Ravages of Time
Brute Class Tree
Brute Class – Brutes are all about inflicting harm upon their opponents, debilitating them with Conditions and killing them. Their focus is on close combat, but they can be built for ranged weapons as well. Brutes lack utility in non-combat situations, but their Damage-dealing capacity and combat endurance have no equal.
5HP / Training Level
Toughness Training – Brutes are trained to withstand punishment that would wilt their Skilled and Support comrades. Intense training regimens ready their bodies for the most brutal punishments imaginable, allowing them to shrug off blows that would mortally wound their comrades. Rank 1 costs 1 TP and gives 10 Health and +2 Natural Regeneration. Rank 2 costs 2 TP and gives +1 Innate Toughness. Rank 3 costs 2 TP and gives 10 Health, +3 Natural Regeneration and allows the Brute to shrug off 30% (rounded up) of any Damage suffered over their CET over the length of one round. This Damage is only from weapons and nanotechnical attacks. Condition Damage, Death Damage and psionic attacks do not count toward that total and cannot be reduced in this manner.
Charge – Trains the character in optimum techniques to deliver the full force of a rushing blow to their target. The character gains a stacking +1 to Attack during a Charge for each rank, and a +1 to damage during a Charge at ranks 3 and 5. Charge’s bonuses don’t stack with Nanobot Booster. Nanobot Booster instead has it’s own functionality with Charge. The character must be able to attain full Speed (including penalties and armor handicaps, if they exist, to make a Charge attack.
Staggering Blow – A melee attack meant to knock an opponent back and rattle them. This attack deals half Damage with all Shields except the Spiked Targe (GM can make exceptions for Legendary shields). A Staggering Blow has -4 Attack and -2 Damage. Target and attacker make opposing Strength checks, with the loser being Staggered. Rank 1 costs 1 TP and allows the Brute to make a Staggering Blow. Rank 2 costs 2 TP and gives +1 Attack and Strength while making a Staggering Blow. Rank 3 costs 2 TP and gives an additional +1 Attack and Strength while making a Staggering Blow.
Brute becomes Brawler or Scrapper
Brawler – Brawlers focus on hitting hard with their melee attacks while shrugging off incredible amounts of Damage. They are also trained to Intimidate or Grapple their foes into submission.
6HP / Training Level
Heavy Hitter- Trains the Brawler to hit even harder with normal melee attacks. This skill costs 5 TP and adds +1 to the Brawler’s Damage with melee attacks.
Just a Flesh Wound – Trains the Brawler to shrug off some damage from hits. Rank 1 costs 3 TP and gives +1 Innate Toughness. Rank 2 costs 2 TP and gives +10 Health and +2 Natural Regneration.
Grapple – Trains the Brawler to pin an opponent in a hold, using their strength to render their opponent vulnerable. Ranks 1, 2 and 3 give the Brawler a stacking +1 bonus with opposing Strength checks while Grappling. Ranks 4 and 5 give +1 to Attack and Damage against a Grappled opponent.
Manners of Mongo – The Brawler is expertly trained in the art of scaring and rattling anyone with threats and insults. This skill costs 5 TP. He gains +3 Intimidate, +3 Bluff and +3 Gather Information as long as the target can see the Brawler and is of equal or lower Training Level than the Brawler.
Scrapper – Scrappers are trained to strike first, using their speed and agility to target foes’ critical areas while avoiding their counterattacks. Scrappers’ training allows them to quickly inflict a variety of debilitating Conditions on their target, in an attempt to make them even easier to evade and kill.
4HP / Training Level
Critical Hit – Scrappers are trained to be methodical and precise, targeting weak points to dispatch an enemy before they can retaliate. This skill costs 5 TP and adds a +1 to Damage bonus on a critical, and adds an additional +1 to Critical Threat range.
Dodge – Scrappers begin to differ from their ‘damage sponge’ Brute classification here. Scrappers are taught that the best way not to take damage is to not get hit. Ranks 1, 3, and 5 give +1 Dodge, ranks 2 and 4 give +1 Initiative.
Nanobot Booster – Scrappers often need to close the distance more rapidly than their legs will allow. As a free action the Scrapper can expend 75% of their maximum Swarm to throw themselves at extremely high speed toward a target area, making a powerful melee attack against anyone occupying the target square. This area must be within 20m of the Scrapper’s location. If the Scrapper begins Charging first, he can add an additional 6m onto that distance. This skill deals the same Damage as a Rank 5 Charge attack, and deals an additional +Damage equal to the Scrapper’s Charge rank if the Scrapper triggers Nanobot Booster while Charging. Nanobot Booster can only be triggered with the full Swarm cost available.
Takedown Training Package- Scrappers’ training allows them to debilitate their opponents even further, making them easier to bring down at less risk to themselves. Rank 1 allows the Scrapper’s criticals to inflict Bleeding. Rank 2 allows the Scrapper’s criticals to Stagger targets (DC10 Strength check to resist). Rank 3 allows the Scrapper to deal an additional +2 Damage on a critical. Rank 4 allows the Scrapper to make a melee attack that deals only Non-Lethal Damage but Blinds their opponent for 3 rounds (DC15 Fortitude save). Rank 5 allows the Scrapper to make a melee attack that deals only Non-Lethal Damage but Silences the target for 3 rounds if it hits (DC15 Fortitude save).
Brawler becomes Enforcer or Guardian
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Enforcer – The Enforcer’s natural defenses are designed to mitigate incredible amounts of incoming Damage through Toughness, amped Regeneration, Grappling and Knockdowns. In addition, the Enforcer trains to capture and hold the attention of his foes, terrifying them as he crushes them with mighty blows.
6HP / Training Level
Melee Combat Mastery – The Enforcer deals +1 Damage in melee and unarmed combat. He deals an additional +1 Damage when he Ripostes. He also gains +1 to Grapple checks and Trip attacks. This talent costs 5 TP.
Counter Blow – When the Enforcer Ripostes, he can choose to deal -2 Damage (Minimum 2) and have a chance to Stagger or Knock Down his target. The target must make a DC15 Reflex save or be Staggered. If the target also fails a DC15 Fortitude save, he is Knocked Down. This talent also allows the Enforcer to Riposte unarmed attacks while armed, provided he has the MUCT feat. This talent costs 5 TP.
Knockdown Smash – An Enforcer is not above using brutal tactics to ensure their opponent is incapacitated. The Enforcer and his target make opposing Strength checks if this attack lands. If the target fails the Strength check, he is Knocked Down and must stand back up. If the Enforcer fails the Strength check, he is Staggered (wasting the remainder of his turn or the beginning of his next turn) and damage inflicted is halved (rounded down). This talent costs 5 TP and makes Staggering Blow Knock Down instead of just Stagger.
Infernal Rage – An Enforcer can fly into Infernal Rage during combat, gaining +1 Strength and +2 Health per rank and losing his Dodge bonus. He is not considered Unaware, Helpless, or Flat-Footed because of this, however. This skill’s activation and deactivation are a free action that can only be taken once per turn. If the skill is deactivated while the Enforcer has taken Damage, he must regenerate or heal the Health debt.
Nanobot Regen Aug An Enforcer can use his Swarm to overdrive his natural regeneration rate, regenerating a stacking +1 Health per rank every 2 rounds. His Natural Regeneration will tick at the same time Nanobot Regen Aug does. This is a completely passive ability. Nanobot Regen Aug will not heal Conditions from the Enforcer, instead reducing the DC of the Cure check by 1 per rank. It also allows him to make the check on himself, at the cost of 10 Swarm. If the Enforcers Swarm Cloud is emptied, Nanobot Regen Aug shuts down and must be renewed. This Nanoprogram costs 20 Swarm.
Juggernaut – A hail of bullets will not slow down an Enforcer as he relentlessly closes on his target. Ranks 1 gives immunity to Staggered while charging, rank 2 gives immunity to Stunned while charging, rank 3 gives immunity to Suppression, ranks 4 and 5 give a stacking +1 Defense and Fortitude bonus while charging.
Guardian – The Guardian uses powerful Shields to defend himself and his party while dealing Damage in melee, disabling and Staggering attackers and amplifying defensive nanoprograms.
6HP / Training Level
Shield Mastery – The Guardian trains to defend himself and his allies by mastering Shields to optimize Damage and Defensive potential. Ranks 1, 3 and 5 give +1 Defense while wielding a Shield, ranks 2 and 4 give +1 Damage to Shields in melee combat.
Nanobot Screen Amp – The Guardian uses Swarm Channels to amplify the efficency of Nanobot Shielding programs placed on him. Taking this skill gives +3 Defense to the Guardian while he wields a capable Shield and is under a Nanobot Shielding program. This skill costs 5 TP.
Shield Bash – The Guardian gains the ability to knock enemies away with his Shield when he blocks against melee attacks. Ranks 1 and 5 allow the Guardian to use rank 1 and 2 Staggering Blow with his Shield on the attacker after blocking a melee attack. This is a Reactive action that can only be done once per attacker. Ranks 2 and 4 give +1 Attack each while making a Shield Bash, and Rank 3 gives +1 Damage during an attack with a shield.
True Juggernaut – A hail of bullets will not slow down a Guardian as he relentlessly closes on his target. Ranks 1 gives Immunity to Staggered while charging, rank 2 gives Immunity to Stunned while charging, rank 3 gives Immunity to Suppression while charging, ranks 4 and 5 give a stacking +1 Defense and Fortitude bonus while charging. Rank 5 also gives the Guardian Immunity to Suppression as long as he wields his Shield.
Nanobot Regen Aug – A Guardian can use his Swarm to overdrive his natural regeneration rate, regenerating a stacking +1 Health per rank every 2 rounds. His Natural Regeneration will tick at the same time Nanobot Regen Aug does. This is a completely passive ability. Nanobot Regen Aug will not heal Conditions from the Guardian, instead reducing the DC of the Cure check by 1 per rank. It also allows him to make the check on himself, at the cost of 10 Swarm.
Shield Form – A Guardian becomes increasingly adept with the shield-fighting techniques of old. He gains +2 Attack and +1 Damage while Blocking, and can make a Shield Bash against Ranged weapon users in threatened squares if they provoke an Attack of Opportunity. This skill costs 5 TP.
Scrapper becomes Gun Knight or Martial Artist
Gun Knight – The Gun Knight is fast and dangerous, skilled in a wide variety of weapons and combat styles to prepare him for most environments and foes. Gun Knights also are an icon of sorts among the people, looking utterly badass while dishing out pain on the evening news. Most Gun Knights are seen as irreparably cocky bastards, a stereotype that has fairly good basis in fact.
4HP / Training Level
Akimbo Mastery – The iconic Gun Knight cuts through his foes with a pair of blazing pistols or flashing blades. Rank 1 costs 2 TP gives +2 Attack to dual-wielded weapons. Rank 2 costs 2 TP and gives a +1 Damage bonus while using dual-wielded weapons. Rank 3 costs 1 TP and gives +4m to all one-handed Ranged weapons RI.
Universal Vulnerability Compendium – The Gun Knight is trained to have incredible knowledge of vital areas. This skill costs 5 TP and gives +2 Damage to Criticals and +1 Critical Threat range.
Heavy Hitter – Trains the Gun Knight to hit even harder with normal melee attacks. This skill costs 5 TP and adds +1 to the character’s Damage roll with melee attacks.
Urban Warfare Training – The Gun Knight is trained for building-to-building, quick ‘n dirty street combat. Rank 1 costs 2 TP and gives +1 Attack and Damage with all weapons. Rank 2 costs 1 TP and gives +1 Attack against opponents in Cover. Rank 3 costs 1 TP and gives +5 Speed. Rank 4 costs 1 TP and gives +2 Attack with Touch Attacks and area-effect attacks.
Take Aim – A full-turn ranged attack that hits with uncanny accuracy, dealing extra damage and partly nullifying Cover bonuses. The target must succeed a DC(15+TA ranks) Reflex save or lose (TA ranks) Defense and half their Cover bonus (rounded down) against the attacker. An additional half of the attacker’s Damage is added and +(TA ranks/2) is added to critical threat range. Rank 5 gives an additional +1 Critical Threat range and +1 Damage while using Take Aim. This saving throw cannot be made if the target character is Unaware or Helpless. This Talent provokes Attacks of Opportunity.
Martial Artist – The Martial Artist is the master of melee combat. Trained by masters of the ancient combat arts, a Martial Artist can decimate nearly any enemy unfortunate enough to be within melee range of her terrible fury. Martial Artists are trained to quickly target enemies’ weak spots and exploit them, deny enemies use of their weapons and dodge circles around any adversary. An expert Martial Artist is a terror to behold in battle.
4HP / Training Level
Unarmed Combat Mastery – The Martial Artist is a living weapon, using her fists, elbows, knees and feet to decimate foes in close-combat. Rank 1 costs 2 TP and gives +1 Damage while using unarmed attacks. Rank 2 costs 3 TP and gives +1 Attack and Damage with unarmed attacks.
Razor-Class Utility Training – The Martial Artist is trained and equipped for anything that could come her way. Her utility training gives her a variety of tools and techniques for dealing with the hazards of modern combat. Razor-Class Utility Training gives her the Skirmisher’s Belt, granting +2 Defense and +1 Toughness, as well as storage for ten Swarm Shuriken. It also gives her the Swarm Shuriken, allowing her to crystalize nanobots into UDNT flechettes for easy throwing. This process takes a half-turn, but can be done while moving. Drawing and throwing these Shurikens is a half-action, and can be done with a weapon in hand.
Combat Reflexes – The Martial Artist’s training allows her to react instinctively when danger strikes, all but guaranteeing she will be the first to act. Ranks 1, 2 and 3 give a stacking +1 Initiative bonus, rank 4 gives +1 Defense, rank 5 allows the Martial Artist to act normally during surprise rounds. The Martial Artist can roll Initiative, is not Flat-Footed, and can take action like normal.
Elite Disarmrament – The Martial Artist is trained to deny opponents use of their weapons, especially when she herself is unarmed. Rank 1 allows her Disarm attempts to deal full Damage (half if failed). Rank 2 allows the Martial Artist to make +1 Disarm attempt if she makes only Disarm attempts during her turn. Rank 3 allows her Critical Hits to trigger a Disarm attempt dealing no Damage as a Reactive action. Rank 4 allows the Martial Artist to use her Disarm attempts on more than one target. Rank 5 allows the Martial Artist consume a full turn to make a Disarm attempt on every enemy adjacent to her at an additional -2 Attack and Damage Penalty (Minimum 1).
Living Weapon – The Martial Artist’s body works in perfect harmony with her mind, producing the deadliest living weapon in the world. Rank 1 gives +1 Attack and Damage with unarmed attacks. Rank 2 gives +1 Defense and +5 Health. Rank 3 gives Nanobot Regen Aug Rank 2. Rank 4 gives +1 Attack, Defense and Damage with unarmed attacks. Rank 5 gives +1 Critical Threat range with unarmed attacks.
Modern Martial Arts – The Martial Artist’s wide variety of training and techniques equips her for any close-combat situation. Switching between stances is a Half action, only becoming lightning fast for a true master. Stances can only be switched once per turn. Rank 1 gives Defensive Stance, allowing the Martial Artist to automatically take only half Damage from Reflex saves and giving +4 Defense when activated, at the cost of 2 Damage and 4 Attack. Rank 2 gives Denial Stance, allowing the Martial Artist to take only half the Attack loss while attempting to Disarm. Rank 3 gives Rage Stance, giving +2 Attack, +2 Damage and +1 Critical Threat Range, but -6 Defense. Rank 4 gives Speed Stance, giving +6 Speed and +4 Defense when moving. Rank 5 makes switching stances a Free action that can only be done once per turn and gives Rank 4 Take Aim.