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Post by Amanojyaku on Aug 10, 2018 16:48:08 GMT -6
Scion of AnakLevel: 4 Prerequisites: Titan, Smashing Hulk, Strength 5, Fistful of Hurt Characteristics: Strength, Constitution, Charisma Skills: Animal Ken, Athletics, Brawl, Command, Crafts, Intimidation, Perception, Scrutiny Feats: *Big Hitter God-Humbling Backhand Nerves of Steel Sound Constitution *Sound Constitution Scarred Skin Unarmed Master Sword Schools: Hulking Hurler Raging LocomotiveCompletion Bonus: You can go to six dots in Strength, and your melee attacks gain an additional meter of reach. FEATS Big HitterFists like anvils make for impressive feats of damage. You can use Unarmed attacks in martial maneuvers as if they were Two-Handed weapons. Your brawl attacks deal +2k0 damage thanks to knowing how to put those hams to work. This does not stack with the Matron feat.God-Humbling BackhandYour attacks are treated as magic for the purpose of interacting with incorporeal creatures. When charging, your attacks deliver damage and effects to creatures with the Stuff of Nightmares trait as if they did not have that trait, and if they cause damage to a creature with the Phasing trait, that creature immediately returns to its corporeal state. Scarred SkinRitual scarification makes for a real scary basher, but it also serves to toughen the skin, making it harder to hurt him further. Gain +1k1 on Intimidation tests, and reduce any damage you take that Armor would apply against by 2.
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Post by Amanojyaku on Aug 10, 2018 16:51:01 GMT -6
Selachian Pugilist ChampionLevel: 5 Prerequisites: Rokea, Rite of Blood, Athletics 5, Brawl 5, Unarmed Master Characteristics: Strength, Constitution, Willpower Skills: Athletics, Brawl, Crafts, Common Lore, Intimidation, Perception, Performer, Scrutiny, Tech-Use Feats: Counter Attack Death Before Defeat Devastating Critical *Frenzy OR Greater Frenzy Iron Fist Rapidfire Fisticuffs *Sound Constitution True Grit Sword Schools: Infernal Monster Ocean Soul Solar ScienceLevel Completion: Your natural attacks in Shark Form and Gladius Form are treated as Orichalcum weapons. FEATS Greater FrenzyYour rage is a true terror to behold. While you are using Frenzy, you take a -2 penalty to Fellowship and gain an additional +1 bonus to Strength and Constitution. Rapidfire FisticuffsYou may make up to twice as many unarmed attacks with the Multiple Attacks action. Every attack beyond the fourth imposes a -1k0 penalty on all attacks.
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Post by GuardianTempest on Aug 14, 2018 18:39:06 GMT -6
Masked Vanguard Level: 4Prerequisites: Champion, Omega Drive, at least four dots in an attacking skill, Performer 4, Guardian, 3 or more ranks in your Signature Style Characteristics: Willpower, Constitution, Fellowship Skills: Acrobatics, Athletics, Ballistics, Brawl, Command, Drive, Perception, Performer, Pilot, Scrutiny, Weaponry Sword Schools: Riding Justice, Scarlet BravuraGun Kata: Last Line, Tin Star Bonus for Completion: Gain a Hero Point that can only be shared with Common Bond, which cannot be burned and is restored at the start of each scene Feats:Common Bond *Fearless Harm's Way Interceptor One For All True Grit *Worf Effect UNIQUE FEATSCommon BondThis feat signifies a special link between close companions—such as a typical party. It doesn’t matter whether or not the characters get along perfectly or not, they’ve just formed a close and common bond during their epic adventures. A character with this feat may freely give his Hero Points to any other ally he can communicate with. This represents the character giving his verbal or spiritual support to the ally. The player should say what his character is doing to give the support. The gesture could be as complex as a rousing speech, or as simple as a knowing nod. One For AllWhen your friends have fallen at their darkest hour, you rise up and fight harder for their sake. Whenever an allied player character is killed, knocked unconscious, or becomes similarly helpless by external forces, you gain +1 Resilience and +1k1 to all tests and damage rolls until the end of the scene. If all allied player characters present in the scene become casualties, you do not need to spend Spirit to maintain Super Mode. OTHER HOMEBREW FEATSHarm's Way (Gem-Knight)Taking a hit for another is pretty gutsy. Regain a resource point whenever you use the Guardian feat. Interceptor (Secret Service)You may move up to twice your speed when using the Guardian feat. You may also use it to direct ranged attacks that you cannot parry towards you instead of the intended target so long as you can become adjacent to the target within the movement range granted by this feat.
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Post by GuardianTempest on Aug 14, 2018 18:42:59 GMT -6
Exaltation Class: ShielderCharacteristics: Wisdom, Willpower, Constitution Skills: Academic Lore, Arcana, Athletics, Command, Common Lore, Perception, Persuasion, Scrutiny, Weaponry Sword Schools: Confused Turtle, Reflection Barrier, Tempered SteelMagic Schools: Abjuration Chaldea Protector Level: 3 Prerequisites: Legend, Myth 2, Guardian, you have not taken an Exaltation asset in Character Creation Bonus for Completion: The Defensive property no longer gives -1k0 to attacks and Shield weapons deal +2k1 damage if you're proficient in them Feats:Foundation Guard Nerves of Steel Strong Minded Transient Wall of Snowflakes *True Grit *Armor Proficiency (Any) Bastion of Camelot Level: 5 Prerequisites: Legend, Myth 4, Foundation Guard, Transient Wall of Snowflakes Bonus for Completion: Gain a point of Renown whenever you use the Guardian feat Feats:*Armor of Contempt Honorable Wall of Snowflakes Obscuring Wall of Chalk Shield of Rousing Resolution Utopia Guard *Armor Specialization (Any) UNIQUE FEATSFoundation GuardYou can use the Guardian feat to parry ranged attacks and spells with the Attack keyword that aren't targeting you as long as you're also in range. If the spell has no attack roll (like Magic Missile), it is instead redirected towards you. Honorable Wall of SnowflakesDuring combat, add twice the highest amount of critical damage you currently have on any body location to your Resilience and as a static bonus to all tests. For example, if you have two points of critical damage on your left arm and one point on your right leg, the bonus will be +4 Resilience and +4 to all tests. Obscuring Wall of ChalkWhenever you use an Aid Another action or the Guardian feat on an ally, you may spend three points of Renown. If you do, that ally ignores all incoming damage and rolls 0 on their damage rolls for one round. Shield of Rousing ResolutionYou may spend a Hero Point at the beginning of your turn to ignore all status conditions for two rounds. This effect does not temporarily restore missing body parts, only the relevant penalties associated with them (e.g. penalties to skill tests). Transient Wall of SnowflakesYou may spend a point of Renown to add half your Willpower to Armor and half your Constitution to Aura until the end of the turn. If you're taking damage from an attack meant for someone else, add your full Willpower and Constitution instead. Utopia GuardWhenever you use Guardian to parry an attack with the Blast property, you may spend a point of Renown to remove the property but you take Energy wounds to the Body equal to half its rating afterwards.
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Post by GuardianTempest on Aug 14, 2018 19:53:14 GMT -6
Oneironaut Level: 3Prerequisites: Oneiroi, Dream Walker, Arcana OR Forbidden Lore 3, Perception 3 Characteristics: Intelligence, Wisdom, Willpower Skills: Academic Lore, Arcana, Common Lore, Forbidden Lore, Perception, Scrutiny Magic Schools: Divination, Hypnothaumy, Illusion Bonus for Completion: You may use Wisdom+Perception instead of Dexterity+Ballistics when casting spells with the Ranged Touch keyword. Feats:Eidetic Memory Foresight *Meditation *Minor Magic Nerves of Steel Raven's Eye Strong Minded
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Post by GuardianTempest on Aug 14, 2018 20:11:05 GMT -6
Taijitu Level: 3Prerequisites: Tempest, Toil and Trouble, Arcana 3, Forbidden Lore 3, Weaponry 3, Eldritch Trick OR Iron Tower Characteristics: Intelligence, Wisdom, Composure Skills: Academic Lore, Arcana, Ballistics, Common Lore, Forbidden Lore, Perception, Weaponry Sword Schools: Eldritch Advent, Viae FurorisMagic Schools: LuxotheurgyBonus for Completion: +1 to both of your resource pools Feats:Combat Insight Delay the Storm *Eldritch Trick OR Iron Tower Extracurricular Study OR Spell Book *Spell Might OR Spell Parry Yin-Yang Bomb UNIQUE FEATSYin-Yang BombOnce per scene, you may give your attack the Sanctified (Blessed Order) and Sanctified (Chaos Undivided) properties. Targets that are not affected by either one of those properties are instead affected by both. At Gale Force 3 and 5 you gain an additional use of this feat per scene. OTHER HOMEBREW FEATSDelay the Storm (Warlock)If you would cause any type of Psychic Phenomena, you may make a Focus Power test using Willpower + Arcana (TN 20 + 5 per exploded die) as a free action. If it succeeds, delay the onset of all Psychic Phenomena caused by you by up to 5 rounds. However, if you have accrued more Psychic Phenomena by that time, those effects stack and unleash at the same time. Eldritch Trick (Warlock)This feat may be purchased multiple times. Each time you purchase this feat, choose one of the options below to become available for you to use. Whenever you successfully cast a spell, you can apply instances of this feat based on the number of raises you have on the magic test. If a spell has additional effects based on raises to the magic test, raises used for this feat are not counted for determining those effects. You can apply multiple instances of this feat as long as you have enough raises for all the effects used. If the spell cast copies itself, you must assign the effects to each copy individually. - Accuracy Mastery (1 raise): When casting a spell with the Touch or Ranged Touch keyword, you gain 1 raise on the attack roll.
- Blast Mastery (2 raises): Increase or decrease the Blast radius of a spell by 1.
- Damage Mastery (1/3 raises): For 1 raise, add +1k0 to the damage of a spell. For 3 raises, add +0k1 damage. If the spell cast copies itself, this applies only to the first copy unless those copies are based on raises.
- Ether Mastery (1 raise): One creature targeted by the spell takes 1 check on any opposed tests made against it.
- Fatal Mastery (2 raises): When casting a spell that deals damage, it deals at least 1 wound, regardless of the target's Resilience.
- Piercing Mastery (1 raise): Reduce the Aura of one target when calculating damage from this spell by 1.
- Range Mastery (1 raise): Increase the range of a spell with the Attack keyword by 5m.
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Post by Traskus on Aug 31, 2018 19:10:10 GMT -6
Arcane WayfarerLevel: 5 Prerequisites: Excellence 4, Arcana 5, one magic school at rank 5, one magic school at rank 4 Characteristics: Charisma, Intelligence, Willpower Skills: Academic Lore, Arcana, Command, Common Lore, Deceive, Forbidden Lore, Scrutiny Feats:Archmage Traditions Eldritch Trick Spellguard Action Spellguard Training
Wizard Traditions *Archmage Traditions *Eldritch Trick *Wizard Traditions Bonus for Completion: Increase the rank of one of your spell schools by 1. New FeatsSpellguard ActionYou're so good at casting spells, it's finally paid off that you can just "oomph" them into working. You may spend Action Points to grant a +1k0 bonus focus power tests per action point spent.
Spellguard Training
You may spend Pressure Points to increase focus power tests by the amount spent.
Old New FeatsEldritch Trick
You learn, by hook, crook, or just plain luck, one of the following abilities. "Spending" raises to use this feat's effects prevents them from being counted toward inherent effects in the spell, but you can apply multiple instances of this feat as long as you have enough raises for all the effects used. Accuracy Mastery: You can spend 1 raise when casting a spell with the Touch or Ranged Touch keyword to gain 1 raise on the attack roll instead. Blast Mastery: You can spend 2 raises to increase or decrease the Blast radius of a spell by 1. Damage Mastery: You can spend 1 raise to add +1k0 to the damage of a spell, or 3 raises to add +0k1. If the spell cast copies itself, this applies only to the first copy unless those copies are based on raises. Ether Mastery: You can spend 1 raise to force a creature targeted by the spell to take 1 check on any opposed tests made against the spell. Fatal Mastery: You can spend 2 raises when casting a spell that deals damage to have that spell deal at least 1 wound, regardless of the target's Resilience. Piercing Mastery: You can spend 1 raise when casting a spell to reduce the Aura of one target when calculating damage from that spell by one. Range Mastery: You can spend 1 raise to increase the range of the spell by 5m.
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Post by Traskus on Aug 31, 2018 19:27:50 GMT -6
DreadnoughtLevel: 5 Prerequisites: Excellence 4, Brawl 5 OR Ballistics 5 OR Weaponry 5, one sword school or gun kata at rank 5, one sword school or gun kata at rank 4 Characteristics: Constitution, Intelligence, Strength Skills: Acrobatics, Athletics, Ballistics, Brawl, Command, Crafts, Drive, Intimidation, Perception, Weaponry Feats:Bare-Knuckle Defense Bullet Parry Cleave Devastating Critical Dreadnought Action
Impending Slaughter
Weapon Specialization *Improved Weapon Specialization Bonus for Completion: Increase the rank of one of your sword schools or gun kata by 1. New FeatsBare-Knuckle DefenseOne of the coolest ways to show off is by blocking a weapon with your bare hands. You do not need to stunt to parry a weapon while unarmed. Bullet ParryAnother cool way to show off? Block a bullet. You may parry ranged attacks with a weapon. Dreadnought ActionYour might is such that it is powered by your sheer excellence. You may spend Action Points to improve damage rolls by +1k0 per point spent.
Impending Slaughter You may spend Pressure Points to increase damage rolls by the number of points spent.
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Post by Amanojyaku on Sept 19, 2018 1:11:15 GMT -6
Radiant FistLevel: 4 Prerequisites: Sun Soul 3, Brawl 4, Athletics 4, Stunning Fist, Pure Faith Characteristics: Strength, Wisdom, Dexterity Skills: Academic Lore, Acrobatics, Arcana, Athletics, Brawl, Command, Forbidden Lore, Intimidation, Medicae, Persuasion, Stealth, Weaponry Feats: Absolution Blinding Radiance Technique *Peer (Religious Order) OR Good Reputation (Religious Order) Unarmed Master Swift Attack Wall of Steel Sword Schools: Desert Wind Setting Sun Solar ScienceLevel Completion: When referencing your Sun Soul, treat it as 1 higher than it actually is, to a maximum of 6. FEATS Blinding Radiance TechniqueYour attacks modified with Overdrive gain the Blinding property. If the attack is a special attack or trick shot (or already has the Blinding property), add your Sun Soul to the TN to resist.
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Post by Amanojyaku on Sept 19, 2018 1:12:48 GMT -6
Endless HorrorLevel: 5 Prerequisites: Horror 4, Athletics 5, Intimidation 5, Feel No Pain, True Grit Characteristics: Constitution, Willpower, Charisma Skills: Arcana, Athletics, Brawl, Intimidation, Perception, Performer, Persuasion, Stealth, Weaponry Feats: Claws of the Beast Death Before Defeat Determinator Scarred Skin Sound Constitution *Sound Constitution *Sound Constitution OR Die Hard *Sound Constitution OR Guts Sword Schools:Dark MessiahDread CrownLevel Completion: You can ignore the effects of critical damage until it meets or exceeds your Horror. FEATS Claws of the BeastAdd your level as a static bonus to damage rolls when attacking with your natural weapons or weaponless unarmed strikes. You can use Unarmed attacks in martial maneuvers as if they had the Daemonic property. Scarred SkinRitual scarification makes for a real scary basher, but it also serves to toughen the skin, making it harder to hurt him further. Gain +1k1 on Intimidation tests, and reduce any damage you take that Armor would apply against by 2.
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Post by ScrapyardDragon on Oct 1, 2018 20:33:43 GMT -6
Transhumanist Level 4 Prerequisites: Generation 3, Crafts 4, Tech-use 4, Ballistics OR Weaponry 3 Characteristics: Intelligence, Wisdom, Constitution Skills: Academic Lore, Crafts, Tech-use, Ballistics, Weaponry Feats:Binary Chatter Mechadendrite Use Subtank Upgrade Pack Upgraded (Rare) *Upgrade Pack *Upgraded (Very Rare) Completion Bonus: Gain the Upgrade Pack feat Unique Feats Subtank: Once per session per scene per day, the promethean may regain their generation in pyros as a free action. Upgrade Pack: Choose one of the following options and apply it to the character. Buster Upgrade- Refer to the artifact material of your Promethean material asset (if you chose one). Ammunition for your integrated weapons now gain the profile associated with that artifact material. Weapon Upgrade- One of your integrated weapons gains a +1k0 damage bonus for each time this option is taken. If the weapon is removed, apply the bonus to a different weapon. Armor Upgrade- The total armor granted by your Integrated Armor is increased by 1 for each time this option is taken. Artifact Integration- You gain a Promethean material asset if you did not already have one. If you had one already, you may instead change it when this option is taken. Changelog time that I can't put in its own post because this is a compilation thread: ok so, compared to the old version this one has been buffed and nerfed in different ways. You get one less upgrade pack compared to the last version, and subtank is now "once per session per scene per day" as opposed to just "once per session per scene". On the buff hand though, Weapon upgrade now gives a slight damage bonus to one of your weapons as opposed to just giving you an extra slot, which hopefully will make it a more useful option.
edit: bumped up entry requirements
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Post by Traskus on Mar 3, 2019 17:31:49 GMT -6
Dominar Level 5 Prerequisites: Bound, Double Up, Animal Ken OR Arcana OR Crafts 5 Characteristics: Composure, Fellowship, Intelligence Skills: Academic Lore, Animal Ken, Arcana, Athletics, Crafts, Tech Use Sword Schools: Primal FealtyGun Kata: Last LineFeats:Guardian Harm's Way Interceptor Mutual Protection *Feral Reversion
*Level Grinding OR Re-Arm Completion Bonus: Gain a Bound asset. It does not cost a bonus point. New FeatsFeral ReversionYour monster isn't always max power, all the time. You may suppress your monster's level, gaining the statline of any monster of any lower level than it currently is, so long as it remains the same type (see: step 3 of creation). They may assume any level up to their normal maximum as a full action, and may spend a Trust to do so as a free action. Level GrindingYou may increase the level of your Bound monster/s by spending 100xp per their current level to a maximum of half your bond +1, excepting one monster who is now the "main" monster. Mutual ProtectionThe ultimate measure of trust between partners. Your Bound monster/s all gain the guardian, harm's way, and interceptor feats. They do not cost bonus points. Re-ArmYou can exchange your partner's equipment on the fly. As a full action (or out of combat), you may exchange the items granted by your monster's inheritance purchases for others, given the inheritance can still afford them. I suggest keeping a sheet of the ones you want to use most often. Old New FeatsHarm's WayTaking the hit for someone else has its rewards. Whenever you use the guardian feat to take a hit for someone else, gain one resource point. InterceptorYou may move up to twice your speed when using the Guardian feat. You may also use it to direct ranged attacks that you cannot parry towards you instead of the intended target so long as you can become adjacent to the target within the movement range granted by this feat.
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Post by Traskus on Mar 24, 2019 14:13:54 GMT -6
SeneschalLevel: 5 Prerequisites: Excellence 4, Any three social skills at rank 5 Characteristics: Charisma, Composure, Fellowship, Willpower Skills: Animal Ken, Charm, Command, Deceive, Disguise, Intimidation, Performer, Persuasion, Scrutiny Feats:Air of Authority Expanded Expertise (Social)
Profit Factor
Speak Language (Any) Truespeak *Speak Language (Any) Bonus for Completion: Gain +3 Resolve. New Feats
Expanded Expertise
You apply your knowledge in ways that seem non-intuitive at first. Select a specialty in a skill you have. All skills in that category (physical, mental, or social) have that specialty.
Profit Factor
Your ability to influence is such that your raw excellence can fuel it. You may spend Action Points and Pressure Points to improve rolls concerning background dots such as Wealth, Status, Fame, etc. as though they were skill tests. You may also spend experience points to purchase dots in allies, backing, contacts, fame, mentor, status, or wealth as though buying characteristic dots.
TruespeakYou speak past the mental faculty and straight to the soul. Your social attacks can drain two more Resolve before the target becomes jaded.
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Post by Traskus on Mar 24, 2019 15:29:20 GMT -6
Fabricator GeneralLevel: 5 Prerequisites: Excellence 4, Any "Lore" skill 5, Crafts 5, Tech-Use 5 Characteristics: Intelligence, Wisdom Skills: All Feats:Expanded Expertise (Mental) Expanded Expertise (Mental OR Physical) Expanded Expertise (Mental OR Social) Master Specialist Tech-tinkerer Walking Library *Upgraded (MRare) OR Upgraded (Artifact) Bonus for Completion: You may re-roll a skill roll once per session. New FeatsExpanded ExpertiseYou apply your knowledge in ways that seem non-intuitive at first. Select a specialty in a skill you have. All skills in that category (physical, mental, or social) have that specialty. Tech-tinkererYou can make something better than it was before. You may perform a crafts roll over the course of an hour to increase the quality of an item by one step, with a TN equal to purchase the item at the quality desired. This may only be done once per item. You may also spend experience points to purchase dots in holdings and inheritance as though increasing characteristics. Items of inheritance may not be replaced, but may be added to or improved in quality. Old New Feats
Walking LibraryYou gain a +2k0 bonus to Lore tests you have an applicable specialty in. Master SpecialistYou reroll 2s in addition to 1s on rolls you have a specialty in.
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Post by Traskus on Jun 22, 2019 16:05:36 GMT -6
I have added the armorwright enineering field to robot master. If a "weapon" field were to happen I'll add it to metal overlord.
Jumped the gun a bit.
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