Hidden 8 yrs ago 8 yrs ago Post by TheWinchester4
Raw
OP

TheWinchester4 The Guy

Member Seen 8 yrs ago



Hidden 8 yrs ago 8 yrs ago Post by TheWinchester4
Raw
OP

TheWinchester4 The Guy

Member Seen 8 yrs ago

Thanks! Below is the full, completed submission with the justice system blurb. Lemme know if anything needs changing, or if it's accepted. I'm looking forward to RPing in this! =D



Hidden 8 yrs ago 8 yrs ago Post by TheWinchester4
Raw
OP

TheWinchester4 The Guy

Member Seen 8 yrs ago

Name

Gender | Race | Class | Sub-class
Class Training
Job
Faction


Appearance: (Age doesn’t really matter to Guardians, but you can include about what age they appear here.)

Stats

Primary Stats

Brawn (BR):
Speed (SPD):
Precision (PR):
Grit (GRT):
Intellect (INT):

Secondary Stats

Hit Points (HP): (equal to GRT)
Will: (equal to INT)
Sense: (equal to PR)
Quickness: (GRT + SPD) divided by 4. Do not round.

Tertiary Stats

Movement: Quickness, rounded down
Dodge: Quickness + 3, rounded down

Starting Weapon:
(Scout Rifle, Pulse Rifle, Auto Rifle, Hand Cannon, or Sword)

Advantages

-
-
-
- (not limited to 4 Advantages)

Disadvantages

-
-
-
-(not limited to 4 Disadvantages)

Skills

-
-
-
-(not limited to 4 Skills)

-------------------

Table of Contents


Use CTRL+F function for quick references

i. Races ii. Classes
i.1. Humans ii.1. Titans
i.2. Awoken ii.2. Hunters
i.3. Exos ii.3. Warlocks

iii. Sub-classes iv. Class Training
iii.1. Strikers iv.1. Firebreak (Titans)
iii.2. Defenders iv.2. Stoneborn (Titans)
iii.3. Sunbreakers iv.3. Shadowjack (Hunters)
iii.4. Gunslingers iv.4. Ranger (Hunters)
iii.5. Bladedancers iv.5. Praxic (Warlocks)
iii.6. Nightstalkers iv.6. Thanatonaut (Warlocks)
iii.7. Voidwalkers
iii.8. Sunsingers
iii.9. Stormcallers

v. Jobs vi.Factions
v.1. Champion vi.1. New Monarchy
v.2. Ace vi.2. Dead Orbit
v.3. Scholar vi.3. Future War Cult
v.4. Gunsmith vi.4. Vanguard
v.5. Armorsmith vi.5. Disciples of Osiris
v.6. Fixer vi.6. The Reef
v.7. Sentinel
v.8. Troubadour
v.9. Pioneer
v.10. Reclaimer
v.11. Commander
v.12. Other

vii. Advantages viii. Disadvantages
vii.1. Acute Senses viii.1. Bad Sight
vii.2. Ambidexterity viii.2. Bloodlust
vii.3. Attractiveness viii.3. Code of Honor
vii.4. Catfall viii.4. Insatiable Curiosity
vii.5. Combat Reflexes viii.5. Delusions
vii.6. Danger Sense viii.6. Greed
vii.7. Daredevil viii.7. Hard of Hearing
vii.8. Empathy viii.8. Impulsiveness
vii.9. Enhanced Defenses viii.9. Intolerance
vii.10. Fearlessness viii.10. Obsession
vii.11.Hard to Kill viii.11. Pacifism
vii.12. Luck viii.12. Phobias
vii.13. Perfect Balance viii.13. Unlucky
vii.14. Other viii.14. Vow
vii.15. Inspirational viii.15. Other
viii.16. Rival / Mortal Enemy

ix. Skills
ix.1. Armorsmithing ix.2. Area Knowledge (INT+PR/2)
ix.3. Camouflage (INT) ix.4. Charm / Seduction (GRT)
ix.5. Comedy ix.6. Computer Operation (INT)
ix.7. Diplomacy (INT) ix.8. Disguise (INT)
ix.9. Electronics (INT) ix.10. Enemy Knowledge (INT+Sense/2)
ix.11. Engineering (INT) ix.12. Escape Restraints (SPD)
ix.13. Explosives (INT) ix.14. Interrogation (INT+PR/2)
ix.15. Intimidation (INT) ix.16. Jumpship Piloting (SPD)
ix.17. Light Arts ix.18. Lying (INT)
ix.19. Manners / Etiquette (INT) ix.20. Martial Arts
ix.21. Mercantile (INT) ix.22. Pickpocket / Plant (SPD)
ix.23. Public Speaking (INT) ix.24. Research (INT+PR/2)
ix.25. Scavenging (PR) ix.26. Sparrow Riding (SPD)
ix.27. Stalking / Sneaking (INT+SPD/2) ix.28. Street Smarts (INT)
ix.29. Throwing (PR) ix.30. Tracking (PR)
ix.31. Trapping (INT+PR/2) ix.32. Weapons Usage
ix.33. Weaponsmithing ix.34. Other

x. Stats xi. Weapon Types
x.1. Brawn xi.1. Handcannons
x.2. Speed xi.2. Auto Rifles
x.3. Precision xi.3. Pulse Rifles
x.4. Grit xi.4. Scout Rifles
x.5. Intellect xi.5. Sniper Rifles
x.6. Hit Points xi.6. Fusion Rifles
x.7. Will xi.7. Shotguns
x.8. Sense xi.8. Sidearms
x.9. Quickness xi.9. Machine Guns
x.10. Movement xi.10. Rocket Launcher
x.11. Dodge xi.11. Swords & Hammers

xii. Enemy Types
xii.1. The Fallen xii.2. The Hive
xii.1.a. Dreg xii.2.a. Thrall
xii.1.b. Vandal xii.2.b. Acolyte
xii.1.c. Captain xii.2.c. Knight
xii.1.d. Shank xii.2.d. Wizard
xii.1.e. Repeater Shank xii.2.e. Ogre
xii.1.f. Tracer Shank xii.2.f. Cursed Thrall
xii.1.g. Exploder Shank xii.2.g. Shrieker
xii.1.h. Walker xii.3.h. Tomb Ship
xii.1.i. Servitor
xii.1.j. Pike
xii.1.k. Skiff

xii.3. The Vex xii.4. The Cabal
xii.3.a. Goblin xii.4.a. Legionary
xii.3.b. Hobgoblin xii.4.b. Phalanx
xii.3.c. Harpy xii.4.c. Centurion
xii.3.d. Minotaur xii.4.d. Psion
xii.3.e. Hydra xii.4.e. Colossus
xii.3.f. Imp xii.4.f. Gladius
xii.3.g. Cyclops

xii.5. The Taken
xii.5.a. Taken Acolyte xii.5.b. Taken Knight
xii.5.c. Taken Wizard xii.5.d. Taken Vandal
xii.5.e. Taken Captain xii.5.f. Taken Centurion
xii.5.g. Taken Phalanx xii.5.h. Taken Psion
xii.5.i. Taken Goblin xii.5.j. Taken Hobgoblin
xii.5.k. Taken Minotaur xii.5.l. Taken Thrall

xiii. Obtaining New Gear xiv. Currency & Crafting
xiii.1. Scavenging xiv.1. Glimmer
xiii.2. Looting xiv.2. Strange Coins
xiii.3. Buying & Trading xiv.3. Weapon Parts
xiii.4. Crafting xiv.4. Armor Materials
xiv.5. Upgrading & Transmogging

xv. Status Ailments
xv.1. Poison
xv.2. Blind
xv.3. Suppress

----------------------------------------------------------------------------------------------------------------------------------------------------------------------

i. Races

i.1. Humans

If there’s anything that humanity has shown over the centuries, it’s that they will always rise back up. Even after the Traveler went dormant, men and women from all over the world gathered beneath the shadow of their former savior. Now, surrounded by their enemies and facing unbeatable odds, mankind still stands defiant in the face of impending defeat.

Humans have a preternatural ability to turn the odds to their favor, and tend to go down swinging.

Race Bonuses
Fate’s Favor: Once every 10 turns, the player may reroll any roll they so desire. This effect stacks with the Luck and Extraordinary Luck skills. Does not stack with Ridiculous Luck. Fate’s Favor along with Luck allows a reroll every 6 turns instead, while Extraordinary Luck allows a reroll every 3 turns instead.

Not Without a Fight: When this character’s HP drops to zero, roll 3d6. If the sum comes out to an odd number, you are dead. If the sum comes out to an even number, your character is still considered alive and on the ground. You can still attack and move at half of your Movement rounded down per turn. Until the combat encounter ends, or until you gain back health some way, you must roll each time it is your turn to see if you remain dead or alive.

i.2. Awoken

The Awoken tread the fine line separating Light from Darkness. Fitting, as the Awoken are the remnants of humanity that attempted to flee Earth, only to end up at the collision between the Traveler’s rebuke and the onslaught of the Darkness. Now, their skin is tinged with an ethereal pallor, glowing various shades of sky blue and lavender, accented by eyes that glow with otherworldly beauty and hair that bears almost no color. The Awoken, even those that aren’t reborn as Guardians, are naturally gifted at manipulating the Traveler’s Light. They are also more resistant to corruption from the forces of Darkness.

Race Bonuses
Reefborn: Permanent +1 bonus to Will. +1 to all Attack rolls when using Light Arts.

i.3. Exos

The Exos were created for some long forgotten purpose in the Golden Age of humanity. They may appear to be cold machines of war, but they feel and think just as any Human or Awoken does. Whether it’s true that Exos were created from the consciousness of former Humans, or if their former masters gave them minds of their own, the Traveler has found the Exos to be worthy of wielding its Light against mankind’s enemies. Due to their machine body, Exos are not affected by natural hazards like poisons or weather conditions, as well as being more resistant than the flesh of Men and Awoken. Most models also have night-vision optics.

Race Bonuses
War Machine: Permanent +1 bonus to Grit. Immunity to Poison and Burning.
Night-Vision Optics: No penalty on rolls made in dark areas.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

ii. Classes

ii.1. Titans

The first Guardians to organize themselves. Titans are seen both as the frontlines of any battle, as well as the final line of defense, an unstoppable force and an immovable object. Titans wield the Traveler’s Light as a blunt force instrument, amplifying their own might with barely understood destructive forces. Be glad if a Titan stands with you rather than against you; they are the most fearsome sight on the battlefield. Their foes face assured destruction.

Class Bonuses
Risen Might: Permanent +1 bonus to Brawn.
Unstoppable Strength: +1 bonus to Attack and Damage rolls with Unarmed attacks.

ii.2. Hunters

Warlocks peruse through their libraries, Titans stand vigilant atop their walls, but Hunters...they call the wilds their home. Hunters thrive out in the unexplored unknown, scouting what the enemy claims as their own. Sometimes spending days, even weeks, outside the City walls, Hunters have to quickly learn how to survive off the bare minimum, relying more on their quick wits and straight aim than anything else. Hunters are naturally gifted with handling guns, even under pressure, Their slippery nature allows them to more easily get around incoming attacks.

Class Bonuses
Risen Agility: Permanent +1 bonus to Precision
Can’t Touch This: Permanent +1 bonus to Dodge

ii.3. Warlocks

Warlocks are driven by an insatiable curiosity to understand the unseen forces at work. Many have fallen to madness in their pursuit of knowledge, but many more have climbed to the heights of legend. Any Warlock is as much of a scholar as they are a warrior, bringing their grasp on Light to bear down on the enemies of the Last City. Due to their tendency towards academia and learning, Warlocks are typically more intelligent than the Titans and Hunters. Their experiences at the academies have lent them with exceptional learning and observation skills.

Class Bonuses
Risen Wisdom: Permanent +1 bonus to Intellect and Sense
Ravenous Mind: Gain the Research Skill.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------

iii. Sub-classes

iii.1. Strikers

Main Class: Titan
The Striker is a living lightning bolt, crashing into and destroying enemy frontlines. They wield mighty fists of thunder, pounding upon any who would dare to halt their progress. They are the Unstoppable Force.

Starting Equipment

Helmet: Fieldplate Helmet (DR +1)
Torso: Fieldplate Cuirass (DR +1)
Left Arm: Fieldplate Gauntlet (DR+1)
Right Arm: Fieldplate Gauntlet (DR+1)
Left Leg: Fieldplate Greaves (DR+1)
Right Leg: Fieldplate Greaves (DR+1)

Abilities

Storm Fist (Light Arts Lvl 1): Empower an Unarmed attack with Arc light for massive damage.
Use this when performing an Unarmed or Melee attack. Roll 3d6-2 against your BR. On a successful roll, your Unarmed/Melee attack will deal +2 Damage. (Simplified order: roll for success of Storm Fist, roll for success of Unarmed/Melee attack, roll for Damage)
Cooldown: Can only use this once every 3 turns.

Choose one of the unlocked perks below:
>>>Light Arts Lvl 2 - Overload: If you roll a successful Storm Fist, roll 3d6. If the sum is less than or equal to 8, you can use Storm Fist again starting on your next turn.
>>>Light Arts Lvl 3 - Discharge: If you roll a successful Storm Fist, and if your empowered Unarmed attack lands, deal damage to all enemies within 1 yard of you.
>>>Light Arts Lvl 4 - Amplify: If you roll a successful Storm Fist, and if your empowered Unarmed attack lands and deals damage, roll 1d6. Reduce the cooldown of Fist of Havoc by half of the result, rounding down.

Flashbang (Light Arts Lvl 2): Throw a concentrated sphere of Arc light, dealing damage and Blinding affected enemies. If you have the Throwing skill, roll 3d6 against your PR. If you do not have the Throwing skill, roll 3d6+5 against your PR. If Flashbang is successful, it deals 1 Damage and Blinds all enemies within 1 yard of your target until the end of your next turn.
Cooldown: Can only use this once every 5 turns.

Shoulder Charge (Light Arts Lvl 3): Charge your body with Arc light and throw yourself full force into an enemy.Move up to your max Movement and perform an Unarmed attack on a single enemy. You get no penalty for moving. If the attack is a success, roll 1d6+3 plus any other bonuses for Damage.
Cooldown: Can only use this once every 5 turns.

Fist of Havoc (Light Arts Lvl 4): Fill yourself with the fury of lightning and strike the ground, unleashing destruction around you. Roll 3d6 against your BR. If successful, deal 5 Damage to all enemies within 5 yards of you.
Cooldown: Can only use this once every 10 turns.

iii.2. Defenders

Main Class: Titan
The Defender is the wall that stands between the Light and the Darkness. With their mastery over Void light, Defenders erect barriers to protect and bolster their allies, creating safe havens in the storm of battle. They are the Immovable Object.

Abilities

Force Barrier (Light Arts Lvl 1): Empower an Unarmed attack with Void light and steal an enemy’s life force.
Use this when performing an Unarmed or Melee attack. Roll 3d6-2 against your BR. On a successful roll, increase your DR by +1 until the end of your next turn if the Unarmed attack lands.
Cooldown: Can only use this once every 3 turns.

Choose one of the unlocked perks below:
>>>Light Arts Lvl 2 - War Machine: If you roll a successful Force Barrier, you may Switch or Ready weapons without using a turn.
>>>Light Arts Lvl 3 - Gift of Light: If you roll a successful Force Barrier, your allies may reduce the cooldown of one of their abilities by 1 turn.
>>>Light Arts Lvl 4 - Unbreakable: If you roll a successful Force Barrier, the DR bonus from Force Barrier lasts for two turns instead of one.

Suppressor Grenade (Light Arts Lvl 2):
Throw a concentrated sphere of Void light, dealing damage and Suppressing affected enemies. If you have the Throwing skill, roll 3d6 against your PR. If you do not have the Throwing skill, roll 3d6+5 against your PR. If Suppressor Grenade is successful, it deals 1 Damage and Suppresses all enemies within 1 yard of your target until the beginning of your next turn.
Cooldown: Can only use this once every 5 turns.

True Guard (Light Arts Lvl 3):
Hurl yourself between your friend and the enemy, bracing yourself with Void light.
You may use this whenever one of your allies within 5 yards of you are attacked by an enemy. Roll 3d6 against your GRT. If successful, you move adjacent to your ally and the attack targets you instead. Gain DR+2 before applying Damage to your character.
Cooldown: Can only use this once very 5 turns.

Ward of Dawn (Light Arts Lvl 4): Create an unbreakable wall of Void light to protect you and your allies. Roll 3d6 against your GRT. If successful, you and your allies gain a +3 bonus to DR until the end of your next turn.
Cooldown: Can only use this once every 10 turns.

Starting Equipment

Helmet: Gatewatch Helmet (DR +1)
Torso: Gatewatch Cuirass (DR +1)
Left Arm: Gatewatch Gauntlet (DR+1)
Right Arm: Gatewatch Gauntlet (DR+1)
Left Leg: Gatewatch Greaves (DR+1)
Right Leg: Gatewatch Greaves (DR+1)

iii.3. Sunbreakers

Main Class: Titan

Abilities

Force Barrier (Light Arts Lvl 1): Empower an Unarmed attack with Void light and steal an enemy’s life force.
Use this when performing an Unarmed or Melee attack. Roll 3d6-2 against your BR. On a successful roll, increase your DR by +1 until the end of your next turn if the Unarmed attack lands.
Cooldown: Can only use this once every 3 turns.

Choose one of the unlocked perks below:
>>>Light Arts Lvl 2 - War Machine: If you roll a successful Force Barrier, you may Switch or Ready weapons without using a turn.
>>>Light Arts Lvl 3 - Gift of Light: If you roll a successful Force Barrier, your allies may reduce the cooldown of one of their abilities by 1 turn.
>>>Light Arts Lvl 4 - Unbreakable: If you roll a successful Force Barrier, the DR bonus from Force Barrier lasts for two turns instead of one.

Suppressor Grenade (Light Arts Lvl 2):
Throw a concentrated sphere of Void light, dealing damage and Suppressing affected enemies. If you have the Throwing skill, roll 3d6 against your PR. If you do not have the Throwing skill, roll 3d6+5 against your PR. If Suppressor Grenade is successful, it deals 1 Damage and Suppresses all enemies within 1 yard of your target until the beginning of your next turn.
Cooldown: Can only use this once every 5 turns.

True Guard (Light Arts Lvl 3):
Hurl yourself between your friend and the enemy, bracing yourself with Void light.
You may use this whenever one of your allies within 5 yards of you are attacked by an enemy. Roll 3d6 against your GRT. If successful, you move adjacent to your ally and the attack targets you instead. Gain DR+2 before applying Damage to your character.
Cooldown: Can only use this once very 5 turns.

Ward of Dawn (Light Arts Lvl 4): Create an unbreakable wall of Void light to protect you and your allies. Roll 3d6 against your GRT. If successful, you and your allies gain a +3 bonus to DR until the end of your next turn.
Cooldown: Can only use this once every 10 turns.

Starting Equipment

Helmet: Firebreak Helmet (DR +1)
Torso: Firebreak Cuirass (DR +1)
Left Arm: Firebreak Gauntlet (DR+1)
Right Arm: Firebreak Gauntlet (DR+1)
Left Leg: Firebreak Greaves (DR+1)
Right Leg: Firebreak Greaves (DR+1)
↑ Top
© 2007-2024
BBCode Cheatsheet