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Post by Blaye on Jun 20, 2010 1:32:21 GMT -8
Character index:
Data-Chemist* Enigma* Hawkeye* Psyker* Punisher* Sphere Bringer* Tech Soldier Specialist* Titanium Celesti* C.O.R.E. Pilot*
Click here to see all main class skill lists
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Post by Alexander Ward on Jun 20, 2010 19:19:28 GMT -8
Data-Chemist:
Using a combination of ancient arcane magic and their Elemental Transmuter Data-Chemists can shape all forms of devastating magic called Data-Weaves. The arcane component is hand movements or spoken words. The transmuter pulls forth data and transmutes it into a weave (see history for information on weaves) and then empowers it with an element of the spell you're conjuring.
Weapon(s): Disc/Goggle Elemental Transmuters
Stats: Hit points: 10/lvl Psy: 40/lvl Physical Power: 1 Resistance: 1 Psy Power: 10 Psy Resistance: 5 Agility: 3
Abilitys:
[Chain Weave] (Passive): The data-chemist strings together Weaves and casts multiple spells at once. The chain weave uses as much psy as the spells would separately plus 25% of the combined cost of the spells.
From level: 1 to 5 you can cast 2 spells per turn 6 to 10 you can cast 3 spells per turn 11 to 15 you can cast 4 spells per turn 16 to 20 you can cast 5 spells per turn
If you cast your max number of spells per turn using this ability the total cost is changed to psy costs combined plus 50% of total psy cost
This ability unlocks at level 1
[Transmute Armor](psy-0): You have become adept at manipulating your elemental transmuter that you can create a physical shell of armor.
This ability switches your Psy Resistance with your Resistance stat Making you less vulnerable to physical attacks and effects over magical ones.
This ability unlocks at lvl 3
[Blink](psy-0): It negates damage to you and repositions yourself behind friendly allies or if there are none simply further away from your enemy. when you acquire this skill, you can use it only once per mission/quest/PvP match. every 5 levels after it is acquired you gain one additional use of this ability up to a max of 4 uses.
This ability unlocks at level 5
[Overload & Resurgence] (Active): The Elemental Transmuter Emulates an overload causing a stylistic explosion of energy.
This ability restores 100% of your total Psy. This skill has many limiters in place
limits: 1) it can only be used during a mission/quest one time per 10 levels up to a max of two uses 2) If used during an official PvP match all spells used after this effect deal only 50% of their total damage 3) If used during a battle all spells used after this effect deal 10% less damage.
This ability unlocks at level 10
[The Blue Weave](psy-Varies): Using the Elemental transmuter you mimic an enemy's ability's. you can cast unique enemy/monster spells that were used on the previous turn for their own costs. Also you can cast allied spells that were used on the previous turn for 75% of the total cost. Along with the other effects any group with a Data-chemist with this ability will know exactly what sort of attacks the enemy is using as well as the opponents weakness if any.
This ability unlocks at lvl 15
[Stance Shifting](psy-): Stance shifting is the ability to alter how your spells are cast. giving them bonus ranges and effects. Upon reaching level 20 A data chemist can choose one of three different stances. Once a stance has been chosen it can not be replaced.
[Stance Shift: Psyarc](psy-100): If you chose Psyarc as your stance shift all spells (including AoE's) will bounce over 2 additional targets dealing full damage to the primary target, 75% damage to the secondary target, and 50% damage to the tertiary target. Once in this stance it can last a total of 1 turn/2 character levels per combat. When this duration is over there are no drawbacks for the rest of combat.
[Stance Shift: Precision/Overload](psy-100): If you chose Precision/Overload as your stance shift all spells, will guaranty to both hit it's targets and deal it's total yield regardless of spell level or enemy resistance. Once in this stance it can last a total of 1 turn/5 character levels during each combat. When this duration is over the data-chemists transmuter starts to short out sporadically and spells deal 50% less damage for 5 turns.
[Stance shift: Psyfestival](psy-200): If you chose Psyfestival as your stance shift you may use the ability [Chain Weave] to cast 5 spells in one turn without using any additional psy beyond the combine spell total. Once in this stance it can last a total of 1 turn/10 character levels per combat. When this duration is over your transmuter is in such rough shape that it stops working for the next 3 turns (treat this as a 3 turn silence effect). After the three turns have passed the transmuter returns to a functional state and spells can be cast at normal efficiency
A single stance can be unlocked at level 20
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Post by Alexander Ward on Jun 20, 2010 22:48:18 GMT -8
Enigma:
Stealthing around and keeping to themselves enigma's are rarely talked about individuals with a knack for gambling and slight of hand. Most if not all enigma's carry around with them a highly illegal piece of equipment called a Mecha-Deck. coupled with an implant called Orbital Retina's allow enigma's to receive information, process, and receive percentile readouts in almost any given situation. making it the perfect for these so called card sharks and high rollers. Don't make the mistake of trying to attack one though, they are clever and carry easily hidden weapons like daggers or stiletto's
Weapon(s): Mecha-Deck/Holocards/daggers/retractable blades fitted anywhere
Stats: Hit points: 15/lvl Psy: 35/lvl Physical Power: 3 Resistance: 2 Psy Power: 2 Psy Resistance: 3 Agility: 10
Abilities:
[Stealth](Active): An enigma chooses when he wants to be seen, as such he can use his mecha-deck to generate a personal stealth field. This ability can be used a number of times per based on your level
From level: 1 to 5 you can Stealth in combat 1 time per fight 6 to 10 you can Stealth in combat 2 time per fight 11 to 15 you can Stealth in combat 3 time per fight 16 to 20 you can Stealth in combat 4 time per fight
This ability can be used for any purpose outside of combat in any way you see fit
[Poison Grace] (passive): Any time an Enigma uses a normal attack (non-skill) that connects with the opponent it applies a poison. The poison can stack up to 5 times on a target with an infinite duration. The damage per stack is equal to (1+lvl)/2 {rounded down}. Any effect that would recover hit points will remove 1 stack of this poison.
[Backstab](psy-50): You can only use backstab while in stealth and only from behind. The strike can not miss and always lands critical, the strike also creates a bleed effect on the target.
If multiple backstabs are made the bleed effects stack.
[Orbital Boost](psy-25): Enigma's have optical implants called Orbital Retina's, This allows them to seek out and defend against other enemies or people with stealth generators.
When used this ability Reveals enemy's using stealth generators/Mecha-decks. This ability last 5 turns starting the turn after it was used.
[Bluff](psy-50): Using bluff allows the player to make 2 normal attacks on the turn it was used, as well the following turn they can attempt to make a backstab against the same opponent. This backstab attempt has a 50% chance of failing at which point it's treated as a second attack instead. Choosing to make a backstab attempt still requires the proper amount of psy
If you chose not to take the backstab attempt on the turn after a bluff was made you may make 3 normal attacks instead
[Wild Cards](Psy-25): Inside the Mecha-Deck is a special set of cards known as holocards. When The Enigma charges his Deck with enough psy a hatch opens and deals him 2 Random colored cards. 5 colors in all each with it's own designated effect.
Gold Card: Stun the target. Purple Card: Confuse the target for 2 turns Red Card: shatter any weapons your opponent has in his hands. disable vehicles for X turns (X= anywhere from 1 to 3 turns). Blue Card: act as 2 attacks that deal damage based on physical power. Green Card: Inflict max stacks of Poison Grace with a single throw
[Ace in the hole](Active): When an Enigma masters his Mecha deck he can delve into it's most potent ability named by the unfortunate enough to survive it. There are two different versions of Ace in the hole. you must chose one upon reaching level twenty and it can never change once you have made your decision.
Mr. Sandman: For the next 4 turns You will remain in stealth without being revealed no matter what actions are taken. All backstabs are free of cost during these turns.
Stacked Deck (psy-0): For the next 4 turns your Wild Cards ability is replaced with the ability Stacked deck. Every turn your Mecha-deck spits out 5 cards of any color(s) you chose. All the cards can have different targets but do not have to.
No matter which ability you choose both of them can only be used once per Quest/mission/pvp no exceptions.
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Post by Alexander Ward on Jun 20, 2010 23:11:39 GMT -8
Hawkeye:
Severe optical proceedures have been done on these people ,increasing there field of view far beyond the limit of your average person. general public commonly refer to these gunslingers as Hawkeye's. A program funded by the military once pulled in civilians in top shape with a good eye and a steady hand for operation Foresight. Most people's body reject the treatment and die in the middle of procedures, but the ones that lived come out with the title hawkeye. Since then the procedure was banned, and street docs (if you're lucky) can still preform the operation for a price.
Weapon(s): any plasma/laz/bullet shooting rifle, handgun(s), cannon, you can think of
Stats: Hit points: 25/lvl Psy: 25/lvl Physical Power: 5 Resistance: 4 Psy Power: 3 Psy Resistance: 1 Agility: 7
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Post by Alexander Ward on Jun 20, 2010 23:48:00 GMT -8
Psyker: The Psyker uses his psy power to manifest weapons into reality through the Data-Weave and change the appearance of things around him with illusions. They are able to achieve this ability through augmenting 75% of their brain with cybernetic implants that allow them to manifest things out of nothing and make other people see what he wants them to see. These augments allow them to use the Data-Weave without the need of any other devices. They have the ability to control what ever weapons they manifest with just their mind. In the beginning they can only manifest and control small things and create tiny illusions but the longer they have these implants the more they learn to do. They do not know how to wield weapons beyond the most simple ones. So as the get more experienced they will have to use their psy more and more to use what they manifest.
Weapon(s): What ever he can think of.
Stats: Hit points: 10/lvl Psy: 40/lvl Physical Power: 2 Resistance: 1 Psy Power: 6 Psy Resistance: 10 Agility: 1
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Post by Alexander Ward on Jun 20, 2010 23:48:44 GMT -8
Punisher:
These are the big guys, ex-military discharged for aggressive behavior. They never passed their psy courses and they don't care. They look for fights, jobs, and are often employed under mercenary contracts to push front lines and shatter the moral of anyone around them. By occupation we call them punishers, need a bodyguard or some help squeezing information out of people you call in a punisher. they wield extremely over sized weapons, and often hit to the street docs for muscular implants and cybernetics.
Weapons(s) Chain Axes/swords, Lances, Thunder Mauls, Energy based blades like scythes and other pole arms
Stats: Hit points: 40/lvl Psy: 10/lvl Physical Power: 10 Resistance: 3 Psy Power: 1 Psy Resistance: 2 Agility: 4
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Post by Alexander Ward on Jun 21, 2010 0:01:30 GMT -8
Sphere Bringer:
Like the Data-Chemist, this class is schooled well in the use of magic power and fusing it with modern tech. Unlike the chemist however, Sphere Bringer's Haven't spent there life just conjuring magic from the weaves, they have learned how to create metaphysical forms of what were once called deities by man. Much like the Elemental Transmuter, Bringers have a piece of equipment called spirit tapper. This device aided by a summon sphere allows the Bringer to make pacts with these dietys borrowing small amounts of there power and shaping it into a lesser form of the deity they contacted.
Weapon(s): Spirit Tapper/Summon Sphere, Rods, and Staves
Stats: Hit points: 20/lvl Psy: 30/lvl Physical Power: 5 Resistance: 2 Psy Power: 5 Psy Resistance: 7 Agility: 1
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Post by Alexander Ward on Jun 21, 2010 0:04:51 GMT -8
Tech Soldier: The Tech Soldier brings the gear, they run around the battle field supplying everyone with the enhancements they need to keep on fighting. With a range of unique items and weaponry you can supply soldiers with Force Shields, Stim Packs, healing and even Force Walls, and Stealth Fields, along with other fantastic items that keep you and your partners fighting harder and longer then ever before. Yet don't count him out in a one on one with having this many boosts who could lose!
Weapons: Single handed guns, blades and other simple to use weapons. Along with his arsenal of boosts and support items.
Stats: Hit points: 30/lvl Psy: 20/lvl Physical Power:3 Resistance:3 Psy Power:3 Psy Resistance:3 Agility: 8
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Post by Alexander Ward on Jun 21, 2010 0:20:14 GMT -8
Specialist:
wanted, and considered highly dangerous. These are the people responsible for breaking into high end military zones and sabotaging entire operations. There most deadly weapons, the Hexadecimal-Scrambler. Specialists can hard wire this to any form of electrical system and scramble/compile entire data strands. This allows them to rig explosives, turn off power to entire quadrants, or even hijack military projects within in minutes. The only other item Specialists require is an Omni-Tool and their compressed component pouch
Weapon(s): Hexadecimal-scrambler, Omni-Tool, and a small weapon for personal defense (e.g. plasma cutter or small hand gun)
Stats: Hit points: 20/lvl Psy: 30/lvl Physical Power:2 Resistance:2 Psy Power:5 Psy Resistance:5 Agility: 6
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Post by Alexander Ward on Jun 21, 2010 0:39:37 GMT -8
Titanium-Celesti:
The Religious sects had to create there own form of protection, so they appointed these people to be defenders of all religion, They carry with them powers gifted to them by god, and unfettered access to the Data-Weave combining the powers they are given with the Data-Weave Titanium-Celesti's can create magic that repels damage and cures the ill. Many consider them angels from days long forgotten. They clad themselves in all forms of cybernetic armor and bare shields made from energy based repulse technology. Often they carry a Vibro-Sword made from titanium as a both a parrying weapon and a status symbol. They believe in religion to extremes and are unwavering from their path at the worst of times.
Weapon(s): Swords/shields energy based or just made of metal
Stats: Hit points: 40/lvl Psy: 10/lvl Physical Power: 1 Resistance: 10 Psy Power: 1 Psy Resistance: 7 Agility: 1
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Post by Alexander Ward on Jun 21, 2010 0:40:35 GMT -8
C.O.R.E. pilot:
The Cyber Organic Reinforcement Engine or C.O.R.E. is a machine much like a mech, it carries heavy or light load outs depending on the pilots preference in combat. However the pilot must, before ever getting in his/her C.O.R.E. under go proper training. physical strength and psy ability's are key in using C.O.R.E. while the body responds to your own muscle contractions the subsystems require a very adept mind to be manageable. Each C.O.R.E. is attuned to the unique psy waves broadcast from it's pilots brain making sure no one else could ever steal or pilot there machine. Note: only a lvl 10 C.O.R.E. pilot who has completed his subclass quest will be able to pilot his mech, this shows how the pilot has trained himself and is officially ready for the task
Weapon(s): Fists, any form of repairman tool (i.e. wrenches, plasma cutters, screw drivers, ect.)
Stats: Hit points: 35/lvl Psy: 15/lvl Physical Power: 4 Resistance: 4 Psy Power: 4 Psy Resistance: 4 Agility: 4
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