| Post/Author/DateTime | Post |
|---|---|
| #1aleserdartiganDec 03, 2010 18:25:02 | I am currently having some issues comming up with class abilities for my campaign setting, and was looking for suggestions. Class upgrades will activate at once a player reaches level 10 in a specific class. At that point they can choose to take levels in one of the upgraded classes or continue taking levels in their base class but not both. Also note that any ability that does not have a description or has a remark in parenthesis do not yet have an effect and Im looking for help on those as well. CIVILIAN The epitome of the mundane, the Civilian excels in no single area in particular. Due to years of schooling, job changes, and training, the Civilian has a wider selection of skills to draw from as opposed to other classes. The added bonus of actually being employed also can come in handy. Requirement: None Level 1: Day Job - Provides regular income Level 2: Level 3: Level 4: Level 5: Hide In Plain Sight - +4 to hide Level 6: Level 7: Level 8: Level 9: Level 10: Level 11: Management Position - Doubles income from 'Day Job' Level 12: Level 13: Level 14: Level 15: Office Gopher - Henchman Level 16: Level 17: Level 18: Level 19: Level 20: RESISTANCE FIGHTER Requirement: Level 10 Civilian Level 1: Resistance Fighter - Henchman Level 2: Level 3: Black Market Contact - Access to restricted weaponry at double cost. Level 4: Level 5: Inside Contact - Informant with in one corporation (player chooses, limit 1). Level 6: Level 7: Level 8: Level 9: Level 10: MILITANT Requirement: Level 10 Civilian, Any Evil Alignment Level 1: Guerilla Fighter - Henchman armed with AK-47 Level 2: Level 3: Craft IED Level 4: Level 5: Fanaticism - Immune to all non-magical forms of fear. Level 6: Level 7: Level 8: Level 9: Level 10: ----- PARAMILITARY Whether a cop or security guard, the Paramilitary possesses more weapons (and possibly combat training) than your average civilian. Requirement: None Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: Level 11: Level 12: Level 13: Level 14: Level 15: Level 16: Level 17: Level 18: Level 19: Level 20: SNIPER Requirement: Level 10 Paramilitary Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: COMMANDO Requirement: Level 10 Paramilitary Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: STURMTROOPER Requirement: Level 10 Paramilitary, Faction Affiliation: Greycoats Level 1: Superior Training - Provides a +4 bonus to hit Level 2: Level 3: Level 4: Level 5: Physical Superiority - Provides a +4 bonus to fortitude saves Level 6: Stand Your Ground! - Player can reroll any failed fear save once. Level 7: Level 8: Superior Dicipline - undecided Level 9: Level 10: ----- PARALEGAL Used to using charm and a sharp wit to get their way, the Paralegal's most effective weapon is his mind. Requirement: None Level 1: Fast Talk - (Player can talk their way out of simple situations) Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: Level 11: Song and Dance - (Ladies and gentlemen of the "supposed jury"...THIS is Chewbacca!) Level 12: Level 13: Level 14: Level 15: Level 16: Level 17: Level 18: Level 19: Level 20: Objection! - (Player can reroll any failed fast talk rolls once and reduce the DC 1 tier) DIPLOMAT Requirement: Level 10 Paralegal Level 1: Diplomatic Immunity Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: SPY Requirement: Level 10 Paralegal Level 1: Safe House Level 2: Level 3: Level 4: Level 5: Secret Contact - Has unknown contact who the player can contact for mission details. Level 6: Level 7: Level 8: Level 9: Level 10: ----- MECHANIC From a gas station attendant to a factory worker, the Mechanic's knowledge of machinery gives him the ability to operate vehicles and other machinery that normal civilians would rarely come in contact with. Requirement: None Level 1: Gadget - Mechanic gets one free device or tool that can fit on a utility belt. Level 2: Salvage - (Search damaged vehicles/equipment for recoverable parts) Level 3: Level 4: Level 5: Gadget II - Mechanic gets another free device or tool that can fit on a utility belt. Level 6: Level 7: Level 8: Level 9: Gadget III - Mechanic gets another free device or tool that can fit on a utility belt. Level 10: Level 11: Level 12: Improved Salvage - (provides bonus to salvage ability) Level 13: Gadget IV - Mechanic gets another free device or tool that can fit on a utility belt. Level 14: Level 15: Level 16: Level 17: Gadget V - Mechanic gets another free device or tool that can fit on a utility belt. Level 18: Level 19: Level 20: Handheld Differential Device - Halfs construction time on any device TANK COMMANDER Requirement: Level 10 Mechanic Level 1: Light Tank Proficiency - Can operate Mini & Light Tanks Level 2: Tough as Steel - Can make a Fort save if tank would take damage, reducing it by 1/2. Level 3: Advanced Crew - +1 bonus to initiative and accuracy. Level 4: Fast Reload - Main cannon can now fire every turn instead of every other. Level 5: Medium Tank Proficiency - Can operate Medium Tanks. Level 6: Overdrive - Driver can double movement for 1 turn, tank cannot move following turn. Level 7: Expert Crew - +2 bonus to initiative and accuracy. Level 8: Expert Reload - Main cannon can now fire twice in one turn. Level 9: Heavy Tank Proficiency - Can operate Heavy & Super-Heavy Tanks. Level 10: Legendary Crew - +4 bonus to initiative & accuracy DEMOLITIONS EXPERT Requirement: Level 10 Mechanic Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: ----- WITCH A dying breed, spellcasters in the modern age are referred to as witches for their now rare ability to do frightening magic. ----- DOCTOR Well versed in basic medicine, the Doctor is highly sought after by resistance forces. Due to their vow to “do no harm, the doctor can not take any firearms proficiencies other than Side Arms. Requirement: None Level 1: First Aid - The Doctor can heal a player for X hitpoints. Level 2: Level 3: Bonus Feat Level 4: Level 5: Advanced First Aid - The Doctor recieves an additional +5 bonus to heal (Cumulative) Level 6: Triage - The Doctor can treat simple status ailments. Level 7: Bonus Feat Level 8: Level 9: Expert First Aid - The Doctor recieves an additional +5 bonus to heal (Cumulative). Level 10: Stabilize - Revives character reduced to -5hp, returning them to 0 hp and heal them for X. Level 11: Bonus Feat Level 12: Advanced Triage - The Doctor can treat average status ailments. Level 13: Superior First Aid - The Doctor recieves an additional +5 bonus to heal (Cumulative) Level 14: Level 15: Bonus Feat Level 16: Level 17: Herbal Remedy - The Doctor can heal without First Aid kit when in natural enviornment. Level 18: Expert Triage - The Doctor can treat difficult status ailments. Level 19: Bonus Feat Level 20: Advanced Stablize - Stablization limit now -10hp. COMBAT MEDIC Requirement: Level 10 Doctor Level 1: Weapon Proficiency - Rifle Level 2: Level 3: Level 4: Weapon Proficiency - Grenades Level 5: Level 6: Level 7: Weapon proficiency - SMG Level 8: Level 9: Level 10: CHEMICAL SPECIALIST Requirement: Level 10 Doctor, Evil Alignment Only Level 1: Level 2: Level 3: Level 4: Level 5: Level 6: Level 7: Level 8: Level 9: Level 10: ----- CRIMINAL Anywhere form a small time hood to a mafioso, the Criminal uses stealth and brutal tactics to make themselves into ruthless killing machines. Requirement: None |