Ravages of Time
Combat Tier Guide
Melee Combat – Melees are all about inflicting harm upon their opponents, debilitating them with Conditions and finally killing them. Melees lack utility in non-combat situations, but their Damage-dealing capacity and combat endurance have no equal.
Toughness Training – Melees are trained to withstand punishment that would wilt their Ranged 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 SP and gives 10 Health. Rank 2 costs 1 SP and gives +2 Natural Regeneration. Rank 3 costs 2 SP and gives +1 Innate Toughness. Rank 4 costs 2 SP and gives 10 Heath and allows the Melee to shrug off 30% (rounded up) of any Damage suffered over 20 over the length of one round. This Damage is only from weapons and nanotechnical attacks. Condition Damage, Death Damage and psyonic 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.
Basic Melee Weapons – Allows use of knives, swords, truncheons, maces and hammers. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Basic Melee Weapons. Rank 4 costs 2 SP and gives +2 Attack with Basic Melee Weapons.
Staggering Blow – A melee attack specifically meant to knock an opponent back and rattle them. Target and attacker make opposing Strength checks, with the loser being Staggered. A Staggering Blow cannot be a Readied action. Rank 1 gives the ability to make a Staggering Blow and gives +1 to the Strength check, and costs 3 SP. Rank 2 gives an additional +1 to the Strength check and allows a Staggering Blow to be Readied, and costs 2 SP.
Ranged Combat – Ranged combatants utilize ranged weaponry to deal Damage, while training to be able to place their shots precisely and avoid incoming Damage. They can deal area-effect Damage with automatic weapons, making them valuable against groups of foes. Their focus on utility and skills training makes them valuable out of combat as well.
Elusive Target – Most Ranged combatants are familiar with the doctrine that the best way to deal with damage is to not get hit. Ranks in Elusive Target make you tougher to hit with projectiles and melee attacks and take slightly less damage when hit. Ranks 1 and 2 give +1 Defense each, ranks 4 and 5 give +1 Dodge. Rank 3 gives +2 to Reflex saves.
Efficency – Ranged combatants are trained to do nearly anything with the utmost in speed and precision. Rank 1 costs 2 SP and gives a +1 bonus to any Skills they train. Rank 2 costs 1 SP and gives +1 Attack. Rank 3 costs 1 SP and gives +1 to all saves.
Basic Ranged Weapons – Allows use of pistols and other personal weapons. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Basic Ranged Weapons. Rank 4 costs 2 SP and gives +2 Attack with Basic Ranged Weapons.
Take Aim – A two-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 modifier 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.
Nanotechnical Support – Support characters use their Swarm as a weapon and a tool. Support characters learn to use their swarm to defend themselves and allies, augment their utility skills, boost Swarm recovery and deal ranged Damage.
Basic Nanoweaponry – Allows use of nanobots to create a flechette or pellet of a material, and propel it at high velocity toward a target. Ranks indicate increasing mastery, which manifests itself as stacking +1 Attack bonuses and allows use of more exotic materials. These materials are Carbon (+2), Iron (+4), Steel (+6), Titanium (+8), and Ultra-Dense Carbon (+10). Ranks 1, 2 and 3 cost 1 point each, rank 4 and 5 cost two points each. This nanoprogram costs 3 Swarm per rank.
Nanobot Buckler – Even the lowest of novice Support Casters has access to the primitive Nanobot Buckler program. Projecting a thin barrier screen of nanobots in front of the user and other targets, the Buckler makes it’s user slightly more difficult to hit by attempting to deflect kinetic energy away from the user. Although this rarely succeeds, it does somewhat lessen the damage caused. This skill costs 5 SP and gives +1 Defense and Toughness. This nanoprogram costs 20 Swarm to execute.
Nanobot Recovery Booster – Allows a Support to recover additional Swarm. Ranks give a stacking +3 Swarm Regen bonus.
Nanobot Utility Interface – Allows a Support to gain entry into common systems such as demolitons equipment, cipher locks, computer and Qputer consoles, and medical interfaces. This skill costs 3 SP and gives +3 to Computer Use and Disable Device checks against these systems if the Support takes a turn to ready it.
Tier Two Feats:
Brawler – The Brawler focuses on hitting hard. He is an uncomplicated fighter, simply seeking to deal the most Damage in the shortest time possible. His skills and training center around dealing and mitigating incoming Damage.
Heavy Hitter – Trains the Brawler to hit even harder with normal melee attacks. This skill costs 5 SP and adds +1 to your Damage roll with melee attacks.
Just a Flesh Wound – Trains the Brawler to shrug off some damage from hits. Rank 1 costs 2 SP and gives +10 Health and +5 Natural Regneration. Rank 2 costs 3 SP and gives +2 Defense and +3 Natural Regeneration.
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.
Intimidate – Trains the Brawler to shout threats and insults that scare a target and other closeby enemies. Ranks 1, 2 and 3 use a half-turn to inflict a stacking –1 penalty to Attack and Will on a single target (-1 stacking at rank 1, -2 stacking at rank 2, etc. Maximum -6) Rank 4 affects a target and each square adjacent to the Brawler. Rank 5 additionally affects every square adjacent to the target.
Scrapper – Fast and lethal, Scrappers focus on closing the distance and dispatching their foes with great efficency.
Critical Hit – Scrappers are trained to be methodical and precise, targetting weak points to dispatch an enemy before they can retaliate. Each rank in Critical Hit adds +1 to damage modifier on a critical, and ranks 3 and 5 add an additional +1 to Critical Threat range each.
Dodge – Scrappers begin to differ from their ‘damage sponge’ Melee 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 Defense, ranks 2 and 4 give +1 Initiative.
Takedown Training – Scrappers recieve training to help close the distance and debilitate their target, making them far easier to take down. 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 2 Damage but Blinds and Silences their opponent for 3 rounds (DC15 Fortitude save). Rank 5 gives the Scrapper +5 Speed.
Nanobot Booster – A Scrapper’s nanobot swarm can be expended to propel her into the air, forward, or backward a short distance at very high velocity. This skill expends 75% (rounded down) of the Scrapper's maximum Swarm capacity. If this Swarm is not available, it will not activate. This skill's activation and travel time are considered a free action. The Scrapper is hurled 6 squares by this skill, however if she is Charging, she will be thrown an extra 3 squares. No matter how far the Scrapper is propelled, it must expend his entire Swarm. If the Scrapper strikes a foe while using Nanobot Booster, it is treated as a Rank 5 Charge attack.
Soldier – Soldiers train for excellence in face-to-face ranged combat. There is little subtlety to a Soldier's fighting style, which involves automatic weapons, entrenchment and suppressive fire. The Soldier can utilize his weapons in melee combat, making him quite deadly at any range, in any situation.
Assault Weaponry – Allows use of standard military SMGs, assault rifles and shotguns. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Assault Weapons. Rank 4 costs 2 SP and gives +2 Attack with Assault Weapons.
Suppressive Fire – Allows use of automatic weapons to create a hail of bullets that shreds a target in close quarters or covers an area, wounding anyone caught inside (-2 Damage penalty). A DC(15+SF ranks) Will save must be made or targets will be Suppressed. Targets behind 50% or more Cover will not take damage if they succeed a DC(10+SF ranks) Reflex save, but still must make the Will save. Rank 1 fires 10 rounds and gives a 5×5 Suppression area, rank 3 fires 15 rounds and gives a 5×10 area, rank 5 fires 30 rounds and gives a 10×10 area. Rank 2 and 4 decrease Damage loss to –1 and –0.
Rifle Melee Combat – Allows use of assault weapons in melee combat. Ranks indicate increasing mastery, which manifests itself as stacking +1 bonuses to Attack.
Entrenchment – Soldiers are trained to use cover to it’s fullest. Soldiers behind Cover gain additional percentage of their Cover’s Defense bonus. Concealment bonus is unaffected. Ranks 1, 3 and 5 give a stacking +10% Cover Defense bonus, rounded down to the nearest whole (but gaining at least 1 Defense). Ranks 2 and 4 give +1 Attack to the Soldier while behind Cover.
Ranger – Rangers are trained for stealth operations, reconning enemy positions and taking out targets silently when needed. When a situation goes bad, the Ranger can easily flee from persuers.
Stealth Weapons – Allows use of silenced pistols, SMGs and special knives meant for quiet kills. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Stealth Weapons. Rank 4 costs 2 SP and gives +2 Attack with Stealth Weapons.
Backpain – As long as the Ranger has not been detected by his target, his target is Unaware and Helpless against his attacks. All ranks add a stacking +1 Damage modifier to unaware criticals. Rank 5 increases normal Critical Threat range by +1 as well.
Stealth – The Ranger becomes familiar with techniques for sneaking, even in relatively plain sight. Each rank gives a stacking –1 penalty to anyone attempting to spot the Ranger. This penalty is doubled if the Ranger is prone and wearing appropriate camouflage or has 50% or greater Concealment.
Escapist – The Ranger trains to escape danger when things go wrong in enemy territory. Each rank adds a stacking +1 Defense and +10% Concealment bonus to the Ranger when she is fleeing from an enemy (has not attacked a pursuer for more than one turn). Use of certain abilities may also drop the Ranger out of Escapist. Rank 5 also renders the Ranger Immune to Critical Hits while using Escapist.
Nanonemesis – The Nanonemesis uses his Swarm purely as a weapon. He trains to bolster his Swarm reserves and fill them from the clouds of his foes. He also gains the ability to manipulate his foes in interesting and potentially deadly ways. He also can use his Swarm to strike back at Melee attackers who attempt to hurt him.
Specialist Nanoweaponry – The Nanonemesis begins to branch out into more advanced uses for his Swarm, becoming able to affect the minds and bodies of those around him with nanobots. Rank 1 gives Rake Eyes, causing Blindness for two turns on one target if they fail a DC(10+SN ranks) Fortitude save. Rank 2 gives Induce Illness, causing a target to feel sick and vomit if they fail a DC(12+SN ranks) Fortitude save. Rank 3 gives Mild Neuronal Dissonance, causing the target to have a split-second Seizure (if they fail a DC[15+SN ranks] Will save) that may trigger other harmful effects. Rank 4 gives Choking Gas, dispersing a mild irritant that can cause Blurred Vision if affected characters fail a DC(15+SN ranks) Fortitude save (-33% Attack, rounded down) and cause Coughing if they fail a DC(10+SN ranks) Fortitude save (Breaks Concentration, loses Dodge bonus). Rank 5 gives Lullaby, causing a target to Sleep if they fail a D(15+SN ranks) Fortitude save. All of these nanoprograms cost 15 Swarm.
Sap Nanobot Swarm – The Nanonemesis seeks means to replenish his Swarm while denying his opponents. A Nanonemesis’ Swarm is capable of siphoning from an opponent’s Swarm as a full-turn action, returning one Swarm to him for every two Swarm stolen. Each rank gives a stacking +5 to Swarm stolen per turn. Rank 5 additionally allows the Nanonemesis to siphon from fallen foes.
Nanobot Swarm Reserves – The Nanonemesis believes the best way to never run out of Swarm is to have more than you need. Each rank gives a +8 to the Nanonemesis’ maximum Swarm capacity.
Nanobot Needle Aura – The Nanonemesis can find creative ways of protecting himself from attackers with his Swarm. Nanobots are projected in a thin screen across the caster’s front, programmed to crystallize and propel forward at high speed once hit with a melee weapon. This makes it so anyone hitting the Nanonemesis in melee combat must make a DC(10+NNA ranks) Reflex save or be skewered by nanobot shrapnel for (1+NNA ranks) points of Damage. This nanoprogram costs 15 Swarm to execute and 5 Swarm for each time it is activated.
Nanobastion – The Nanobastion specializes on protecting and healing her allies using her Swarm. She becomes highly attuned with her Swarm, using it far more efficently than otherwise possible. She can also use Swarm to slowly heal her allies, project effective kinetic barriers in front of them and even sabotage her foes' weapons.
Swarm Interfacing – The Nanobastion learns that protecting her party from harm is her main role. Toward that end she becomes extremely in tune with her Swarm interface, decreasing the cost of otherwise prohibitive defensive nanotechnology. Ranks 1, 3 and 5 decrease Swarm costs of all defensive nanotechnology by a stacking -2 (minimum of 5). Ranks 2 and 4 increase Swarm recovery rate by a stacking +3.
Nanobot Aegis – The Nanobastion becomes more skilled at the use of nanobot defensive measures, allowing somewhat effective use of frontal-dispersed nanobot screens for defensive purposes. This skill costs 5 SP gives an additional +1 Defense and Toughness to the target and allows the program to be maintained on one additional ally.
Nanobot Sutures – The Nanobastion can use her Swarm to heal allies for a small amount. Each rank gives a stacking +2 Healing per round over 3 rounds when used. This nanoprogram costs 20 Swarm.
Swarm Saboteur – The Nanobastion can use her Swarm to temporarily disable enemy weaponry. The target must succeed a DC(10+SS ranks) Disable Device check or have their weapon Jam. Successful prevention of a Jam adds a stacking +1 to the DC each round until the Jam succeeds or the nanobots are dispersed. Once a weapon has been cleared of either a Jam or the Swarm, the DC returns to normal. This nanoprogram costs 10 Swarm.
Melee Weapons Mastery – An Enforcer trains in the use of melee weapons, pulverizing his target with inhuman bodily strength. Rank 1 costs 2 SP and gives +1 Damage while using melee weapons. Rank 2 costs 3 SP and gives +1 Attack and Damage with melee weapons.
Knockdown Smash – An Enforcer is not above using brutal tactics to ensure their opponent is incapacitated. A Staggering Blow attack now Knocks Down your opponent. This skill costs 5 SP.
Counter Blow – If the Enforcer Ripostes a blow, his target must make a DC15 Reflex save or be Knocked Down.
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 while Charging, ranks 4 and 5 give a stacking +1 Defense and Fortitude bonus while Charging.
Infernal Rage – An Enforcer can fly into Infernal Rage during combat, gaining +1 Strength 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.
Nanobot Regen Aug – An Enforcer can use his Swarm to overdrive his natural regeneration rate, regenerating a stacking +2 Health per rank every 3 rounds. His Natural Regeneration nows ticks every 3 rounds as well, at the same time as Nanobot Regen Aug.
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 SP.
Shield Bash – The Guardian gains the ability to knock enemies away with his Shield when he blocks against melee attacks. Ranks 1, 3 and 5 allow the Guardian to use rank 1, 2 and 3 Staggering Blow with his Shield on the attacker after blocking a melee attack. This is a free action that can only be done once per attacker. Ranks 2 and 4 give +1 Damage each while making a Shield Bash.
Akimbo Mastery – The iconic Gun Knight cuts through his foes with a pair of blazing pistols or flashing blades. Ranks give a stacking +1 Damage bonus while using dual-wielded weapons. Ranks 4 and 5 give a stacking +1 Attack bonus to dual-wielded weapons.
Basic Ranged Weapons
Universal Vulnerability Compendium
One-Handed Mastery – The Gun Knight’s training makes them highly adept with one-handed weaponry. Ranks 1 and 2 add a stacking +1 Attack bonus to one-handed weapons of all types. Ranks 3 and 4 add a stacking +1 Damage bonus to one-handed weapons. Rank 5 gives an additional attack when dual-wielding.
Melee Attack Mastery – The Martial Artist is a living weapon, using her fists along with melee weapons to decimate foes in close-combat. Rank 1 costs 2 SP and gives +1 Damage while using melee attacks. Rank 2 costs 3 SP and gives +1 Attack and Damage with melee attacks. Rank 5 allows the Martial Artist to strike with her fists while she wields a weapon. This is in addition to her normal melee weapon attacks.
Combat Reflexes – The Marital 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 for every 2 weapons she wields (Each fist counts as a weapon if she has Dual-Wield). All Disarm attempts now ignore the Damage penalty, regardless of success. Using these additional Disarm attempts consumes her whole turn. Rank 3 allows her to fling Disarmed weapons 2 squares away from their wielders. Rank 4 allows the Martial Artist to use her Disarm attempts on more than one target. Rank 5 allows the Martial Artist to attempt to disarm everyone adjacent to her, at a -2 Attack/-2 Damage penalty (minimum 1).
Razor-Class Utility Training – The Martial Artist trains to acquire symbols of her office. This skill costs 5 SP and gives the Martial Artist access to the Skirmisher's Belt (+1 Defense, holds 12 Shuriken and carries a bow), the Swarm Shuriken nanoprogram (generates 4 UDNT flechettes and places them in the belt, if possible), and the Crystal Bow, a hunting weapon modified for brutal battlefield conditions. The wide variety of munitions ensure that there's always something for the situation at hand.
Living Weapon – The Martial Artist trains so that his mind and body work in perfect harmony, becoming a living engine of destruction. Rank 1 gives +1 Damage with fists. Rank 2 gives +2 Defense against Touch Attacks. Rank 3 gives +1 Attack. Rank 4 gives +2 Initiative. Rank 5 gives +1 Damage with all weapons.
Heavy Weapons – Allows use of powerful Light Machine Gun weapons. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Light Machine Guns. Rank 4 costs 2 SP and gives +2 Attack with Light Machine Guns.
Anti-Tank Weapons – Allows use of devastating Rocket Launcher and AT Rifle weapons. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Anti-Tank Weapons. Rank 4 costs 2 SP and gives +2 Attack with Anti-Tank Weapons.
Kampfkraft – The Commando gains training in all facets of field craft. Rank 1 costs 2 SP and gives +2 to Demolitions, Computer Use and Medicine. These skills must be trained for the bonus to take effect. Rank 2 costs 1 SP and gives an additional +1 from Aid Another attempts, and gives an additional +1 to the target of an Aid Another attempt. Rank 3 costs 2 SP and gives +1 Attack with all weapons.
Focused Autofire – Gives +2 Attack while in Autofire, reducing the penalty to -1.
Explosive Weaponry – Allows use of Grenade Launchers and Fragmentary Rockets. Ranks indicate increasing mastery, which makes the DC of the Reflex save higher (DC15 +EW ranks).
Assault Weapons Mastery – The Commando becomes inhumanly adept with Assault Weapons. Rank 1 costs 2 SP and gives +1 Damage while using Assault Weapons. Rank 2 costs 3 SP and gives +1 Attack and Damage with Assault Weapons.
Heavy Hitter – Trains the Shock Trooper to hit even harder with melee attacks. This skill costs 5 SP and gives +1 Damage to all melee attacks.
Rifle Melee Mastery – Trains the Shock Trooper to hit harder still with Assualt weapon melee attacks. Rank 1 costs 2 SP and gives +1 Damage with Assault Weapon melee attacks. Rank 2 costs 3 SP and gives +1 Attack and Damage with Assault Weapon melee attacks. Rank 5 additionally gives Rank 1 Staggering Blow.
Close-Combat Shot – Trains the Shock Trooper to utilize Assault weapons in close combat. Each rank gives a stacking +1 Attack bonus if his target is within 5 squares of him. The Shock Trooper no longer suffers from penalties in close-quarters weapons combat.
Juggernaut – A hail of bullets will not slow down a Shock Trooper 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.
Urban Warfare Training – The Shock Trooper is trained for building-to-building, quick 'n dirty street combat. Rank 1 costs 2 SP and gives +1 Attack and Damage with all weapons. Rank 2 costs 1 SP and gives +1 Attack against opponents in Cover. Rank 3 costs 1 SP and gives +5 Speed. Rank 4 costs 1 SP and gives +2 Attack with Touch Attacks and area-effect attacks.
Incendiary Projector – Shock Troopers are the only ones authorized to wield Incendiary Projector weaponry, and often the only ones close enough to the fray to use it. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Incendiary Projectors. Rank 4 costs 2 SP and gives +2 Attack with Incendiary Projectors. The Shock Trooper can use Suppressive Fire with the Flamethrower to cover an area with searing Flames, dealing appropriate Burning Damage to all caught in the radius. An excellent weapon against Entrenched foes.
Sniper Weapons – Allows use of long-range Sniper and Anti-Material Rifles. Rank 1 costs 1 SP and halves the non-proficient penalty. Rank 2 costs 1 SP and removes the non-proficient penalty. Rank 3 costs 1 SP gives +1 Attack with Sniper Weapons. Rank 4 costs 2 SP and gives +2 Attack with Sniper Weapons.
Executioner’s Strike – Assassin’s training techniques have honed their combat skills to a razor’s edge, making even a single strike a death sentence for their target. Ranks 1 and 3 give +1 to Attack. Rank 2 gives +2 Damage against Helpless targets, and Rank 4 gives +1 Critical Threat range. Rank 5 gives +1 to Damage.
Shroud of Silence – Assassins are trained especially to hunt down enemy Nanotechnical Support personnel and eliminate them. The target must make a DC(15+SoS ranks) Will save or be Silenced, losing control of their Swarm until they break free of the Shroud. The DC of the save drops by 1 each turn unless the Assassin spends 10 Swarm\turn to maintain the Shroud.
Sniper Weapons Mastery – The extreme training Assassins are given makes them ever more deadly with Sniper Weapons. Even when they fail to land a killshot, the devastation inflicted by an Assassin’s marksmanship belies the caliber of their weapons. Rank 1 costs 2 SP and gives +2 Damage while using Sniper Weapons. Rank 2 costs 3 SP and gives +1 Attack and +2 Damage with Sniper Weapons.
Nanobot Damage Aug – Coats a single projectile in volatile nanobots, adding stacking +1 Damage for each rank. Rank 4 allows the nanobots to infect joint tissue, somewhat slowing Movement and reducing Attack (-10 Speed, -33% Attack rounded down). This can be cured with a Swarm Purge. Rank 5 allows the nanobot-coated shell to ignore Armor bonuses, but costs +20 Swarm.
Detect Nanotechnology – Most Assassins train themselves to sense other Swarms in the area. When a Notice check is made, the Assassin may Notice other Swarms and be able to sense their locations. Each rank adds a stacking +2 Notice bonus to find Swarms. Rank 5 allows an Assassin to sense if these Swarms belong to friend or foe.
Stealth Weapons Mastery – The Spy is the master of stealthy close-quarters engagements. Rank 1 costs 2 SP and gives +1 Damage while using Stealth Weapons. Rank 2 costs 3 SP and gives +1 Attack and Damage with Stealth Weapons.
Shadow's Embrace – The Spy recieves utility training to prepare herself for a wide variety of situations. Rank 1 gives her attacks +1 Armor Penetration (Maximum 3). Rank 2 gives +2 Notice. Rank 3 gives +2 Disable Device. Rank 4 gives +2 Stealth. Rank 5 gives +5 Speed.
Nanobot Infiltration – The Spy’s signature ability allows her to use Swarm to disguise her true appearance. This is often the only way to stay undetected in high-security areas. Nanobots will make the body take on preprogrammed forms, expending 2 Swarm every 10 minutes to do so. Nanobot Infiltration can be maintained almost indefinately under normal operation. It takes a true master to execute well enough that nobody will suspect her, and even more so to make it look truly real. Rank 1 gives a +2 bonus to Sense Motive checks against the Spy while Infiltration is active. Every subsequent rank gives a stacking -1 penalty to Sense Motive checks against the Spy, up to –2 at rank 5.
Nanobot Concealment – Equipment, supplies and other things can be broken down and carried by a Spy’s Swarm using nanoprograms. Normal breakdown and assembly time is 1 minute\item. Each item Concealed locks out some of the Spy’s maximum Swarm and training allows more, larger equipment to be Concealed. Rank 1 allows 3 pistol-sized objects to be Concealed (Attachments like suppressors count as the same item), Rank 2 allows 4 pistol-sized objects, Rank 3 allows 4 rifle-sized objects (or 8 pistol-sized objects), Rank 4 allows 5 rifle-sized objects, and rank 5 halves assembly time.
Universal Vulnerability Compendium – The Spy is trained to have incredible knowledge of vital areas on humanoid targets. This skill costs 5 SP and gives +2 Damage to Criticals and +1 Critical Threat range.
Convincing Air – The Spy is a very charismatic person. Using her confidence and personal magnetism, she can Charm someone into cooperation, Intimidate them aside, or Bluff much more believeably. Ranks give stacking +2 bonuses to Charisma checks when the target can see the Spy.
Demolitionist – The Nanodestroyer becomes able to damage and destroy structures and vehicles with his Swarm. His Explosive Nanoweaponry deals 4x Damage against structures and vehicles. Burning Damage dealt against structures, vehicles and occupants by the explosion is doubled.
Explosive Nanoweaponry – The Nanodestroyers’ signature attack saturates an area with volatile nanobots and detonates them, Burning anyone caught inside and inflicting Damage with microscopic shrapnel. Ranks 1, 3 and 5 give a stacking +10 Damage to the explosion, ranks 2 and 4 give stacking 1 and 2 Burning damage per round. This nanoprogram costs 25 Swarm per square affected.
Nanobot Absorption Aura – The Nanodestroyer becomes increasingly shielded against enemy nanotechnical attacks, using his Swarm to protect himself. In doing so, his Swarm will absorb and convert some of the attack’s Swarm cost into his own Swarm. This skill costs 5 SP, gives +1 Toughness against nanotechnical attacks, and gives an absorption rate of 2 Enemy Swarm\1 Swarm.
Nanobot Spike Aura – Upgrades the Needle Aura into a much more lethal and costly version. All ranks add a stacking +1 Damage bonus to Nanobot Needle Aura. All increase Swarm cost by +3 each. This feat does not count toward the DC of the Reflex save.
Nanobot Shredder Salvo – Sometimes the situation prevents use of explosives. The Shredder Salvo gives some area effect ability in situations where it would be unwise or impossible to use Explosive Nanoweaponry. Upgrades ‘Basic Nanoweaponry’ by +1 Damage at rank 1. Ranks 2 through 5 allow the projection of +1 pellet per rank that can directed toward the same or different targets. For Damage and Swarm cost, this ability uses the Nanodestroyer’s Basic Nanoweaponry rank.
Swarm Overload – The Nanodestroyer’s Swarm needs are difficult to meet. Focusing on heavy use of high-cost nanotechnology, he must boost his reserves in any way possible. Adds +10 maximum Swarm per rank. Ranks 1, 3 and 5 add +2 Swarm recovery.
Fire Nanoweaponry – The Nanomagician immolates some of her Swarm with incendiary chemicals, spraying them over an area to bore through armor and skin of anyone caught in the Swarm cloud. Although Fire Nanoweaponry only deals Burning Damage, the agony of Burning nanobots boring into one’s skin and bones can be very distracting. Concentration checks inflicted by Fire Nanoweaponry become DC(15+FN ranks) and the DC grows by 1 each turn the character is Burning or until the target is Swarm Purged. Any multi-turn skill checks require a Concentration check against Fire Nanoweaponry’s Damage, no matter how simple. Each rank gives a stacking +1 Attack bonus with Fire Nanoweaponry, and ranks 1, 3 and 5 give a stacking +1 Burning Damage bonus and allow coverage of +2 Area squares. This nanoprogram costs 10 Swarm per square affected.
Earth Nanoweaponry – The Nanomagician uses Swarm to create and propel a volley of nanosynth carbon pellets at a target. Large enough not to pierce armor and light enough not to crush bone, Earth Nanoweaponry does little Damage. Instead, the carbon pellets flatten and crush on impact, transferring all their kinetic energy straight into the target. This skill costs 5 SP and deals +1 Damage and allows this attack to Knock Down the target, substituting the Nanomagician's Int mod instead of his Str mod. Failure deals no Damage and incurs a +4 Swarm cost. This nanoprogram costs 15 Swarm.
Ice Nanoweaponry – The Nanomagician uses Swarm to snap-freeze nanosynth water into a volley of ultra-hard icy shards and propel these shards into an area, skewering all inside with frozen shrapnel. Anyone caught in the area is Slowed by the extreme cold of the shards (-20 Speed, -2 Initiative) unless a DC(10+IN ranks) Fortitude save is made. Ranks give a stacking +1 Attack, Area Square and Damage bonus with Ice Nanoweaponry. Rank 5 gives Ice Nanoweaponry a –2 Reflex penalty on targets as well. This nanoprogram costs 10 Swarm per square affected.
Air Nanoweaponry – The Nanomagician uses Swarm to ionize a channel of air between themselves and their target, creating a means to ground a deadly electrical charge through them. Rank 1 gives +4 Damage, and each rank after gives a stacking +2 Damage bonus. A strike from Air Nanoweaponry is a Touch Attack with an additional +2 Attack. This nanoprogram costs 20 Swarm.
Elemental Combination Mastery – The Nanomagician learns to combine elements to elict various effects, some hurting enemies and some aiding allies. Rank 1 gives Earth+Fire, allowing the Nanomagician to Field-Repair damaged armor up to half it’s original Toughness bonus. Rank 2 gives +1 Damage to all Elemental Combination attacks. Rank 3 gives Ice+Fire, creating Blinding Steam over the area of effect (50% Concealment to all in area of effect, 3 Burning Damage), Rank 4 gives Fire+Air, allowing the Nanomagician to Cauterize with Swarm (DC10 Medicine check, Heals 30 Health, target takes 10 Damage if failed, this check can be made untrained at no penalty), Rank 5 gives Ice+Air, doubling Air’s Damage and allowing it to Jump to adjacent targets who have been affected by Ice Nanoweaponry within the last round.
Defensive Nanotechnology – The Nanoempath is a highly defensive character who protects, heals and defends her party through heavy usage of nanotechnology skills. This training boosts a myriad of defensive nanotechnology skills’ effectiveness. Rank 1 boosts Nanobot Shielding skills by +1 Defense. Rank 2 allows the Swarm Purge to impart +2 to the target’s saving throws from nanobot inflicted Conditions for 3 turns. Rank 3 gives +1 Healing per tick to all Healing skills. Rank 4 gives an additional –2 to all Defensive Nanotechnology skills (minimum cost of 1). Rank 5 allows any Healing , Nanobot Shielding or Swarm Purge skill to give +2 to the target’s saving throws against all non-nanobot inflicted conditions except Staggered or Knocked Down. This bonus does not stack with different nanoprogram types.
Regenerate Nanobot Swarm – The Nanoempath can use her Swarm to reproduce Swarm for herself or her party much more efficently than most would expect. This full-turn action uses and produces Swarm at a 10:10 ratio at rank 1, 10:15 at rank 2, 10:20 at rank 3, 10:25 at rank 4 until 10:30 at Rank 5.
Nanobot Phalanx – The ultimate in nanobot shielding, Nanobot Phalanx costs 5 SP and gives an additional +2 Defense to all affected and can affect +1 ally.
Nanobot Surgery – The Nanoempath uses Swarm to rapidly heal greivous wounds in minutes. Costing a massive amount of Swarm, Nanobot Surgery deploys Healing Swarm throughout the body and chemically overdrives regeneration while destroying foreign objects like armor shards and bullets. Some master surgeons have been reputed to be able to revive those recently presumed dead, but nobody will say for sure… Ranks give a stacking 5 Healing per round over 5 rounds. Rank 5 allows the Nanoempath to rekindle a recently deceased character’s lifespark (DC30 Medicine check). This nanoprogram costs 35 Swarm.
Mindshatter Swarm – The Nanoempath isn’t all defense. She can use her Swarm to infect the emotional centers of her target, causing anything from a mild emotional ‘trip’ to utter mental destruction until the target is Swarm Purged. This attack’s Swarm cost is massive, but the effects can be highly amusing, and generally as agonizing as they are deadly. A DC(10+MS ranks) Fortitude save must be made to avoid being Stunned for 5 turns and killed after those turns if you are not Swarm Purged and a DC20 Fortitude save is failed. A DC(15+MS ranks) Fortitude save must be made to avoid being Stunned for 2 turns and Suppressed (DC10 Will save). A DC(20+MS ranks) Fortitude save must be made to avoid being Stunned for one turn, during which some interesting things about your inner self may be revealed. Or would, if anyone could understand your incoherent babbling. This nanoprogram costs 20 Swarm.
Greater Swarm Purge: The Nanoempath combines protecting her allies and striking back at her foes with the Greater Swarm Purge. Ranks 1, 3 and 5 allow the Nanoempath to send +1 Purged condition back toward a foe of her choice. Ranks 2 and 4 allow the Nanoempath to Purge +1 Condition. Rank 5 additionally allows the Nanoempath to Purge Bleeding, Silenced, Cleaven Flesh, Blindness, Burning and Stunned (some sources of Stunned cannot be countered, this will be noted), no matter the source. This takes 1 round and a DC10 Medicine Check. The Nanoempath must pick one of these to Purge.
Multi-Purpose Nanomachine – Uses 1 round and a large amount of Swarm to build a nanomechanical robot capable of a variety of tasks. Rank 1 costs 1 SP and allows the robot to deploy into a Regeneration Beacon, using the Nanomachinist's Nanobot Sutures rank. Rank 2 costs 2 SP and allows the deployed robot to create a Minor Phase Shield, automatically causing some ranged attacks to deviate from their targets or explosive attacks to be deflected (relatively) harmlessly away. (Each ranged or explosive attack must roll a D10. Rolling a 1 or 2 on this D10 renders the attack deflected away. Attacks like Phosphorus, Flashbangs and Gas can still penetrate the shield and strike anyone in their area of effect. Phosphorus and Gas area effects are reduced by 1 square.) Rank 3 costs 1 SP and allows the robot to carry a single Sentry when undeployed. Rank 4 costs 1 SP and allows the Regeneration effect when the robot is undeployed. This nanoprogram costs 75 Swarm.
Nanobot Sentry - Uses one turn and a large amount of Swarm to create up to three emplaced Nanobot Sentry Turrets on any location within 4 squares of the Nanomachinist. This wonder of nanotechnology creates an automated turret that fires projectiles based on his Basic Nanoweaponry knowledge. The Nanomachinist can adjust the target for each turret as a free action. The turrets can each fire once per turn. The turrets are level 7 Constructs that have 40 Health, 4 Toughness, 11 Attack, 18 Defense, and can fire 30 shots before becoming useless and deactivating. Reloading them takes a half-turn and costs half the Swarm of deploying. Rank 1 costs 2 SP and allows the Nanomachinist to deploy two Sentries. Rank 2 costs 1 SP and allows the Sentries to each fire an additional +1 flechette that can hit the same or another target. Rank 4 costs 2 SP and allows the Nanomachinist to attach a Swarm Factory to one Sentry, giving it unlimited ammunition. It also allows the construction of one additional Sentry, for a total of 3. The Swarm and time cost of deploying the Factory is the same as a Sentry. This nanoprogram costs 80 Swarm per Sentry.
Swarm Field Workshop – Uses three rounds to add a stacking +1 per rank to all Computer Use, Disable Device and Security to all skill checks involving electronics, demolitions and nanomachine equipment. Ranks 3 and 5 take a stacking –1 from the DC of the check.
Swarm Fortifications – Uses one turn and a large amount of Swarm to create nanosynth carbon panels on any location within 3 squares of the Nanomachinist. These panels have 200 Health and give 50% Cover to all behind them. They are, however, highly vulnerable to explosives. Rank 1 costs 2 SP allows the creation of 1 panel. Rank 2 costs 2 SP and allows the creation of +2 panels. Rank 3 costs 1 SP and allows the panels to be Recycled, recovering half the Swarm cost of deployment. This nanoprogram costs 60 Swarm per panel.
Swarm Factory – The Nanomachinist uses one turn and a large amount of Swarm to build a Swarm Factory that uses a part of his Swarm reserves to produce ammunition for a weapon. This gives a weapon unlimited ammunition until the Factory runs out of nanobots. The factory lasts for 20 rounds. The Swarm Factory can be attatched onto a Sentry for an unlimited duration, but is destroyed when the turret is Sabotaged, the Nanomachinist is silenced, or the turret itself is destroyed. This skill costs 5 SP. This nanoprogram costs 80 Swarm.
Swarm Weapon Aug – The Nanomachinist can coat a magazine in nanobots, increasing the damage of every round in the magazine by +2. This skill can be used with Swarm Factory to provide unlimited augmented ammunition, or on a turret to augment the turret’s flechettes. This skill costs 5SP. This nanoprogram costs 50 Swarm.