 equal to the new R1. +12: May use Weapons - Shotgun (Dex) in place of Acrobatics for checks to execute + a physical maneuver following violent entry of a room. +24: If you succeed a reload check by at least 20, reduce the time taken to + reload by one Action, stacking with other reductions (such as from + critical success), to a minimum of one Action. +36: Negate the hip-firing Accuracy penalty against enemies within R1 while + firing spreading shot. +48: +10m to range R2. If this would cause R2 to be greater than R3, + also set R3 equal to the new R3. +60: +10% Base damage. If you hit armor with a higher APL than your shotgun, + you deal half damage to its AS instead of no damage (and full damage + to health if you deplete the AS). + +== Carbine Expertise == + +0: +10m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Carbine (Dex) in place of Acrobatics on checks to maintain + balance and negate combat penalties associated with being on board a moving + vehicle or mount. +24: +25 Weapon Reflex while onboard a moving vehicle or mount and for 3 rounds + after disembarking. +10 Weapon Reflex at other times. +36: +1 Accuracy to ranges R1 and R2 while firing while benefiting from cover + of any kind against your target. +48: +10m to range R1, +5m to range R3 +60: +10% Base damage. For up to one Action per round you may fire your carbine one-handed with + a -2 Accuracy penalty and double any burst or automatic fire Accuracy penalty. Any foregrips or + other attachments requiring the second hand do not provide their benefits during the + Action, but your offhand is free to do something else. If you have taken aim at a target, + you must succeed on a DC 100 Weapons - Carbine check to maintain that aim during and + through the Action. + +== Assault/Battle Rifle Expertise == + +0: +10m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Assault/Battle Rifle in place of Spotting when + looking through your rifle's scope (warning, takes longer than + wider field-of-view optics). +24: Halve the jam chance (applies after additive modifiers, round + down, may be zero) of your assault/battle rifle for the first 3 + rounds of its use per combat, once per short rest (i.e. maintenance + & cleaning oportunity). +36: +1 Accuracy while both you and your target are benefiting from + cover bonuses against each other. +48: +5m to range R1, +10m to range R3. +60: +10% Base damage; You may critically hit as normal while firing in + burst mode, and may critically hit with half your normal critical + range while firing in automatic mode. + +== Long Rifle Expertise == + +0: +10% to range R3. +12: May use Weapons - Long Rifle (STR) in place of Athletics in order to get to hard-to-reach + places, like towers or treetops, that can serve as sniper nests. +24: While prone, benefiting from at least light cover, and able to see at least one enemy, + gain an additional +1 cover bonus. +36: Gain a stacking +0.5 Accuracy each time you consecutively spend an action shooting a + single target without losing line of sight to it. +48: Halve any minimum range associated with your long rifle and attachments, to a max reduction + of 5m. +60: +10% Base damage. Increase by 50% any numerical benefits of specialty ammunition you fire + (does not affect Marksman Tech Rounds feats). + +== Heavy Weapon Expertise == + + Heavy Weapon Expertise does not include Grenade Launchers or Rocket Launchers. + +0: +5m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Heavy (Cha) in place of Intimidate when out + of combat while brandishing a bigger weapon than the target. +24: Heavy weapons no longer recieve the Accuracy penalty associated + with being improvised melee weapons while being used as melee weapons + (They still receive a Guard penalty). +36: +1 Accuracy against targets when your weapon's APL is at least 1 greater + than the target's armor's APL. +48: +10m to Range R3. +60: Machine Guns when autofiring, Flamethrowers, Lightning Guns, Antimaterial + Guns firing explosive shot, etc. can be fired at 1m radius areas instead + of a particular target, hitting every possible target in the area automatically + unless they succeed on a Reflex save with DC equal to your weapon accuracy + minus applicable cover bonuses, multiplied by 10. Autofire weapons can only + hit as many targets as they fire bullets. + +== Explosives Expertise == + + Explosives Expertise applies to hand grenades, emplaced explosives, +grenade launchers, rocket launchers, and artillery, but not to explosive ammo of +other weapons or class abilities. Does apply to Engineer mortars. + +0: +10m to range R2. If this would cause R2 to be greater than R3, + also increase R3 to match the new R2. +12: May use Weapons - Explosives (Int) in place of Knowledge checks when analyzing + structural integrity/weaknesses of mechanical systems, such as structures, + vehicles, or robots. +24: Reduce the critical failure chance for cooking hand grenades and setting + anti-tamper explosives add-ons to 2%. +36: Reduce Accuracy penalties for indirect fire by 2. +48: +5m to range R1. If this would cause R1 to be greater than R2, + also set R2 equal to the new R1. +60: +10% Base damage. Other characters make Shock, Reflex, and Will saves associated + with your explosives with Disadvantage. + +== Melee Expertise == + + Applies to Melee Weapons that the user has Proficiency with and to Unarmed Strike. +Does not apply to Improvised weapons. Reminder: these bonuses are only in effect while +you are wielding an appropriate weapon. + +0: +1 Move Speed while using the Charge action with intent to engage an enemy in + Melee Combat. +12: May use Weapons - Melee (Str/Dex) in place of Acrobatics or Athletics on + maneuver checks to defend against Grapple, Disarm, or Trip attempts, or to gain + control of or escape an ongoing Grappled state. +24: While wielding a Light or One-handed non-Hybrid weapon, whenever an enemy attacks + you in Melee Combat and ties your Guard, you may make a melee attack against that + enemy as a Reaction. + While wielding a Hybrid or Two-handed weapon, at the start of each of your turns + you may choose to gain +2 to melee Accuracy checks and take -2 to Guard checks + until the start of your next turn. + If dual-wielding a Hybrid weapon and a Light or One-handed weapon, you may only + use one of these effects in a given round, but may choose which. +36: +1 Accuracy while engaged with a target wielding a melee weapon (including + unarmed targets). +48: +1 Guard while engaged with a target wielding a melee weapon (including + unarmed targets). +60: +10% Base damage. Gain +0.5 Critical Hit range whenever you hit an enemy but + do not score a Critical Hit. This bonus resets if you score a Critical Hit, + are stunned, or spend 1 round out of Melee Combat. + +============================== +Active Feats +============================== + +== Adrenaline Rush == + +Prerequisites: + +* None + +Cooldown: X Rounds, max 2 +Duration: Free Action + + During your next move action this turn, you may an additional 4 * X meters. + +== Aimed Shot == + +Prerequisites: + +* PER 6 + +Cooldown: 1 Round +Duration: Free Action + + On your next ranged attack against a target that you have aimed at, if it hits, +deal an extra 10 damage. That attack is considered a critical hit if it would not otherwise +be. This is akin to seeing a chink in armor and aiming for it. + +== Combat Roll == + +Prerequisites: + +* DEX 5 + +Cooldown: 3 Rounds +Duration: 1 Action + + Move 6m in one action, no more, no less. Enemies attacking you have a -2 +accuracy and a -20% penalty to reflex rolls when attacking you during the roll and +until your next turn, and you have a -2 accuracy for the action after this feat +ends (which can be the first action of your next turn). Combat Roll cannot be used +in concert with Run 'N' Gun. + +== Cover Slide == + +Prerequisites: + +* DEX 4 + +Cooldown: 1 Round +Duration: 1 Action + + Choose a location up to your movement speed in meters away that contains +something solid enough to stop your headlong slide. You move to that location and +either go prone or hunker somewhere in that square (you choose). Attacks made +against you during the use of Cover Slide have -1 Accuracy. Cover Slide cannot be +used at the same time as Run 'N' Gun. + +== Flash Dance == + +Prerequisites: + +* Level 3 + +Cooldown: 2 * X + 1 Rounds +Duration: 2 * X Actions, up to X = 3 + + For the duration of Flash Dance, every 2 Actions you may instead make a +number of Melee Attacks, Trip, Disarm, or Kick attempts equal to your level divided +by 2 (rounding up), to a maximum of 6. These actions have a range of 2m. Roll +separately for each act. All bonuses that would normally apply to a standard attack +still apply. (Note: Flash Dance can trigger Bulltrue and Preemptive Strike). If you +are stunned or rendered unconscious, Flash Dance ends immediately. + +== Gun Kata [30 Nanites] == + +Prerequisites: + +* Level 10 + +Cooldown: X + 1 Rounds +Duration: X Reactions + + Whenever you hit an enemy with a ranged firearm attack, you may use Gun +Kata to make X additional attacks as Reactions. These attacks must target enemies +within 15m and within a 45 degree cone centered on the initial target. Each attack +has a compounding -2 accuracy. (A character making their 3rd strike in a row would +be rolling at -4 accuracy). A character cannot use more Reactions in a round than +they have. If you are stunned, unconscious, miss a shot, or your gun runs out of +rounds, Gun Kata ends. + +== Kata == + +Prerequisites: + +* Level 10 + +Cooldown: X + 1 Rounds +Duration: X Reactions + + Whenever you hit an enemy with a melee attack, Kick, Disarm, or Trip, +you may make X additional melee attacks, Kicks, Disarms, and/or Trips against +that enemy as Reactions. Each attack has a compounding -2 accuracy or -20 to its +Maneuver check (A character making their 3rd strike in a row would be rolling at +-4 accuracy or with a -40 to their Maneuver check). A character cannot use more +Reactions in a round than they have. If you are stunned or unconscious, Kata ends. + +== Kip-up == + +Prerequisites: + +* DEX 6 +* STR 5 + +Cooldown: See Below +Duration: Free Action + + A Kip-up is a gymnastic maneuver in which a character lying on the ground +curls up and then kicks up and out into the air, using the resulting momentum to +jump from their back straight to their feet. This kick does not work well as a +melee attack; the momentum is used to move the kicker rather than to impart +impact unto a target. + + You jump up from the prone to the standing position. This action cannot +be taken to go straight from prone to crouched. Further, if you would crouch +this turn, the normally Free Action of going from standing to crouched costs +an Action. You cannot kip-up while wearing Heavy, Full, or Power Armor, or in +a microgravitic environment. + + Kip-up may be used without a cooldown once every 3 rounds. Kipping Up +less than 3 Rounds after your last one incurs a 3 Round cooldown. + +== Run 'N' Gun == + +Prerequisites: + +* PER 7 +* DEX 7 +* or Soldier Class +* or Specialist Class + +Cooldown: X / 2 Rounds, min 1 +Duration: X Actions, maximum 4 + + You move at half speed while firing your firearm. Each attack has a cumulative +-1 Accuracy penalty but can benefit from a previous Aim action (otherwise Hip Fire +rules apply as normal). You may use this feat in combination with sprinting; if you +do, halve your movement speed before you add sprinting modifiers. + +== Steady Shot == + +Prerequisites: + +* PER 7 + +Cooldown: None +Duration: 1 Action + + Take a second to breathe slowly and line up your shot. On your next ranged +attack this turn against a target you are aimed at, you gain +1 Accuracy and +10m +to the weapon's largest range bracket. Miss Chance can go below the -2 minimum +(see section "Combat:" in the basic rules document). + + Steady Shot may be taken multiple times, up to a maximum of 4; the bonuses stack. + +== Twitch == + +Prerequisites: + +* Level 3 +* Proficient in SMGs or Pistols +* DEX 7 + +Cooldown: None +Duration: Free Action + + While wielding a CQB firearm, you may aim as a free action instead of an +action. If you do, your next two attacks with that weapon have -2 accuracy. + +== Blur == + +Prerequisites: + +* Level 10 +* Twitch + +Cooldown: 1 Round +Duration: Free Action + + While wielding a CQB firearm, you may aim as a free action instead of an action. + +============================== +Primary Stat Bonus Feats +============================== + These feats cannot be bought. They are granted +for free if you fulfill their prerequisites. + +== Lucky == +Prerequisites: + +* Luck 6 + + Good things predictably happen to you. + +Luck = 6: + You can choose to reroll a check, save, or attack once per long rest. You +may only reroll once for a given action and you must keep the second result. + +Luck = 7: + You can choose to reroll a check, save, or attack twice per long rest. You +may only reroll once for a given action and you must keep the second result. + +Luck = 8: + You can choose to roll a check, save, or attack with advantage twice per +long rest. + +Luck = 9: + You can choose to roll a check, save, or attack with advantage three times +per long rest. + +Luck = 10: + You may choose to reroll a check, save, or attack four times per long rest. +You may reroll an action multiple times and choose which roll to keep. + +Luck = 12: + You may choose to reroll a check, save, or attack four times per long rest. +Your rerolls may have either a +10% or -10% bonus. You may reroll an action +multiple times and choose which roll to keep. + +Luck = 15: + You may choose to reroll a check, save, or attack four times per long rest. +Your rerolls may have either a +20% or -20% bonus. You may reroll an action +multiple times and choose which roll to keep. + +== Positional Mastermind == +Prerequisites: + +* Mutually Exclusive with Will to Survive +* Charisma 9 + + You have incredible understanding of how beings in your universe perceive +and react to their environments, allowing you to feint and position yourself in +cover better. If you have 9 or more Charisma, any LIVING ENEMY (i.e. non-robotic +enemy) targeting you gets a -1 accuracy penalty when you have any kind of +defense bonus from cover. If you have 12 or more Charisma, ANY ENEMY targeting +you gets a -1 accuracy penalty when you have any kind of defense bonus from +cover. + +== Will to Survive == +Prerequisites: + +* Mutually Exclusive with Positional Mastermind +* Charisma 6 + + You are convinced that you will survive no matter the hardship. does not +purge debuffs unless you have 14 Charisma* + +Charisma = 6: + Once per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. + +Charisma = 8: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +15 hitpoints. If >5 heal one wound for up to +20 hitpoints. + +Charisma = 10: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +20 hitpoints. If >5 heal one wound for up to +30 hitpoints. + +Charisma = 12: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. + +Charisma = 14: + Twice per encounter, once per turn if you aren't knocked out, as an immediate +reaction to being at or below half health, roll 1d10. If <= 5, heal one wound +up for up to +25 hitpoints. If >5 heal one wound for up to +40 hitpoints. In +addition, purge 1 damage-over-time debuff (such as Plasma Burn or Poison). diff --git a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt index 3ac61619..8da75910 100644 --- a/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt +++ b/CharacterCreation/Class-Specific Documentation/Doctor Procedures.txt @@ -705,12 +705,12 @@ Effect: Target gets a 30 point capacitive shield for the duration of the engagement. This trick works on any race of ally. ==Nanite Restore == -Adrenaline Reward: n/4 +Adrenaline Reward: 10 Points Range: Touch -Action: Free Action -Effect: Transfer n number of Adrenaline points from the Doc to the -patient. If This trick is used on another doctor, no adrenaline points are -earned. +Action: 1 Action +Effect: Choose 1. Remove up to 3 Rounds of cooldown from one unit of +Medical Nanites owned by the target, or the cooldown of the target's next active +feat before your next turn is reduced by up to 3 Rounds, to a minimum of zero. ==Illegal Steroid == Adrenaline Reward: 40 Points diff --git a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt index e39b0470..b548db33 100644 --- a/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt +++ b/CharacterCreation/Class-Specific Documentation/Engineer Processes.txt @@ -8,25 +8,30 @@ battlefield or between engagements under more calm circumstances. Processes are divided into two categories; Repair Processes and Build Processes. Typically, a Repair Process is any process which heals or buffs a -teammate. Repair Processes typically accrue building materials like Energy and +teammate. Repair Processes typically accrue resources like Potential and Material. Build Processes typically increase an engineer's combat effectiveness through the deployment of drones or mounted weapons. Build Processes typically -expend building materials like Energy and Materials. +expend resources like Potential and Material. Every time an Engineer levels up, they get one new Process from each of the Build and Repair Process categories. Unlocking a Process requires having unlocked the Process below it on the Process Tree. Please see the "Engineer Process Tree - Repair.png" for dependencies. -Energy: - Most procedures that an engineer can perform in the field requires the -expenditure of a non-trivial amount of energy. During combat, an engineer may -overcharge their standard issue batteries as outlined in the Engineer section of -the 02_classes.txt document. When not in combat, energy is vented from the -batteries down to their safe storage limit. If the batteries were to remain -overcharged for longer than the duration of an encounter, they would burn out or -burn up and explode depending on the limit. The max limit and safe storage limit -are outlined in the "02_classes.txt" document in Character Creation. +Potential: + Engineers maintain a swarm of constructor nanites with the relatively rare +capability of working outside a defined, limited environment. These nanites +form a distributed artificial intelligence network capable of rapid processing, +intelligent decision-making, etc. These capabilities are collectively referred to +as the swarm's Potential. Engineers gain Potential as their nanites become more +distributed via Repair processes, and spend Potential to execute Build Processes +at what most factories would consider breakneck speeds. Partly due to size +constraints and partly as a safeguard against grey goo plagues*, these nanites' +intelligence matrices are energy based and non-persistent. While in combat an +Engineer overclocks the Nanites by building potential, but once the situation is +over the nanites need to cool down to their nominal level of Potential to avoid +slagging themselves. Maximums in and out of combat are listed in the +"02_classes.txt" document in Character Creation. Materials: An engineer will often use an extruder or 3D printer in the field to @@ -40,7 +45,8 @@ encounters and over small rests. Munitions: Munitions are used in the engineer's extruder to print more ... active components. Due to regulations munitions extrusion material is not retained -between combat encounters. +between combat encounters - the design has a fundamental instability that +causes the generated munitions to break down harmlessly. Network Motes: Any repair process that an engineer uses on a cybernetic ally (even if that @@ -49,6 +55,12 @@ process doesn't specify that it can only be used on cybernetic allies) leaves a the build tree, the range of the drone is taken from the nearest network mote or the engineer that deployed it. +*Grey goo plague refers to an instance of uncontrolled nanomachine reproduction, +usually the result of some safeguard breaking down. Such cancerous nanomachines +would scavenge whatever material they can find to build more of themselves and +their population would grow exponentially. In theory, a grey goo could wipe out +an entire planetary biosphere. + ============================== Repair Tree ============================== @@ -56,7 +68,7 @@ Repair Tree ===== Cyberphysical ===== == Reboot == -Energy Gain:65 +Potential Gain:65 Action: 1 Action Duration: N/A Range: Touch @@ -67,7 +79,7 @@ then heal them. Not a quiet procedure; detectable within 40m by a perception check of 30. == Data Scrub == -Energy Gain: 35 +Potential Gain: 35 Action: 1 Action Duration: N/A Range: Touch @@ -76,20 +88,20 @@ Range: Touch The engineer makes a repair check opposed by half of the hacker's hack check or dominator's domination check. If the engineer wins, the ally or system is scrubbed and the system control returns to normal. The engineer only receives -Energy for successful scrubs. Be aware that engineers are the only class with +Potential for successful scrubs. Be aware that engineers are the only class with this Process, but not the only class that can scrub a hacked target. == Restore Armor == -Energy Gain: 50 +Potential Gain: 50 Action: 2 Actions Duration: Almost Instant Range: Touch - You tinker with your ally's armor and mend it. Undo any Debuffs on + You tinker with your ally's armor and mend it. Undo any debuffs on your ally's armor such as sundering, battle damage, etc. == Percussive Maintenance == -Energy Gain: 30 +Potential Gain: 30 Action: 1 Action Duration: Almost Instant Range: Touch @@ -98,13 +110,13 @@ Range: Touch deal 10 blunt melee damage to it. Roll luck modifier, with a DC of 1.5 x target's total damage after wrench hit. Add to that DC 10 for each minor status effect and 15 for each major status effect, at the GM's discretion. If The DC is -passed, Fix all minor status effects, one major status effect, or heal one +passed, fix all minor status effects, one major status effect, or heal one wound. This process may only be performed on cybernetic allies, turrets, vehicles or as an RP event. Not to be confused with the Concussive Maintenance Feat. == Defrag == -Energy Gain:15 +Potential Gain:15 Action: 1 Action Duration: Until First Use Range: Touch @@ -115,19 +127,19 @@ your ally continues on their way. Your ally gets a +5% bonus to their next RP roll. == Actuator Overdrive == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: engagement Range: Touch For the duration of an engagement, an ally moves 3m per action more. Ally movement has an absolute cap of 14m per action, even if some other effect -would make it higher. A player may not be overdrived/overclocked more than +would make it higher. A player may not be overdriven/overclocked more than once per engagement. Only works on cybernetic allies. == Discrete Overclock == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Engagement Range: Touch @@ -137,7 +149,7 @@ also get a +15 to reloading weapons quickly and a +10 to perception checks. Cannot Overclock an Ally more than once per engagement. == Network Targeting == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until First Use Range: Touch @@ -150,7 +162,7 @@ drone, robot and turret that is also looking at that target. This effect may be blocked with a hacking attack at DC 20. == System Overclock == -Energy Gain:35 +Potential Gain:35 Action: 1 Action Duration: Engagement Range: Touch @@ -160,7 +172,7 @@ They also get a +35 to reloading weapons quickly and a +10 to perception checks, but take 20 Internal Damage from system overheat. == Colocation Processing == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until First Use Range: 6m @@ -171,7 +183,7 @@ ally makes a lockpick, hacking, explosives, repair, heal, or tracking check, they get a +15 to it. == Regression Override == -Energy Gain:60 +Potential Gain:60 Action: 1 Action Duration: 8 Rounds Range: Touch @@ -179,7 +191,7 @@ Range: Touch You temporarily disable your cybernetic ally's regression process, the part of their personality program that slows down to triple check the results of their actions. This sends them into a rage mode. They still know -friend from foe, and they still have a jenky understanding of their higher- +friend from foe, and they still have a janky understanding of their higher- order skills like lockpicking, hacking, or social finesse, but they have no fear, no pain, no remorse and no hesitation for about half of a minute. Your ally Cannot feel shock during this duration, and cannot be repaired (they @@ -195,12 +207,12 @@ Damage of wear and tear. An Engineer can only perform a Regression Override once per Encounter. Regression Overrides do not stack. == System Restore == -Energy Gain:35 +Potential Gain:35 Action: 2 Actions Duration: Permanent Range: Touch - Can only be used on a cybernetic subject who's primary data center is still + Can only be used on a cybernetic subject whose primary data center is still intact that has "bled out" less than 8 Rounds ago. The Engineer makes a DC 60 Repair check. If successful, the subject is now "bleeding out". If the subject is saved, they get the feat "Refurbished". Characters with the "Refurbished" @@ -210,7 +222,7 @@ System Restore. ===== Material/Mechanic ===== == Duct Tape == -Energy Gain:40 +Potential Gain:40 Action: 1 Action Duration: N/A Range: Touch @@ -220,7 +232,7 @@ healed. This trick only works on cybernetic allies, non-sentient robots and machinery. == Weapon Tuning == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: engagement Range: Touch @@ -232,19 +244,19 @@ almost definitely unalign what you've done by the end of the engagement, but hopefully your efforts will help keep your ally alive until then. == Vehicle Repair == -Energy Gain:40 +Potential Gain:40 Action: 4 Actions Duration: almost instant Range: Touch You pull out your tools and quickly repair the damage to a friendly vehicle. It gains 1 vehicle health. While this power is not required to repair -vehicles, it does add a Nanite reward for doing so. It also increases the +vehicles, it does add a Potential reward for doing so. It also increases the effect and may reduce the time taken to repair. == Multisys Repair == -Energy Gain:30*n +Potential Gain:30*n Action: 1 Action Duration: N/A Range: Touch @@ -254,7 +266,7 @@ the number of wounds that the cybernetic ally has. This trick only works on cybernetic beings or machines. == Micro Assembler == -Energy Gain:50 +Potential Gain:50 Action: 1 Action Duration: 8 Rounds Range: Touch @@ -268,7 +280,7 @@ location and may deal 5 Internal Damage per Round at the end of the hacker's turn. == Engine Tuning == -Energy Gain:50 +Potential Gain:50 Action: 6 Actions Duration: Almost Instant Range: Touch @@ -277,11 +289,11 @@ Range: Touch clean the spark plug, dial in the cylinder timing and add your own special sauce to the engine's fuel injector. It will now run at 125% power, and it has full health. Effect may vary by RP. See GM for details. While this power is not -required to boost the effect of a vehicle, it now rewards you in Energy for +required to boost the effect of a vehicle, it now rewards you in Potential for doing so and increases your effectiveness at doing so. == Boilerplate Handiwork == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Material Cost: 20 Material Action: 1 Action Duration: Permanent @@ -293,7 +305,7 @@ down by 1m per action. This effect lasts until that 40 health has been destroyed, or until the engineer takes it off and discards it. == Zero Friction Covalent == -Energy Gain:20 +Potential Gain:20 Action: 1 Action Duration: Until next melee hit Range: Touch @@ -306,7 +318,7 @@ own weapon and the effect only lasts until the next hit. Cannot be used on a weapon more than once at a time. == Sup it Up == -Energy Gain:80 +Potential Gain:80 Action: 12 Actions Duration: Permanent Range: Touch @@ -320,7 +332,7 @@ include but are not limited to: * adding stabilized chassis for improved accuracy when fired from == Ceramic Catalyst == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Action: 2 Actions Duration: 10 Rounds or 2 hits Range: Touch @@ -335,7 +347,7 @@ ceramic catalyst on themselves. Ceramic Catalyst decays after exposure to elements for ten Rounds or three hits, whichever happens first. == Microbot Swarm == -Energy Gain:40 * n +Potential Gain:40 * n Action: 1 Action Duration: 8 Rounds Range: 4m radius @@ -344,7 +356,7 @@ Range: 4m radius cybernetic allies for 8 Rounds before running out of power. The microbots are able to heal 15 health per Round at the end of the ally's Turn. The microbots burn up if one of their subjects is affected by plasma burn. For this, the -Engineer gains 40 * n Energy, where n is the number of allies affected. The +Engineer gains 40 * n Potential, where n is the number of allies affected. The Engineer can only perform this once per engagement. A Microassembler uses wireless cloud calculation to stay small, but on-blueprint. As such, it is vulnerable to hack checks at a DC of 50. A hacked micro assembler reveals its @@ -355,7 +367,7 @@ and notifies the Engineer, but cannot stop the damage from happening. ===== Optronic/Cycotonic ===== == Repulsor Recharge == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -365,7 +377,7 @@ charge an ally's shields over their max value. An Engineer cannot recharge their own shields. == Sensory Fuse == -Energy Gain: 10 Energy +Potential Gain: 10 Potential Action: 1 Action Duration: Until fuse pops Range: Touch @@ -377,7 +389,7 @@ hand to install, so an engineer cannot install one in themselves. == B-Filter Buffer == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Action: 1 Action Duration: For one visual perception check Range: Touch @@ -389,7 +401,7 @@ a disposable one-time use paracrystal network that degrades after a time for optimal efficiency. Increases ally's visual perception by 10%. == Repulsor Overcharge == -Energy Gain: 25 Energy +Potential Gain: 25 Potential Action: 1 Action Duration: Immediate Range: Touch @@ -399,7 +411,7 @@ an ally's shields to up to 30 points above their maximum. Shields will normalize down to their maximum after ten Rounds. == Refractory Spray == -Energy Gain: 15 Energy +Potential Gain: 15 Potential Material Cost: 15 Material Action: 2 Actions Duration: Immediate @@ -411,14 +423,14 @@ laser hit by 45 damage. It also prevents the first damage-over-time effect from that hit (such as plasma burn), if it has one. Looks kinda like sticky glitter. Gives an ally affected by Refractory spray a -20 penalty to visual stealth rolls. Refractory Spray can be detected by metal detectors. Refractory Spray -loses cohesion after ten Rounds or burns up if hit by an energy attack. +loses cohesion after ten Rounds or burns up if hit by a plasma or laser attack. At level 10, you learn how to apply the spray more evenly and to apply it more liberally to areas that you have seen get hit more often. As such, you are able to stop 80 points of VAE or plasma damage or 60 points of laser damage. == Tune Laser == -Energy Gain: 30 Energy +Potential Gain: 30 Potential Action: 2 Actions Duration: 5 Rounds Range: Touch @@ -426,11 +438,11 @@ Range: Touch You dial in the potentiometers and realign the focusing crystals. Your ally's laser weapon deals an extra 20 points of damage per hit and has a -1 to miss (To a minimum to-miss of -0 when target is in light cover). These -adjustments will likely lose precesion after 5 Rounds of combat, and the weapon +adjustments will likely lose precision after 5 Rounds of combat, and the weapon will return to the state it was in before tuning. == MoCap Augmentation == -Energy Gain: 20 Energy +Potential Gain: 20 Potential Action: 2 Actions Duration: Immediate Range: Touch @@ -444,16 +456,16 @@ active take a -40 to perception checks at ranges beyond 50m. Since this is less than ideal in non-combat scenarios, you've set it to wear off after ten Rounds. == Repulsor Projection == -Energy Gain: 10 Energy +Potential Gain: 10 Potential Action: 1 Action Duration: Immediate Range: 10m Recharges an ally's shield by 40 points. May not be used to charge a shield -above it's maximum capacity. An engineer may not charge their own shields. +above its maximum capacity. An engineer may not charge their own shields. == Repulsor Hypercharge == -Energy Gain: 40 Energy +Potential Gain: 40 Potential Action: 2 Actions Duration: Immediate Range: Touch @@ -461,12 +473,12 @@ Range: Touch Recharges an ally's shield by 85 points. May be used to charge an ally's shields up to 60 points above their maximum. Shields will normalize down to their maximum by 5 points per Round at the beginning of that player's turn. -Hypercharged shields make a distinctive crackling noise; players who's shields +Hypercharged shields make a distinctive crackling noise; players whose shields are Hypercharged take a -20 to stealth rolls. An Engineer cannot Hypercharge their own shields. == Broadcast Repulsion == -Energy Gain: 15 * n Energy, where n is the number of shields affected +Potential Gain: 15 * n Potential, where n is the number of shields affected Action: 2 Actions Duration: Immediate Range: 8m radius centered on engineer @@ -478,7 +490,7 @@ sets a 10 blunt force damage per Round for 4 turns to any enemies in the area of effect as well. A feedback wave ends the Engineer's turn immediately. == Plasma Lacer == -Energy Gain: 20 Energy and 1 Munitions +Potential Gain: 20 Potential and 1 Munitions Action: 2 Actions Duration: 10 Shots Range: Touch @@ -516,7 +528,7 @@ Accuracy Modifier. IO Ports: Most Drones (and a couple of static buildings) will have IO ports. Think of -IO Ports as slots that you can add things to to upgrade your Drone or Building. +IO Ports as slots that you can add things to upgrade your Drone or Building. These upgrades are called Peripherals. If a drone doesn't have an empty IO Port left, then you cannot add another Peripheral to that Drone. Drones cannot dynamically allocate IO ports between more than their capacity. Another way of @@ -531,7 +543,7 @@ for Input/Output Ports. == Dragonfly == Type: Drone -Construction Cost: 30 Energy, 40 material +Construction Cost: 30 Potential, 40 material Control Point Cost: 1 point Build Time: 4 Actions Modular I/O ports: 1 port @@ -544,7 +556,7 @@ Disrupt DC: 30 Pwn DC: 70 The dragonfly is a small, light, fast flying drone that stays close -to it's deployer. Unlike most drones, it cannot use external network motes to +to its deployer. Unlike most drones, it cannot use external network motes to increase its range. It's onboard sensor network gives it's deployer a +6 to perception rolls. It's landing gear can also grasp and carry objects weighing less than 8kg. Powered by a Li+ battery, will almost never explode when @@ -559,7 +571,7 @@ occupied, but does not reimburse its construction cost. == KRO-W5 == Type: Drone -Construction Cost: 45 Energy, 50 Material +Construction Cost: 45 Potential, 50 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 3 ports @@ -590,7 +602,7 @@ occupied, but does not reimburse its construction cost. == PD-5 Scout Bot == Type: Drone -Construction Cost: 50 Energy, 60 Material +Construction Cost: 50 Potential, 60 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 5 ports @@ -610,7 +622,7 @@ Natural AP Strength: 80 This small bipedal drone comes equipped with a distributed computing NIC card for improved performance in large packs. The PD-5 also comes standard with a biometric sharp grasping claws and a tail that adapts procedurally to maintain -balance at high speeds as well as significantly more capacity for peripherals +balance at high speeds as well as significantly more capacity for peripherals than its flying brethren. The grasping claws may make melee attacks with a Melee Miss Chance of 4 for 40 damage. PD-5 bots take a -2 Miss Chance for each other friendly PD-5 within 6m due to their distributed network architecture, but if @@ -626,7 +638,7 @@ occupied, but does not reimburse its construction cost. == Con-D0R == Type: Drone -Construction Cost: 60 Energy, 30 Material +Construction Cost: 60 Potential, 30 Material Control Point Cost: 1 point Build Time: 6 Actions Modular I/O ports: 4 ports @@ -638,7 +650,7 @@ Size: 1m x .6m x .8m Disrupt DC: 40 Pwn DC: 80 - The reCON Direct zero Robot is right where you need it to be. Or if not, + The reCON Direct Zero Robot is right where you need it to be. Or if not, It'll be there extremely soon. While it lacks a little in armor, it is the fastest drone available and carries a decent payload of peripherals. Unfortunately, its long range carrier wave makes it a little more prone to @@ -652,7 +664,7 @@ occupied, but does not reimburse its construction cost. == Cerberus Attack Drone == Type: Drone -Construction Cost: 110 Energy, 90 Material +Construction Cost: 110 Potential, 90 Material Control Point Cost: 2 points Build Time: 8 Actions Modular I/O ports: 9 ports @@ -706,7 +718,7 @@ Reflex Modifier: -35 == Titan Multipurpose Drone == Type: Drone -Construction Cost: 270 Energy, 150 Material +Construction Cost: 270 Potential, 150 Material Control Point Cost: 4 points Build Time: 8 Actions Modular I/O ports: 13 ports @@ -732,7 +744,7 @@ occupied, but does not reimburse its construction cost. == Peripheral: popgun == Type: Peripheral -Construction Cost: 10 Energy, 10 Material, 1 Munitions +Construction Cost: 10 Potential, 10 Material, 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 20 shots @@ -749,15 +761,16 @@ Drone Health: +15 +-------+-----+-----+-----+ A simple 9mm repeater module bolted to the universal adapter ports on a -drone. Reloading takes 2 Actions, but always succeeds and never crits. Drones -reload with perfect consistency. Additional ammo available as a separate -peripheral. As a unique ability, may have red lasers or suppressors added. +drone. Reloading takes 2 Actions, but always succeeds and never hits +critically. Drones reload with perfect consistency. Additional ammo available +as a separate peripheral. As a unique ability, may have red lasers or +suppressors added. Attachments added to a drone are returned when the drone is reclaimed. == Peripheral: Ammo == Type: Peripheral -Construction Cost: 10 Energy, 1 Munitions +Construction Cost: 10 Potential, 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 3 full refills. @@ -768,7 +781,7 @@ of other drones. Also adds 30 health to a drone. == Peripheral: Tazer == Type: Peripheral -Construction Cost: 50 Energy, 20 Material +Construction Cost: 50 Potential, 20 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 4 shots @@ -792,7 +805,7 @@ losing 3 Actions on their following turn. == Peripheral: Armor == Type: Peripheral -Construction Cost: 10 Energy, 30 Material +Construction Cost: 10 Potential, 30 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Coverage: +50% @@ -816,7 +829,7 @@ allows armor diagnostics and triggering of reactive ballistic cells. == Peripheral: Shield Capacitor == Type: Peripheral -Construction Cost: 35 Energy, 10 Material +Construction Cost: 35 Potential, 10 Material Build Time: 2 Actions Modular I/O ports: Uses 2 ports Capacity: 80 points @@ -828,7 +841,7 @@ pulse frequency. Glows a neon color, -20 to drone stealth checks. == Peripheral: Minigun == Type: Peripheral -Construction Cost: 40 Energy, 40 Material +Construction Cost: 40 Potential, 40 Material Build Time: 4 Actions Modular I/O ports: Uses 3 ports Ammo: Holds 60 shots @@ -849,7 +862,7 @@ unlocked antennae and shield capacitor peripherals. == Peripheral: Flamethrower == Type: Peripheral -Construction Cost: 30 Energy, 30 Material, 1 Munitions +Construction Cost: 30 Potential, 30 Material, 1 Munitions Build Time: 3 Actions Modular I/O Ports: Uses 2 Ports Ammo: Holds 4 units of 2 Liters of Naphitic Gel. @@ -868,18 +881,18 @@ apply 1 x Burning @ DC70% to remove. Apply 1 x Fear on hit. == Peripheral: Antennae == Type: Peripheral -Construction Cost: 10 Energy, 15 Material +Construction Cost: 10 Potential, 15 Material Build Time: 4 Action Range: +10m - A multiphasic antennae, DSP module and strong amplifier allows your drones + A multiphasic antennae, DSP module, and strong amplifier allow your drones to extend their service range. Multiple channels of transmission make your drones easier to detect electronically, but harder to Pwn. +20 DC to enemy Pwn attempts. == Peripheral: Flack Cannon == Type: Peripheral -Construction Cost: 60 Energy, 40 Material and 1 Munitions +Construction Cost: 60 Potential, 40 Material and 1 Munitions Build Time: 2 Actions Modular I/O ports: Uses 3 ports Ammo: Holds 8 shots @@ -901,7 +914,7 @@ door by 65. If the DC becomes 0, the door is blown open. == Peripheral: Rockets == Type: Peripheral -Construction Cost: 80 Energy, 2 Munitions and 40 Material +Construction Cost: 80 Potential, 2 Munitions and 40 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Ammo: Holds 8 shots @@ -923,7 +936,7 @@ hunter marks don't stack. 2 rocket hits count as an anti-vehicle hit. At level == Peripheral: Network Security Module == Type: Peripheral -Construction Cost: 15 Energy and 10 Material +Construction Cost: 15 Potential and 10 Material Build Time: 2 Actions Modular I/O ports: Uses 1 port Hacking resistance: 20% @@ -939,7 +952,7 @@ the NSM. == Insta-Cover == Type: Structure -Build Cost: 5 Energy and 25 Material +Build Cost: 5 Potential and 25 Material Build Time: 2 Actions Duration: Permanent Health: 2 Vehicle Health @@ -951,7 +964,7 @@ bullets. This gives partial cover for 2 meters in one direction. == Barbed Wire == Type: Structure -Build Cost: 5 Energy and 15 Material +Build Cost: 5 Potential and 15 Material Build Time: 1 Action Duration: Permanent Health: 60 health points; immune to bullets but not to slashing weapons. @@ -967,7 +980,7 @@ most vehicles, but it can pop tires. == Adaptive Gun Mount == Type: Structure -Build Cost: 5 Energy and 15 Material +Build Cost: 5 Potential and 15 Material Build Time: 2 Actions Duration: Permanent Health: 46 health @@ -975,14 +988,14 @@ Size: .5m x .5m x .1m You set up a recoil-dampening weapon stand that grants partial cover and a +1 accuracy bonus to whomever sets up here. Will fit in windows, -off the back of a truck, etc. Adheres to a solid, flat surface. Engineer who -built it gets 10 Energy every time an ally hits a target using their gun mount. -There is no energy reward for an engineer using their own mount. +off the back of a truck, etc. Adheres to a solid, flat surface. The Engineer who +built it gets 10 Potential every time an ally hits a target using their gun mount. +There is no Potential reward for an engineer using their own mount. == Gun Emplacement == Type: Structure -Construction Cost: 40 Energy, 1 Munitions and 40 Material +Construction Cost: 40 Potential, 1 Munitions and 40 Material Build Time: 2 Actions Duration: Permanent Health: 1 vehicle health @@ -1004,17 +1017,17 @@ This weapon can be ripped off of its emplacement by a character that has 8 strength or more. When ripped off, the gun has an additional +1 chance to miss. If the gun is fired four times, with four consecutive Actions, the shooter gets a free fifth shot. Every hit that an ally (not you) makes with a -turret that you placed gives you 30 Energy. +turret that you placed gives you 30 Potential. == Snare == Type: Trap -Construction Cost: 5 Energy and 5 Material +Construction Cost: 5 Potential and 5 Material Build Time: 1 Action Disarm DC: 30% Damage: 0 points Range: 1 particular square meter - DC 20 + (20 * Engineer character Level) for an enemy to spot with a max of + DC 20 + (20 * Engineer character Level) for an enemy to spot with a max of 90. When a character steps on a snare, their movement ends. They may not move until they pass a DC 60 Fortitude check. An additional fortitude check may be made at the cost of 1 action. If the engineer who made this is at least level 5 @@ -1026,7 +1039,7 @@ friendly characters. == ASPRO-S system == Type: Structure -Construction Cost: 30 Energy, 1 Munitions and 15 Material +Construction Cost: 30 Potential, 1 Munitions and 15 Material Build Time: 4 Actions Duration: Permanent Health: 50 @@ -1049,7 +1062,7 @@ unable to stop further ordnance. == Sentry == Type: Structure -Construction Cost: 30 Energy, 40 Material and 1 Munitions +Construction Cost: 30 Potential, 40 Material and 1 Munitions Build Time: 4 Actions Duration: Permanent Health: 120 @@ -1071,7 +1084,7 @@ any flat surface that is strong enough to support its weight. == Claymore == Type: Trap -Construction Cost: 10 Energy and 1 Munition +Construction Cost: 10 Potential and 1 Munition Build Time: 1 Action Disarm DC: 60% Damage: 110 points (explosive) @@ -1082,7 +1095,7 @@ may affix a claymore to any hard, flat surface. == Scavenge == Type: Action -Energy Cost: 20 +Potential Cost: 20 Scrap Time: 2 Actions Range: Touch @@ -1097,7 +1110,7 @@ be incompatible with your microassembler. == Light Mortar == Type: Structure -Construction Cost:65 Energy, 45 Material and 1 Munitions +Construction Cost:65 Potential, 45 Material and 1 Munitions Build Time: 8 Actions Duration: Permanent Health: 1 vehicle health @@ -1110,12 +1123,12 @@ hit target with a chance to miss of 3. One shell "clip" takes 2 actions to reload. 130m range with a high arc. Ignores cover penalties if the shell comes straight down on top of the target. Successful hits have a 30% chance to daze the target. Every hit that an ally (not you) makes with a mortar that you placed -gives you 40 Energy. Each emplacement comes with ten shells and may be refilled -at a cost of 100 Energy. +gives you 40 Potential. Each emplacement comes with ten shells and may be refilled +at a cost of 100 Potential. == IED == Type: Trap -Construction Cost: 20 Energy, 15 Material and 1 Munition +Construction Cost: 20 Potential, 15 Material and 1 Munition Build Time: 1 Action Disarm DC: 80% Damage: 180 explosive damage or 3 vehicle damage @@ -1135,7 +1148,7 @@ Stealth(CHA) to conceal it! == Chain Sentry == Type: Structure -Build Cost: 60 Energy, 35 Material and 1 Munitions +Build Cost: 60 Potential, 35 Material and 1 Munitions Build Time: 6 actions Duration: Permanent Health: 1 Vehicle health @@ -1160,12 +1173,12 @@ The stats above are for the combined chainguns. They may not be fired independently. Turns slowly; to change targets more than 90 degrees takes 2 actions. Uses visible spectrum target identification. - Even though Chain sentries fires 8 bullets per action, only two bullets + Even though Chain Sentries fire 8 bullets per action, only two bullets every burst proc any per-bullet effects. == Reverse engineer == Type: Action -Energy Cost: 40 Energy +Potential Cost: 40 Potential Damage: 80 Melee Damage Scrap Time: 2 Actions Range: Touch @@ -1178,7 +1191,7 @@ an enemy Detachment Security Drone would be worth about 120 Material. == Heavy Mortar == Type: Structure -Construction Cost: 90 Energy, 60 Material and 2 Munitions +Construction Cost: 90 Potential, 60 Material and 2 Munitions Build Time: 8 Actions Duration: Permanent Health: 1 vehicle health @@ -1191,12 +1204,12 @@ radius around a hit target with a chance to miss of 3. Three shell "clip" with a 2 action reload time. 300m range with a high arc. Ignores cover penalties if the shell comes straight down on top of the target. Successful hits have a 30% chance to daze the target. Every hit that an ally (not you) makes with a -mortar that you placed gives you 40 Energy. Each emplacement comes with +mortar that you placed gives you 40 Potential. Each emplacement comes with ten shells and may be refilled at a cost of 80 Material. 50m minimum range. == Remote ANFO == Type: Trap -Construction Cost: 15 Energy and 3 Munitions +Construction Cost: 15 Potential and 3 Munitions Build Time: 1 Action Disarm DC: 80% Damage: 250 explosive damage or 4 vehicle damage @@ -1205,8 +1218,8 @@ Range: 6m radius "um... sir, should you be... are you cleared to have that?" Won't detonate if shot. Even with plasma. And, boy does this sucker pack a punch. DC of 30 to hack it and set it off early. Setting one gives you a remote that can easily be -held in an off hand, even if using a 2 handed weapon. If a teammate detonates -the ANFO, the engineer that set it gains 10 Energy. Anyone within 9m radius of +held in an offhand, even if using a 2 handed weapon. If a teammate detonates +the ANFO, the engineer that set it gains 10 Potential. Anyone within 9m radius of the blast gets an "ears are ringing" status effect which gives a -90% to perception checks based on sound for three Rounds. Remote ANFO comes in a sticky bundle and will cling to any shaped hard surface. It will even cling to the @@ -1214,7 +1227,7 @@ wings of dropships during reentry. == Rocket Sentry == Type: Structure -Build Cost: 80 energy, 60 Material and 2 Munitions +Build Cost: 80 Potential, 60 Material and 2 Munitions Build Time: 6 Actions Duration: Permanent Health: 2 Vehicle Health @@ -1244,7 +1257,7 @@ hunter marks don't stack. 2 rocket hits count as an anti-vehicle hit. == Bubble Shield == Type: Structure -Construction Cost: 60 energy and 10 Material +Construction Cost: 60 Potential and 10 Material Build Time: 2 Actions Duration: 30 rounds or end of encounter Health: 30 @@ -1254,12 +1267,12 @@ Size: 1m x 1m x 1m shield that nobody can shoot through, but anyone can walk through or melee through. The shield will stop 120 damage per Round or one vehicle damage before popping. Once a shield has popped, it will need to be repaired at a cost -of 20 Energy and 2 actions. Cannot be repaired more than twice. +of 20 Potential and 2 actions. Cannot be repaired more than twice. == Entrench == Type: Structure -Build Cost: 40 Energy and 10 Material +Build Cost: 40 Potential and 10 Material Build Time: 8 Actions Duration: Permanent Health: 4 Vehicle Health @@ -1275,7 +1288,7 @@ of good cover for 360 degrees. == Spotter == Type: Drone -Build Cost: 30 Energy and 20 Material +Build Cost: 30 Potential and 20 Material Build Time: 2 Actions Duration: Permanent Health: 40 Points @@ -1299,26 +1312,26 @@ many similar models, the spotter drone is quite stealthy. == Darknet Processor == Type: Structure -Build Cost: 20 Energy and 5 Material +Build Cost: 20 Potential and 5 Material Build Time: 4 Actions Duration: Permanent Health: 80 points Size: .75 x .75. .5 (base) antennae is adjustable - You didn't exactly understand what your Priest was saying about what was in + You didn't exactly understand what your Hacker was saying about what was in this thing, but you could tell he was quite excited. Something about hexadecimal core processor, radio and wireless peripherals, embedded botnet, altera SHIELD encryption accelerator, digital signal processor, signal triangulator and all -wrapped up with a web application firewall. Allows any Priest within 8m of the +wrapped up with a web application firewall. Allows any Hacker within 8m of the station to make wireless hacking checks with a +20 to rolls. Gives friendly drones in range a +10 to resist being hacked. Also provides four friendly network nodes, all isolated by separate firewalls. The engineer who deployed -this gets 10 Energy for each system disrupted and 20 Energy for each system -pwned using this antennae. +this gets 10 Potential for each system disrupted and 20 Potential for each system +pwned using this antenna. == Noisy Cricket == Type: Disposable munition system -Build Cost: 30 Energy, 25 Material and 2 Munitions +Build Cost: 30 Potential, 25 Material and 2 Munitions Build Time: 2 Actions Duration: until it runs out of ammo Range: 60m @@ -1340,13 +1353,13 @@ You hand an allied gunslinger a little sidearm that has been your pet project for a while. Ignores shields. After every shot, the player who fired it rolls luck. If they roll over 80 (modified), all enemies who took damage have their shields wink out due to EMP. If they roll under 10, their shields and any nearby -allies within 5m of them lose their shields due to EMP. Does not effect the +allies within 5m of them lose their shields due to EMP. Does not affect the function of drones or robots. Every enemy hit with the noisy cricket gives 30 -Energy to the engineer who built it. +Potential to the engineer who built it. == Overshield Inductor == Type: Drone -Build Cost: 40 Energy and 15 Material +Build Cost: 40 Potential and 15 Material Build Time: 2 Actions Duration: Permanent Health: 20 Points @@ -1359,11 +1372,11 @@ heals any damage to your teammate's shields by 20 points at the end of your teammate's turn every Round. It's not really quiet though, so the teammate that the drone is following cannot score stealth rolls above 70. For every 20 points (including the first 40 of over-heal) of shield strength that the drone heals, -the engineer who built it gets 15 Energy in return. +the engineer who built it gets 15 Potential in return. == Pointer == Type: Drone -Construction Cost: 40 Energy and 40 Material +Construction Cost: 40 Potential and 40 Material Control Point Cost: 0 points Build Time: 4 Actions Modular I/O ports: 2 ports @@ -1392,7 +1405,7 @@ fire while pointing. Pointers are not quiet and cap stealth scores at 80. == Medic Drone == Type: Drone -Build Cost: 40 Energy and 40 Material +Build Cost: 40 Potential and 40 Material Build Time: 2 Actions Duration: Permanent Health: 20 Points @@ -1405,13 +1418,13 @@ one particular medic and speeds up all Hippocratic procedures to 1 action (no effect if an action would be just one action or faster anyway). It also adds a +15 to medical skill checks and adds a +15 to perception checks made by that medic. The medic drone does not cost any control points. The engineer who -deployed the medic drone is able to reclaim 10 Energy every time the medic uses +deployed the medic drone is able to reclaim 10 Potential every time the medic uses the drone to heal something. Medic drones are not quiet and limit a medic to a stealth score of 75 while active. == BFG == Type: Disposable munition system -Build Cost: 60 Energy, 40 Material and 1 Munition +Build Cost: 60 Potential, 40 Material and 1 Munition Build Time: 2 Actions Duration: until it runs out of ammo Clip: 4 Ni U Rods @@ -1424,14 +1437,14 @@ Damage: 120 explosive damage, ignores armor. +-------+------+------+-----+ You assemble a large antimatter slug impeller on the ground and instruct -your weapons specialist to pick it up and use it until the cannister runs out. +your weapons specialist to pick it up and use it until the canister runs out. You explain that he shouldn't drop it, but don't break his brain with the -physics behind it. The Engineer that deploys this gets 30 Energy per hit with +physics behind it. The Engineer that deploys this gets 30 Potential per hit with this weapon. == Cloaking Capacitor == Type: Wearable -Build Cost: 30 Energy and 25 Material +Build Cost: 30 Potential and 25 Material Build Time: 2 Actions Duration: Permanent Health: 40 Points @@ -1439,12 +1452,12 @@ Size: .5m x .5m x .3m you attach a Nanite capacitor to your teammate's cloaking armor, which allows it to maintain a cloak for 2 more Rounds. The engineer who deploys this -gets 50 Energy in return. A cloaking capacitor is detectable by detect high +gets 50 Potential in return. A cloaking capacitor is detectable by detect high tech rolls above a 1. == Defender == Type: Drone -Construction Cost: 45 Energy and 45 Material +Construction Cost: 45 Potential and 45 Material Control Point Cost: 0 points Build Time: 6 Actions Modular I/O ports: 3 ports diff --git a/Items/05_01_Hard_Point_Equipment.txt b/Items/05_01_Hard_Point_Equipment.txt new file mode 100644 index 00000000..d153de45 --- /dev/null +++ b/Items/05_01_Hard_Point_Equipment.txt @@ -0,0 +1,242 @@ +============================== +Hard Point Equipment +============================== + +===== Shield Generators ===== + +== Level 1 Requirement == + +A-Class Proton Shield: + +Primary Module Cost: 2310 +Prim Module Hard Pts: 1 +Shield Strength: 120 +Shield Restart Time: 1 Turn +Recharge Rate / Turn: 50 +Fast Recharge Energy: 14 + +Secondary Module Cost: 810 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +60 Shield Strength +OR +60 Recharge Rate, +4 Fast Recharge cost per Secondary. +Decided on purchase. + +== Level 5 Requirement == + +HiCap A-Class Proton Shield: + +Primary Module Cost: 2410 +Prim Module Hard Pts: 2 +Shield Strength: 180 +Shield Restart Time: 1 Turn +Recharge Rate / Turn: 30 +Fast Recharge Energy: 36 + +Secondary Module Cost: 840 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides +70 Shield Strength +and +10 Recharge Rate, +4 Fast Recharge cost per secondary. + +B-Class Electron Shield: + +Primary Module Cost: 3600 +Prim Module Hard Pts: 1 +Shield Strength: 100 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 50 +Fast Recharge Energy: n/a; cannot fast recharge + +Secondary Module Cost: 1320 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +50 Shield Strength +or +50 Recharge Rate. Decided on purchase. + +== Level 10 Requirement == + +HiCap B-Class Electron Shield: + +Primary Module Cost: 4210 +Prim Module Hard Pts: 2 +Shield Strength: 150 +Shield Restart Time: n/a; restarts at the start of every turn if depleted +Recharge Rate / Turn: 30 +Fast Recharge Energy: 25 + +Secondary Module Cost: 1470 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Either provides +50 Shield Strength +or +30 Recharge Rate, +5 Fast Recharge cost per secondary. +Decided on purchase. + + +===== Cloaking Equipment ===== + + Please see the Cloaking Rules document for details of use. +You must have proficiency with Stealth Armor, and +you cannot use more than 1 Cloaking primary module at +one time. + +== Level 1 Requirement == + +Mk1 Microfoil Cloaker: + +Primary Module Cost: 2000 +Prim Module Hard Pts: 1 +Detect DC: 75 +Moving Detect DC: 50 +Overheat: 3 Rounds +Charge Delay: Encounter +Energy Activation Cost: 7 +Energy Upkeep: 7 +Built-in Energy: 50 + +Secondary Module Cost: 800 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides +1 Overheat, +-1 Energy Upkeep, per secondary module + +== Level 5 Requirement == + +Mk1 Passive Camouflage Module: + +Primary Module Cost: 2500 +Prim Module Hard Pts: 1 +Detect DC: 25 +Moving Detect DC: 0 +Overheat: None +Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. +Energy Activation Cost: 7 +Energy Upkeep: 5 +Built-in Energy: 45 + +Secondary Module Cost: 1000 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Max of 2 secondary modules. ++5 Detect DCs, -1 Energy Activation Cost, -1 Energy Upkeep, +per secondary module. + + Unlike most Cloaking modules, the Passive +Camouflage Module's Cloak does not fail when +you attack. + +Mk2 Advanced Microfoil Cloaker: + +Primary Module Cost: 2750 +Prim Module Hard Pts: 2 +Detect DC: 100 +Moving Detect DC: 75 +Overheat: 5 Rounds +Charge Delay: 2 Rounds +Energy Activation Cost: 13 +Energy Upkeep: 8 +Built-in Energy: 60 + +Secondary Module Cost: 1100 +Sec Module Hard Pts: 1 +Secondary Module Benefit: Provides -3 Detect DCs, +-1 Charge Delay Actions, -3 Energy Activation Cost, +-1 Energy Upkeep, per secondary module. + +== Level 10 Requirement == + +Mk3 Experimental Body Cloaker: + +Primary Module Cost: 3520 +Prim Module Hard Pts: 2 +Detect DC: 100 +Moving Detect DC: 75 +Overheat: 10 Rounds +Charge Delay: 1 Round +Energy Activation Cost: 35 +Energy Upkeep: 3 +Built-in Energy: 55 + +Secondary Module Cost: 1408 +Sec Module Hard Pts: 1 +Secondary Module Benefit: -12 Energy Activation Cost, +-1 Charge Delay Actions, per secondary module. + + +===== Utility Hard Point Equipment ===== + + +== Level 1 Requirement == + +Explosives Carrier: + +Primary Module Cost: 375 +Explosives Skill Req: 10 +Prim Module Hard Pts: 1 + + Only attaches to Chest and Leg +Hard Points. Carries 3 additional rockets/explosives for +chest Hard Points; only 2 additional for leg Hard Points. + +Secondary Module Cost: n/a +Sec Module Hard Pts: n/a + +MoS Mobility (Grapple) System: + +Primary Module Cost: 1875 +Athletics Skill Req: 15 +Prim Module Hard Pts: 1 + + Only usable on Arm or Chest Hard +Points. 1 Action to fire a grapple. Grapples to any hard & +smooth surface within 10m. 2 built in ropes (reloadable). +You can scale the rope at 3 meters per action as a free action, +but scaling uses an arm if mounted on an arm Hard Point. Very +slight motor noise to move on a grapple line. + +Secondary Module Cost: n/a +Sec Module Hard Pts: n/a + +== Level 5 Requirement == + +Class M Point Defense System: + +Primary Module Cost: 1500 +Electronics Skill Req: 10 +Prim Module Hard Pts: 1 +Energy Activation Cost: 10 +Built-in Energy: 40 + + 40% chance to hit, as an immediate reaction +to a fast-moving enemy explosive that comes within your line-of-sight +and within a 5 meter radius of you, you can roll to eliminate one +grenade, once per (your) turn. + +Secondary Module Cost: 1125 +Sec Module Hard Pts: 1 +Secondary Module Benefit: +60% chance to hit (max 100%), ++3 meter radius, +5 Energy Activation cost, per secondary module. + +===== Battery Packs ===== + +== Level 1 Requirement == + +Basic Personal Battery Pack ($400): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 20 +Short Rest Recharge: 0 +Long Rest Recharge: 20 + +Basic Military-grade Battery Pack ($650): + An external Energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 0 +Long Rest Recharge: 30 + +== Level 5 Requirement == + +Basic Military-grade Specialist Battery Pack ($850): + An external energy storage device. May be tapped to power other equipment. + +Hard Points Required: 1 +Maximum Energy: 35 +Short Rest Recharge: 15 +Long Rest Recharge: 35 diff --git a/Items/05_Armors.txt b/Items/05_Armors.txt index db4bb438..2b795c5d 100644 --- a/Items/05_Armors.txt +++ b/Items/05_Armors.txt @@ -1,10 +1,12 @@ ============================== Armor Rigs, Armor Plates and Advanced Armor ============================== + This document lists the Armor and Rig equipment available to characters in standard campaigns. ===== I RECON ARMOR RIGS ===== + Tactical Vest system with armor underneath. == STANDARD RIGS == @@ -383,202 +385,3 @@ Cost For Chest Armor: 4820 Cost For Arm or Leg Armor: 2900 APL (Armor Piercing Level): 10 AS (Armor Strength): 130 - -============================== -SHIELD GENERATORS -============================== - -===== LEVEL 1 REQUIREMENT ===== - ----- A-Class Electron Shield ---- -Primary Module Cost: 2310 -Prim Module Hard Pts: 1 -Shield Strength: 120 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 50 -Fast Recharge Nanites: 14 - -Secondary Module Cost: 810 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +60 Shield Strength -OR +60 Recharge Rate, +4 Fast Recharge cost per Secondary. -Decided on purchase. - -===== LEVEL 5 REQUIREMENT ===== - ----- HiCap A-Class Electron Shield ---- -Primary Module Cost: 2410 -Prim Module Hard Pts: 2 -Shield Strength: 180 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 30 -Fast Recharge Nanites: 36 - -Secondary Module Cost: 840 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +70 Shield Strength -and +10 Recharge Rate, +4 Fast Recharge cost per secondary. - ----- B-Class Magnetic Shield ---- -Primary Module Cost: 3600 -Prim Module Hard Pts: 1 -Shield Strength: 100 -Shield Restart Time: n/a; restarts at the start of every turn if depleted -Recharge Rate / Turn: 50 -Fast Recharge Nanites: n/a; cannot fast recharge - -Secondary Module Cost: 1320 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +50 Shield Strength -or +50 Recharge Rate. Decided on purchase. - -===== LEVEL 10 REQUIREMENT ===== - ----- C-Class Self Sustained Nanite (SSN) Shield ---- -Primary Module Cost: 4210 -Prim Module Hard Pts: 2 -Shield Strength: 100 -Shield Restart Time: 1 Turn -Recharge Rate / Turn: 50 -Fast Recharge Nanites: 32 - -Secondary Module Cost: 1470 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Either provides +50 Shield Strength -or +50 Recharge Rate, +4 Fast Recharge cost per secondary. -Decided on purchase. - -- Nanite Shields block all forms of damage. - -===================================== -CLOAKING EQUIPMENT -===================================== - Ever wanted to be invisible? Please see section -"Cloaking" at the bottom of the Basic Rules document. -You must have proficiency with Stealth Armor, and -you cannot use more than 1 Cloaking primary module at -one time. - -===== LEVEL 1 REQUIREMENT ===== - ----- Mk1 Microfoil Cloaker ---- -Primary Module Cost: 2000 -Stealth Skill Required: 10 -Prim Module Hard Pts: 1 -Detect DC: 75 -Moving Detect DC: 50 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions -Nanite Activation Cost: 7 -Nanite Upkeep: 7 - -Secondary Module Cost: 800 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides +1 Cloak Turn -Bonus, -1 Nanite Upkeep, per secondary module - -===== LEVEL 5 REQUIREMENT ===== - ----- Mk1 Passive Camouflage Module ---- -Primary Module Cost: 2500 -Stealth Skill Required: 10 -Prim Module Hard Pts: 1 -Detect DC: 25 -Moving Detect DC: 0 -Cloak Turn Bonus: +Infinite -Charge Delay: 0 Actions; Attempts to passively camouflage you, at all times, while active. -Nanite Activation Cost: 7 -Nanite Upkeep: 5 - -Secondary Module Cost: 1000 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Max of 2 secondary modules. -+5 Detect DCs, -1 Nanite Activation Cost, -1 Nanite Upkeep, -per secondary module. - -- Unlike most Cloaking modules, the Passive - Camouflage Module's Cloak does not fail when - you attack. - ----- Mk2 Advanced Microfoil Cloaker ---- -Primary Module Cost: 2750 -Stealth Skill Required: 15 -Prim Module Hard Pts: 2 -Detect DC: 100 -Moving Detect DC: 75 -Cloak Turn Bonus: +0 -Charge Delay: 3 Actions -Nanite Activation Cost: 13 -Nanite Upkeep: 8 - -Secondary Module Cost: 1100 -Sec Module Hard Pts: 1 -Secondary Module Benefit: Provides -3 Detect DCs, --1 Charge Delay Actions, -3 Nanite Activation Cost, --1 Nanite Upkeep, per secondary module. - -===== LEVEL 10 REQUIREMENT ===== - ----- Mk3 Experimental Body Cloaker ---- -Primary Module Cost: 3520 -Stealth Skill Required: 25 -Prim Module Hard Pts: 2 -Detect DC: 100 -Moving Detect DC: 75 -Cloak Turn Bonus: +4 -Charge Delay: 3 Actions -Nanite Activation Cost: 35 -Nanite Upkeep: 3 - -Secondary Module Cost: 1408 -Sec Module Hard Pts: 1 -Secondary Module Benefit: -12 Nanite Activation Cost, --1 Charge Delay Actions, per secondary module. - -============================== -UTILITY HARD POINT EQUIPMENT -============================== - -===== LEVEL 1 REQUIREMENT ===== - ----- Explosives Carrier ---- -Primary Module Cost: 375 -Explosives Skill Req: 10 -Prim Module Hard Pts: 1 -Description: Only attaches to Chest and Leg -Hard Points. Carries 3 additional rockets/explosives for -chest Hard Points; only 2 additional for leg Hard Points. - -Secondary Module Cost: n/a -Sec Module Hard Pts: n/a - ----- MoS Mobility (Grapple) System ---- -Primary Module Cost: 1875 -Athletics Skill Req: 15 -Prim Module Hard Pts: 1 -Description: *Only usable on Arm or Chest Hard -Points. 1 Action to fire a grapple. Grapples to any hard & -smooth surface within 10m. 2 built in ropes (reloadable). -You can scale the rope at 3 meters per action as a free action, -but scaling uses an arm if mounted on an arm Hard Point. Very -slight motor noise to move on a grapple line. - -Secondary Module Cost: n/a -Sec Module Hard Pts: n/a - -===== LEVEL 5 REQUIREMENT ===== - ----- Class M Point Defense System ---- -Primary Module Cost: 1500 -Electronics Skill Req: 10 -Prim Module Hard Pts: 1 -Nanite Activation Cost: 10 -Description: 40% chance to hit, as an immediate reaction -to a fast-moving enemy explosive that comes within your line-of-sight -and within a 5 meter radius of you, you can roll to eliminate one -grenade, once per (your) turn. - -Secondary Module Cost: 1125 -Sec Module Hard Pts: 1 -Secondary Module Benefit: +60% chance to hit (max 100%), -+3 meter radius, +5 Nanite Active cost, per secondary module. diff --git a/Items/07_Items.txt b/Items/07_Items.txt index 1b9f8634..1f51e879 100644 --- a/Items/07_Items.txt +++ b/Items/07_Items.txt @@ -32,12 +32,35 @@ Engineer processes; i.e., a Gunslinger who buys an extruder can't construct IEDs with it. 3D image builder, Static ($650): - A 3m^3 framework that will build a rudimentary 3d image of whatever is + A 3m^3 framework that will build a rudimentary 3d image of whatever is inside it, exportable to a portable device. 3D image builder, Portable ($800): Builds a 3D image of what its being pointed at, will need to see the object from multiple angles to capture the whole object. Up to 20m^3 of space. + +Medical Nanites Booster Shot ($400): + A partial unit of Medical Nanites. The booster shot is a standard +medical procedure on more affluent worlds, like a vaccine, and provides +resistance to and faster healing from disease and injury. Characters with a +nanite booster shot gain +10 to Shock saves and benefit from faster healing +during Short Rests (see Resting in the Basic Rules). + Additional boosters after the first have no effect. A booster shot +may be upgraded to a Medical Nanites Unit (see below) at a cost of $700. + +Medical Nanites Unit ($1000): + One unit of Medical Nanites. Having at least one unit of Medical Nanites +provides all the benefits of a booster shot (see above), with even more potent +rest healing. Additionally, full units of medical nanites can be harnessed to +execute Active Feats (see Feats in the Basic Rules). + Additional units after the first do not provide more healing or increase +the save bonus, but may be used to execute more active feats in shorter time +frames. The maximum number of Units a character can have at once is related to +their level - see the leveling table. + Reputable physicians will not administer additional units of medical +nanites unless the previous one has had at least 3 weeks of time to assimilate. +Failure to observe this limit will cause severe health problems as the different +batches of nanites identify each other as foreign invaders and wreak havoc. ============================== Wearables @@ -117,7 +140,8 @@ in the following colors. * Blacklight ($2 extra) Nanite Pack ($100): - Restores 2d10 + 20 nanites. + As an Action with range Touch, remove up to 2 Rounds of cooldown from one unit +of Medical Nanites owned by the target. Permanent Marker ($2): MarkAll(tm) permanent marking pen of one of the following colors.