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Post by Traskus on Aug 10, 2018 13:07:40 GMT -6
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Post by Traskus on Aug 10, 2018 13:07:58 GMT -6
AdmiralLevel: 5Prerequisites: Command 5, Politics 4, Persuasion 4, Hailing Frequencies Characteristics: Charisma, Composure, Fellowship Skills: Charm, Command, Intimidation, Perception, Persuasion, Pilot, Politics, Scrutiny Feats:Danger Sense Good Reputation (Any) Just as Planned Mental Fortress Paranoia Rear Admiral Sword Schools:Diamond Mind Gun Kata:Trekking StarBonus for Completion: Gain a specialty in any social skill. New FeatsRear Admiral: As long as you are on a ship, you may spend a hero point to make a Command Action apply to all allied ships within 25 Void Units. Old New FeatsTelepresence: Through the use of communication devices like messenger birds, semaphore flags, or commbeads, you can use Aid Another on faraway allies despite not being present; all that is necessary is some amount of two-way communication.
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Post by Traskus on Aug 10, 2018 13:08:16 GMT -6
Blood Mage Level: 2Prerequisites: Constitution 3, Arcana 3, At least 1 magic school at level 1 Characteristics: Constitution, Willpower, Wisdom Skills: Academic Lore, Animal Ken, Arcana, Brawl, Crafts, Intimidation, Medicae Completion Bonus: You may continue to advance the spell schools in this class as though they appeared in your class track. Feats:Animal Companion Hardy Jaded Obtain Familiar Sound Constitution Thaumaturgy *Sound Constitution Magic SchoolsBiomancyHealing Necromancy New Feats ThaumaturgyYou can use your blood as a power source, because you know, resource points and electricity just aren't an option. You may spend HP in place of spending resource points on a 1:1 basis when casting spells. In addition, you may use a living sacrifice in place of material components when casting spells.
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Post by Traskus on Aug 10, 2018 13:08:53 GMT -6
Characteristics:Charisma, Dexterity, Fellowship Skills: Acrobatics, Charm, Common Lore, Deceive, Disguise, Performer, Persuasion, Politics, Scrutiny Level Completion:+1 to Fame or Followers (maximum 5) Scrub Level 2Prerequisites: Charisma 2, Fellowship 2, Appearance asset OR Backing 3 Feats:
Courtier's Privelege Peer (entertainers) Skill Focus (performer) Strut *Skill Focus (any) *Unremarkable Level 3 Support Prerequisites: Charisma 3, Fellowship 3, Performer 2, Strut Feats:
Courtier's Privelege Credit Card Good Reputation (entertainers) Pose *Decadence *Skill Focus (performer) *Strut Level 4 Posterchild Prerequisites: Charisma 4, Fellowship 4, Performer 4, Pose Feats:
Black Credit Card Courtier's Privelege *Skill Focus (performer) *Skill Focus (any) New Feats: Black Credit Card: Increase the TN at which you automatically succeed Wealth tests by 5. Credit Card: Automatically succeed acquisition tests with a TN of 10 or lower, do not roll for wealth strain on them. Strut: During a social combat, making a monologue/study action while walking grants an extra +0k1 to your next social attack. This may only be used once every other turn. This feat can be purchased multiple times, stacking its effects. Pose: During a social combat, you do not need to speak to get your point across. The first Reaction action you make each turn during social combat does not lose the benefits of a monologue/study action.
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Post by Traskus on Aug 10, 2018 13:09:08 GMT -6
Characteristics: Wisdom, Willpower
Skills: Academic Lore, Arcana, Ballistics, Command, Forbidden Lore, Intimidation, Perception, Persuasion, Weaponry Gun Kata: Spirit StormMagic Schools: Theosophy, PyromancySword Schools: Devoted Spirit Level Completion: Purifier: +1 AP while wearing armor Flameguard: +1 AP while wearing armor Cinerator: You may continue to advance the gun kata, magic schools, and sword schools found in this class as tough they were part of your current class track. PurifierLevel 2Prerequisites Forbidden Lore 3, Pure Faith, Devotion (any non-Chaos) FeatsElemental Shot I (Fire OR Light) Fire Fiend OR Fire Hazard Hatred (Heretics OR Chaos) Sound Constitution Tested Weapon Proficiency (Ranged 2 or Melee 2) *Shield of Contempt FlameguardLevel 3Prerequisites Forbidden Lore 4, Pure Faith, Hatred (Heretics), Devotion (any non-Chaos) FeatsArcane Blade OR Gun Blessing Armor Proficiency (Heavy) OR Fettered Push Guiding Hand Re-Bind Red Scare Sound Constitution *Hatred (Chaos) CineratorLevel 4Prerequisites Forbidden Lore 4, Guiding Hand, Pure Faith FeatsDaggerspell Stance OR Elemental Shot III (Holy) Fearless Righteous Zeal Sound Constitution Transcendent Hate *Armor Proficiency (Extreme) *Purgation New FeatsPurgationYou will purge the unclean. Little do they know: they are already dead. Damage rolls you make have a static bonus equal to the number of corruption points the target has divided by 10, unless they share an alignment with you. Righteous ZealYou lead by example; zeal is its own excuse. You may spend a Hero Point to grant yourself and (Willpower) allies within 10m immunity to pinning for the scene. In addition, this inflicts a static penalty to shooting attacks against you (just you) equal to half your Devotion. Transcendent HateYour hatred is so extreme that it inspires others. You may extend the benefits of your Hatred feats (and Red Scare) to a number of allies in the area to a maximum of twice your Charisma for the duration of the scene. Old New FeatsElemental Shot ILight - Your weapon deals E damage and gains the Blinding property. Elemental Shot IIIHoly - Your weapon deals X damage and gains Orgone Array.* *This is functionally the same as the one in book 2, but is worded as the one found in the link. Fettered PushYou can halve the dice gained by Pushing a spell in order to treat it as Unfettered for determining Psychic Phenomena. Fire FiendWhenever dice explode on your melee attack roll, the weapon you're attacking with gains the Incendiary property for that attack. Fire HazardWhenever dice explode on your ranged attack roll, the weapon you're attacking with gains the Incendiary property for that attack. Guiding HandYou beseech a higher power to aim for a weak point. The TN to resist secondary effects of ranged attacks you make (toxic, fire, etc.) is increased by 5. Re-bindYou may spend a resource point to re-use an Elemental Shot you have already used in this combat. Red ScareThose commie bastards won't know what hit 'em! Apply your Hatred bonus to Ballistics tests. Shield of ContemptYour ego is so powerful that it can even resist the Warp. When you would gain corruption points, you may spend a hero point to gain 0 instead.
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Post by Traskus on Aug 10, 2018 13:09:24 GMT -6
Crusader Level 3
Prerequisites: Forbidden Lore 4, Weaponry 4, Guardian, Divine Bond Characteristics: Charisma, Willpower, Wisdom Skills: Academic Lore, Arcana, Command, Forbidden Lore, Intimidation, Medicae, Persuasion, Weaponry Feats:Divine Ministration Divine Strength Power Attack True Grit *Armor Prof (Heavy) *Weapon Focus Sword Schools: Devoted Spirit, Stone Dragon, White Raven Bonus For Completion: +1 static defense while wearing armor. Templar Level 5 Prerequisites: Weaponry 5, Forbidden Lore 5, Wall of Steel Characteristics: Constitution, Willpower, Wisdom Skills: Academic Lore, Arcana, Command, Forbidden Lore, Intimidation, Medicae, Persuasion, Weaponry Feats:Armor of Contempt Armor Specialization (Any) Improved Divine Strength Fearless Intervention *Armor Focus (any) *Improved Weapon Focus Sword Schools: White Raven, Devoted Spirit, Stone Dragon Bonus for Completion: +1 static defense while wearing armor. New FeatsArmor Focus You know how to move in armor. Choose a particular category of armor (Light, Medium, Heavy, Extreme, Power). The max dex of the chosen armor category increases by 1. Divine Strength You beseech a higher power to give you strength. You may use Charisma instead of Strength when rolling damage with melee attacks. Improved Divine Strength You may spend a hero point to add Charisma to rolled dice when calculating damage. This cannot be used in combination with Divine Strength. InterventionBeing killed only refreshes you for the fight ahead. Like some kind of combat Jesus. If you burn a hero point to avoid death, you immediately recover all HP and critical damage done to you. This can only be done once per session.
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Post by Traskus on Aug 10, 2018 13:09:34 GMT -6
Acolyte Level 2 Prerequisites: Tested or no ranks in any spell schools, two characteristics at 3, two skills at 3, one skill at 4, SM approval Characteristics: Any 3 (chosen when starting this class level) Skills: None Feats:Courtier's Privelege Deny the Witch Expert Tracker Mana Generator Protocol *Paranoia Completion Bonus: +1 Backing (Inquisition). New Feats:Deny the Witch:You don't need to learn the witchery way to steel yourself against it. You may use your Level in place of Arcana when resisting spells. Interrogator Level 4 Prerequisites: Acolyte, Tested or no ranks in any spell school, Intelligence 4, Forbidden Lore 4, Backing (Inquisition), SM approval Characteristics: Intelligence, Fellowship, Wisdom Skills: Any 5 Feats:Master Questioner Speak Language (Any) *Minor Magic *Minor Magic *The Psyker's Gift Completion Bonus: Gain the Peer (Any) feat. New FeatsMaster QuestionerThe name "interrogator" isn't for nothing. Once per session, you may spend a hero point to make a social test against a target that is jaded. The Psyker's GiftMany interrogators are casters and develop their powers under tutelage of an inquisitor. Focus Power tests in magic schools of rank 3 or lower are made with a +1k0 bonus. Inquisitor Level 5 Prerequisites: Level 4, Tested or no ranks in any spell schools, Backing (Inquisition), SM Approval Characteristics: Intelligence, Fellowship, Wisdom Skills: Any Feats:Adamantium Will Expanded Knowledge (Inquisition) Jack of All Trades Master of All Trades Strength Through Conviction *Shield of Contempt *Trusty Sidearm Completion Bonus: Gain the Good Reputation (any) feat. New FeatsMaster of All TradesBeing an Inquisitor takes your abilities to a new level. Gain +1k0 to advanced and basic skills you have no ranks in. Shield of ContemptYour ego is so powerful that it can even resist the Warp. When you would gain corruption points, you may spend a hero point to gain 0 instead. Strength Through ConvictionYour experience has steeled you against the madness of the wheel. That or mind-scrubbing treatments. When you would gain insanity points, you may spend a hero point to gain 0 instead. Old New FeatsAdamant WillYour force of will is such that it grants you an additional raise on all opposed tests as part of spells or feats that deal with spells (such as Redirect the Hurricane). Trusty SidearmSelect a non-Artifact weapon you own that is of Uncommon rarity or lower. It gains the narrative protection of an Artifact. If ever lost or destroyed, you can either find a replacement in a day or apply this feat to a different weapon you have.
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Post by Traskus on Aug 10, 2018 13:09:51 GMT -6
Jewel Mage Level: 3 Prerequisites: Academic Lore 3, Arcana 4, any two Magics at rank 2, Spell Focus Characteristics: Charisma, Intelligence, Willpower Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive Feats: Crystal Grenade Mana Infusion Spell Book Spell Penetration Touch Spell Specialization *Skill Focus (Any Lore) *Tested
Magic Schools: Abjuration Conjuration Divination Evocation Healing Transmutation Completion Bonus: +1 to all Focus Power tests. Feats
Crystal Grenade You may use one of your Jewel Magic or Mana Infusion stones as a Frag Grenade, however you might use a Frag Grenade.
Mana Infusion You may spend a resource point to "store" that resource point in a stone. You may store or access that resource point at any time. Doing so is a half action in combat, no matter how many resource points you wish to move (to a maximum of your power stat). The number of resource points you may store in this way is equal to your level + power stat.
Lithomancer Level: 4 Prerequisites: Academic Lore 4, Arcana 4, any Magic at rank 3, any two Magics at rank 2, Spell Focus Characteristics: Charisma, Intelligence, Willpower Skills: Arcana, Academic Lore, Common Lore, Forbidden Lore, Scrutiny, Deceive Feats: Crystal Bomb Jewel Magic Mental Fortress Spell Book Wizard Tradition *Skill Focus (Any Lore)
Magic Schools: Abjuration Conjuration Divination Evocation Healing Transmutation Completion Bonus: +1 to all Focus Power tests. Feats
Crystal Bomb You may use one of your Jewel Magic or Mana Infusion jewels as a Krak Grenade, however you might use a Krak Grenade.
Jewel Magic You may "store" a spell or spell combo you have cast inside of a stone. To do so, perform the Focus Power test for the spell as normal up to and including rolling psychic phenomena. Instead of resolving the spell/combo, it is then stored inside the stone in the same action. You may later use the stone as a Ready action, then accessing the spell or spell combo with the same action type found in its description. Psychic phenomena activate at the same time as the spell or spell combo. The number of spells/combos you may store in this way is equal to your caster level.
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Post by Marr965 on Aug 11, 2018 9:39:52 GMT -6
WarlordLevel: 4 Prerequisites: Fellowship 4, Command 4, 2 Command Specialities Characteristics: Strength, Constitution, Fellowship
Skills: Animal Ken, Athletics, Ballistics, Command, Drive, Medicae, Pilot, Politics, Weaponry Completion Bonus: You gain a free raise on all Command tests you make.
Feats Attack Command Defense Command Field Medic War Cry
New Feats
Attack CommandAs a half action, you may make a Command test with a TN equal to 15 plus 5 per person affected beyond the first, affecting all allies (but not you) within a 15 m radius. If you succeed on this test, those affected gain a free raise on their next attack roll, plus a free raise for every raise you get on the Command test. This ability may not be used during the same turn as you use Defense Command or War Cry. Defense CommandAs a half action, you may make a Command test with a TN equal to 15 plus 5 per person affected beyond the first, affecting all allies (but not you) within a 15 m radius. If you succeed on this test, those affected gain +2 Static Defense, plus an extra bonus of +2 Static Defense for every raise you get on the Command test. These bonuses last until the beginning of your next turn. This ability may not be used during the same turn as you use Attack Command or War Cry. Field MedicYou get a free raise to all Medicae tests you make. You may also ignore penalties to Medicae for inadequate or unsanitary equipment or facilities, though conditions such as open sewers, rusty needles or rains of blood may still affect you, at the SM's discretion. War CryAs a half action, you may let out a bellow that inspires your allies to yell with you. Your allies and allied minion squads may sacrifice their next half action to also yell. Each one that does gains +3 to their next damage roll for each other person or squad yelling in this way (so, if there are two people and a minion squad yelling, each one other than the Warlord gets a +6 bonus on their next damage roll). This ability may not be used during the same turn as you use Attack Command or Defense Command.
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Post by GuardianTempest on Aug 12, 2018 20:34:11 GMT -6
Specialist Class: Black OpsCharacteristics: Intelligence, Wisdom, Composure Skills:Acrobatics, Athletics, Ballistics, Brawl, Command, Common Lore, Crafts, Deceive, Disguise, Larceny, Perception, Scrutiny, Stealth Sword Schools: Shadow Hand Gun Kata: Gear Shelter, Silent Scope, Tactical GeniusBonus for Completion: +1 to Backing (Special Forces), to a Maximum of 5 Recon Level: 2 Prerequisites: Ballistics 3, Brawl 2, Stealth 2, Combatives, Jaded Feats:Blind Fighting Deadeye Shot Far Shot Sneak Attack Tacticool *Trance *Weapon Proficiency (Any) OR Unarmed Warrior Black Ops Level: 4 Prerequisites: Ballistics 5, Brawl 4, Stealth 4, Pointman, Sneak Attack, Tacticool Feats:*Back Stab Improved Sneak Attack Nerves of Steel *Paranoia Raven's Eye Tacticool 2.0 *Weapon Proficiency (Any) OR Unarmed Master OTHER HOMEBREW FEATSTacticool (Customizer)Why be satisfied with sticking just one laser pointer on your tactical flintlock? You may stick an additional attachment of any type to your ranged weapons. You may add an additional mod when making a ranged weapon using the Weapon Creation rules, reducing its price by one step if you do. Tacticool 2.0 (Customizer)Scopes make knives more accurate, right? You may stick not one, not three, but two additional attachments of any type to your ranged weapons, and you may apply one Optics attachment to your melee weapons. You may add two additional mods making a ranged weapon using the Weapon Creation rules, reducing its price by two steps if you do. Also, you may add a single ranged weapon mod (that doesn't reference exclusive mechanics like Gets Hot and Sawn Off) when making a melee weapon with the Weapon Creation rules, reducing its price by one step if you do.
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Post by Marr965 on Aug 20, 2018 19:39:40 GMT -6
Battle ChefLevel: 4 Prerequisites: Wisdom 4, Crafts 3, Forbidden Lore OR Arcana 3, Stand the Heat Characteristics: Constitution, Dexterity, Wisdom Skills: Academic Lore, Arcana, Athletics, Ballistics, Common Lore, Crafts, Forbidden Lore, Melee, Perception, Performer, Politics Completion Bonus: Gain a +3 bonus to your rolls for Carving King and Wild Food
FeatsExtracurricular Study Flavour ProfilerGourmet Meal Minor Magic Speciality Cook*Extracurricular Study New Feats Flavour Profiler
Making an amazing dish isn't just about skill in the kitchen, it's also about selecting the best ingredients. When you use Carving King on an enemy, you can choose to increase the TN by 5 in order to get good-quality ingredients. These count as half a meal's worth of ingredients, and reduce the TN to use the feats Snack-o-Rama, Basic Meal or Gourmet Meal by 5. If two sets of good-quality ingredients are used to make a meal, instead the effect are doubled. Speciality Cook You have honed your art to a razor's edge, proving yourself to be a specialist in a particular field of cooking. Whenever you apply a Crafts speciality to a test for one of the feats Snack-o-Rama, Basic Meal or Gourmet Meal, you gain a free raise on the test.
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Post by Traskus on Oct 10, 2018 21:11:53 GMT -6
RacerCharacteristics: Constitution, Dexterity, Intelligence Skills: Acrobatics, Athletics, Ballistics, Brawl, Common Lore, Crafts, Drive, Intimidation, Larceny, Perception, Tech-Use, Weaponry Sword Schools: Twisted MetalGun Kata:Blazing SunCompletion Bonus: +1 max Momentum when driving ground vehicles. Delivery DriverLevel 2Prerequisites Dexterity 2, Drive 2 Class FeatsDanger Sense Fast Reflexes Nitro Boost Stunt Driver *Weapon Proficiency (Any) Level 3Pro RacerPrerequisites Dexterity 3, Drive 4, Stunt Driver FeatsDouble Nitro Nerves of Steel Redline True Grit *Weapon Focus (Any) NEW Feats!
Nitro BoostYour ground vehicles gain free afterburners. These afterburners do not take up space on your vehicle, and replenish themselves at the start of each scene. Stunt DriverYou can perform Chase actions in standard combat when operating a ground vehicle. Double NitroNitro Boost grants you two free afterburners instead of one. RedlineSafety doesn't guarantee victory. You can Punch It as a free action. AviatorCharacteristics: Composure, Dexterity, Intelligence Skills:Academic Lore, Acrobatics, Ballistics, Charm, Command, Common Lore, Perception, Performer, Persuasion, Pilot, Politics, Scrutiny, Tech-Use Gun Kata: Blazing SunCompletion Bonus: +1 Accel when piloting flying vehicles. HotshotLevel 2Prerequisites Ballistics 1, Pilot 2 Class FeatsAerobatics Corkscrew Avoid Fast Reflexes Skill Focus (Pilot) *Armor Proficiency (Light) Flying AceLevel 3Prerequisites Ballistics 3, Pilot 4, Aerobatics Danger Zone Far Shot Luck Wing Commander *Crack Shot NEW Feats!AerobaticsYou can perform Chase actions in standard combat when piloting a vehicle that flies. Corkscrew AvoidPerforming a Barrel Roll with a flying vehicle increases your static defense by 10 until your next turn. Danger ZoneThe further on the edge, the hotter the intensity. Increase the maximum Momentum of flying vehicles you pilot by 1. Wing CommanderAdd your level as a static bonus to Control Tests when piloting a flying vehicle. Mobile FighterCharacteristics: Dexterity, Intelligence, Willpower Skills: Acrobatics, Athletics, Ballistics, Brawl, Command, Common Lore, Drive, Intimidation, Perception, Persuasion, Pilot, Politics, Tech-Use, Weaponry Sword Schools: Twisted MetalGun Katas:Blazing SunCompletion Bonus: +1 mecha hit points. Robot JockLevel 3Prerequisites Willpower 3, Drive OR Pilot 4 Armor of Contempt Berserk Mode Parting Shot Strong Minded *Luck MechWarriorLevel 4Prerequisites Willpower 4, Drive OR Pilot 5, Berserk Mode Armored Core Death Before Defeat Shining Finger *Fearless Iron Jaw NEW Feats!Armored CoreMecha you operate gain +1 Resilience. Berserk ModeBy taking a half action to work yourself into a rage, you can enter Berserk Mode. While in Berserk Mode, you gain a +1k1 bonus to Control Tests, +1k0 damage with Manipulator Arms and Vehicle CQC weapons, and -2 Wisdom until the end of combat. On each of your turns you must attempt to drive closer to and/or fire upon any enemy you can see. You may not take Evasive Maneuvers while in Berserk Mode. Parting ShotIf your vehicle would run out of hit points, you may make a free Fire Mounted Weapon attack against a target in range. The target cannot use Evasive Maneuvers to dodge this attack. Shining FingerWhile piloting a mecha, you can cast the Energy Grasp spell, using your Willpower + Level for the magic roll. The Touch keyword is fulfilled with your vehicle. Reposted with permission from Weredrago2.
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Post by Traskus on Oct 26, 2018 15:35:37 GMT -6
Blade Dancer Characteristics: Dexterity, Fellowship, Wisdom Skills: Acrobatics, Brawl, Drive, Intimidation, Perception, Performer, Pilot, Scrutiny, Stealth, Weaponry Sword Schools: Iron Heart, Setting Sun, Stone Dragon Bonus For Completion: Blade Dancer: +2 to Melee damage rolls. Whirlwind of Blades: +3 to Melee damage rolls.
Blade Dancer Level 3 Prerequisites: Acrobatics 3, Weaponry 4, Stealth OR Performer 3, Weapon Focus (Any two-handed) Feats: Monkey Grip Oversized Weapon Training Swift Attack Two Weapon Fighting Weapon Finesse *Blade Dancing
Whirlwind of Blades Level 5 Prerequisites: Acrobatics 5, Weaponry 5, Stealth OR Performer 5, Weapon Finesse Feats: Counter Attack Improved Weapon Finesse Lightning Attack Step Aside Whirlwind of Steel *Heavy Blade Dancing
New Feats
Blade Dancing A fight is merely a dance where people are supposed to get hurt. You may use performer in place of weaponry when making melee attacks.
Heavy Blade Dancing You reduce the penalty for using Two Handed weapons with Two Weapon Fighting by -0k1.
Improved Weapon Finesse You ignore the penalty of the Unbalanced property on weapons. This feat stacks with Weapon Finesse.
Monkey Grip You may wield weapons with the Two Handed property in one hand with a -2k0 penalty to the attack roll. If you use a Two Handed weapon for Two Weapon Fighting, you take a -0k1 penalty to the attack rolls, in addition to the normal penalties.
Oversized Weapon Training You reduce the penalty of using a Two Handed weapon in one hand by -1k0.
Weapon Finesse You treat the Unwieldy property as the Unbalanced property instead.
Whirlwind of Steel Gain one extra reaction per turn that may only be used in the multiple attacks action.
Konate abandoned this class and granted permission to port it in part or whole.
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Post by ScrapyardDragon on Dec 13, 2018 17:16:22 GMT -6
Here are the "helmsman" classes from the old forum, both originally by the now mia user Kwak, now ported and rebalanced by me with a few feats recycled from my Courier class since they fit well here too.
Level 2 - Flight Controller Prerequisites: Pilot 2, Perception 1 Characteristics: Dexterity, Intelligence, Wisdom Skills: Ballistics, Crafts, Command, Drive, Pilot, Perception, Tech-Use Feats: Smooth Flying Highway Jockey Skill Focus (Pilot) *Heightened Senses Bonus for Completion: +1 to Maneuver for any ship on which you serve as Helmsman.
Level 3 - Helmsman Prerequisites: Pilot 4, Perception 3 Characteristics: Dexterity, Intelligence, Wisdom Skills: Ballistics, Crafts, Command, Drive, Pilot, Perception, Tech-Use Feats: Fly Apart Old warp blues Combat Sense Priority shipping *Skill Focus (Pilot) Bonus for Completion: +1 to maneuver for any ship on which you serve as Helmsman.
Smooth Flying On any successful Maneuver Action or Control Test, you may add 1 to your vessel's Static Defense for every raise on the Test until the start of your next turn.
Fly Apart While operating any vehicle, you may reroll a failed Control Test or Maneuver Action by triggering a roll a d10 on the corresponding Critical chart, adding +1 for every time this feat is used more than once per scene.
Highway Jockey That package needs to be delivered ASAP, but its all for naught if you crash along the way. Increase the Maneuver of Ships you serve as the Helmsman for, or Vehicles you control, by your level.
Old Warp Blues Spend enough time in there, and it feels like home. And there is no place like home. Any ship you travel on reduces all rolls made on the Warp Travel chart by 1.
Priority Shipping Ships you serve as the helmsman for decrease the amount of time warp travel takes by one increment ("Several years" becomes 30-60 days, 30-60 days becomes 5-10 days, etc).
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Post by thachaotix on Mar 31, 2019 9:03:15 GMT -6
Orbital SniperCharacteristics: Intelligence, Wisdom, Dexterity Skills: Crafts, Medicae, Perception, Politics, Tech-Use, Acrobatics, Athletics, Ballistics, Stealth, Deceive, Disguise, Scrutiny Gun Kata: Silent Scope, Tactical Genius, Clay Pigeon Bonus for Completion: +2 damage beyond short range Orbital Sniperlevel 4Prerequisites: Ballistics 4, Stealth 4, Perception 4, Far Shot, Sneak Attack Feats:Improved Sneak Attack Damn Good Ground Deadeye Shot Farthest Shot *Crack Shot *Combat Insight *Combat Sense Killsatlevel 5Prerequisites: Ballistics 5, Stealth 5, Perception 5, Deadeye Shot, Farther Shot, Damn Good Ground Feats:Sharpshooter Vital Point Targeting Focused Careful Aiming Hawkeye *Devastating Critical *Power Shot New Feats:Damn Good Ground:You can now have the higher ground bonus on ranged attacks. If you are standing at least your target's size higher the bonus increases to +2k0. Hawkeye:When benefiting from Damn Good Ground gain +0k1 on damage, as long as the target isn't further away than twice the amount of meter you are higher than the target. Feats from other classes:Sniper featsFarthest shot Careful Aiming Vital Point Targeting Focused Loose Cannon featsPower Shot
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