A New Horizon
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An Adult Themed Table Top Roleplaying Game, New Horizons is fairly custom, or 'homebrew', compared to most established systems.
 
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: - The Support -   - The Support - EmptyWed Aug 21, 2019 11:36 am

Support characters lack combat capabilities in favor of being in the background. Lightly armored, these characters are at their best when they're not getting shot at, but in return get out of combat skills worthy of giving up their combat abilities. That said, they are not necessarily helpless, and given time to prep, a support character can leave a nasty surprise for any that come after them, or their allies.

Support Omni Skills:

-Rear Guard-
You gain a defense bonus equal to the number of spaces of movement you are away from the closest enemy unit.

-Quick Retreat-
Gain double your movement when moving away from enemy units.

-Chop Shop Trained-
Can maintain and install cybernetic and gene upgrades without the need of a third party.

-Rallying Presence-
Allies below 50% health gain 1 hp per round regeneration unless unconscious.

-Pot Shot-
Enemies not attacking you take an additional 2 damage from your attacks or your construct's attacks.

-Sentry AI-
An AI adds an extra layer of protection on all ally mechs and systems, forcing two hacking attempts. The AI will also inform you who, and where, if within a close proximity, or a hacking attempt fails against it.

-Shield Matrix-
Once per battle, when your shield would hit 0, it is instead brought back to full hp.
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: Re: - The Support -   - The Support - EmptyWed Aug 21, 2019 11:45 am

Martial Path

Researcher:

-Light Armor Training
-Research-Counts as both Tinkering and Experiment.
-Anatomy and Technology (Your Race)
-Upgrade-Researchers can obtain any upgrade under technology, Genetics, and Cybernetics at half price.


Researcher Optional Skills:

-Mind over Might-
When you take this skill, you may exchange 10 points of physical force for 1 point of IQ. Your Physical Force cannot be dropped below 100 this way.

-Xeno-anthropologist-
When you perform any anatomy and technology checks on alien technology or biology, you gain -2 to your die checks for each failed roll, until you succeed.

-Janus Computer Upgrade-
Named after the god of portals, the Janus computer allows for the researcher to open up a gateway to a pocket dimension.  It holds up to 2000 lbs of items, the gateway can be any size.
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: Re: - The Support -   - The Support - EmptyWed Aug 21, 2019 11:57 am

Technology Path

Engineer:

-Light Armor-Engineers can wear light armor.
-Side Arm and Melee Weapon Training-An Engineer can use side arms and melee weapons
-Technology (your race)- Gain Technology knowledge of your race.


-Repair-
You can repair mechanical units and structures for 1d6 health.

-Remote Hacking-
You can use your portable computer to hack a computer system within Extreme range, suffering penalties of it is alien, and further detriments depending on fortifications and if combat. Hacking requires 1d6 rounds.

-Combat Constructs-
Able to build Combat Drones and Sentry Guns. Friend or Foe system is limited, and is based on programming when first built, unless the engineer changes it. (For example: Attack who I attack, or Defend me) Be wary, as the drones and guns will take every order as literally as possible. Price for Each is equal to the gun price. If drone is destroyed, weapon used become damaged and unusable until repaired.

Sentry Drone
HP: 30 (20 if Salvaged)
Accuracy: 5
Defense: 20
Physical Force: 180
Mindless, Susceptible to EMP and shock rounds.


-Sentry Gun-
You construct a sentry gun to hold the line. These are more effective than drones, but are at a fixed location, and cannot move. Cannot be constructed in battle, and requires 600 Credits to make one, or you may attempt to salvage create. Weapon used based on equipment you give it. Sentry Guns have a friend or foe system installed at the time of creation, and must be updated periodically. Ammo must be given, otherwise once its ammo is depleted it shuts down. Price for each is gun price. If Sentry Gun is destroyed, gun used becomes damaged and unusable until repaired.

Sentry Gun:
HP: 60 (50 if salvaged)
Accuracy: 10
Defense: 25
Mindless, Susceptible to EMp and shock rounds.


-Tinkering-
Given time, credits, and effort, you can modify technology to perform certain things. This allows for experimental tech creation with successful rolls. DM determines how many credits, and any detriments to tech roll before starting. Tinkering can be formed on Weapons, Armor, modify tech, or come up with new tech. DM determines how long it takes for a full success.

Engineer Optional skills:

-Combat Walker-
You may build Combat Walkers in addition to other constructs, but only outside of battle. Combat Walker's HP, Defenses, and statistics are based on resources and credits used, material, size, and weapons. Smaller Walkers can aid in battle, but have lower stats, while larger constructs can only aid in outdoor combat due to size.

-Modified Friend or Foe System-
Your constructs and walkers AI is improved, and will now actively recognize new threats and react accordingly unless an order from the Engineer. They can now recognize playful banter and such rather than respond in lethal force. Also passively increases the accuracy of your constructs by your technology score and 10% of your IQ rounded down.

-Mechanist-
Increase all repairs by 1d6 on mechanical objects.
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: Re: - The Support -   - The Support - EmptyWed Aug 21, 2019 12:11 pm

Psionic Path

Channeler:

-Inner Focus-
You gain the abilities Inner Peace or Focused Anger

Inner Peace: Allows you to channel a projected shield, giving yourself or a friendly ally +6 to Defense and Mental Resistance. In addition, this restores 5 psionic shields per action used to channel it. You may also use one action to use Empathy on the entire squad, removing any negative psionic effects from them.

Focused Anger: Allows you to channel on an enemy with a successful psionic attack, reducing their Defense and mental resistance by up to 6. In addition, this does 5 damage per action used to channel it. You may also use one action to use Empathy to inflict psionic effects on the entire squad, but only for 1 round.


-Light Armor Training-
May use light Armor.

-Empathic-
Gain psionic attack.

-Inner Harmony-
When using a psionic attack to inflict negative effects on the Channeler, you must roll twice and take the lower damage.

-Equilibrium-
Once per battle, you may choose to harmonize all allies HP to the hp of the Channeler or ally.

Channeler Optional Skills:

-Psionic Overload-
When using Inner Peace channeling on an ally, the shield increases by an additional 5 per action used. (Ex.  5 shielding for the first, 10 for the second, and 15 for the third). This can exceed the psionic shield normal limits, but only as long as the Channeler continues to channel it. When they stop, it returns to the highest level of psionic shield that they have.

-Hatred and Malice-
When using Focused Anger on an enemy, the amount of damage done is increased by 5 per action used to channel. (Ex.  Channeling for 1 round is 5 damage, then 10, then 15), but only lasts as long as they maintain the channel.

-Wide Channel-
You may channel on all enemies or allies, but only gaining half the effect of the channel.
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: Re: - The Support -   - The Support - EmptyWed Aug 21, 2019 1:27 pm

Veteran Class

Battlefield Medic:
“Life is precious, even in war.”

Medics have been in countless wars, with countless races, over countless ages.  Medically trained staff that risk their lives to directly intercede on the field of combat is nothing new, only the technology in which they save lives is. In most military organizations, individuals who serve as field medics serve as the first line of defense for the lives of fighting men and women. Heavily armored, Battlefield Medics are just at home on an operating table as they are in the field of combat. While not the best medical care, they are responsible for countless lives saved.

As a Battlefield Medic, your first goal is survival of both you and your team. Other medical officials might be able to heal greater wounds, but they’re not nearly brave enough to step foot in the hell zones, and all their medical know how won’t stop a mortal wound if they aren’t there. Outfitted in heavy armor, you protect yourself with shields and armor to get the job done. After all, a dead medic is a useless one.
Requires: Healer, completed 10 missions


Medic Combat Training:
Heavily armored, and a triage specialist, you’re at your best when an ally is at their worst. You gain access to Heavy Armor, in addition, while a shield persists, it covers allies you work on, as well as prevents knock backs until the shield is breached.

Triage Specialty:
Sometimes a patient doesn’t have time for trauma surgery, and you’re an expert at patching up wounds for later, better medical attention. You gain +2 on your healing effects for every 20% of an ally’s health is missing.

Battlefield Medic Optional Skills:

Triage Mastery:
You’ve mastered Triage, capable of stopping fatal wounds with just as much skill as anyone alive. Triage Specialty increases to +4 for every 20% of an ally’s health missing, gaining +5 instead if they are flatline status.

Mobile Ambulance:
You’ve managed to get your hands on experimental technology, capable of deploying a miniature ambulance on the location to protect yourself and patient while you work. As an action, you may deploy a Medical Station that is capable of using your actions to move. Allies and yourself that enter are healed for 4 HP every round they stay within it, and are considered blocked by line of sight. The Ambulance has 60 Health, and is considered to have your Defense. If it’s destroyed, it is rebuilt at the start of your next mission.
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: Re: - The Support -   - The Support - EmptyWed Aug 21, 2019 1:31 pm

Veteran Class

Medical Specialist:

“Let’s save some lives!”

Healers come in various shapes and sizes, ranging from medically trained to a form of psionic faith healing. For Medical Specialists, given a lab table, time, and effort, even seemingly dead patients will walk again. Strict adherents of the phrase “A Doctor can do no harm,” Medical Specialists forgo combat training for healing capability. While not home in a battlefield; given medical instruments, they can patch you up after.

As a Medical Specialist, you’d feel more at home at a private practice somewhere. But for whatever reason; obligation, friendship, or curiosity, you find yourself with a band of space farers. More than likely, you don’t do many away missions, likely preferring your medical lab on the ship. But on the rare forays into the field, you bring quite a bit of medical knowhow to everything you do.

Requires: Healer, completed 10 missions


Hippocratic Oath:
You took an oath to do no harm, but this has allowed complete focus on medical practices. All healing you perform is double in effectiveness. If you attack an enemy, this bonus is lost for the battle, but regained on the next battle.

Lab Worker:
Your at your best when not in the field of combat.  You are capable of reviving fallen allies, regardless of time spent dead in mission.  They are considered weakened for 3 days afterwards, however, having their physical force and health cut in half.

Medical Specialist Optional Skills:

Self Defense:
The Hippocratic Oath is an important thing, but not when you’re under fire. You no longer lose Hippocratic Oath if you attack an enemy that has attacked you during the round of combat.

Disease Specialist:
You know that, just as dangerous as any gunshot wound is, various diseases throughout the galaxy are just as fatal. You can now treat any disease, even if not encountered before due to innate knowledge and use of treatments against similar ailments.
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Leko.9609




Posts : 7
Join date : 2019-08-21

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PostSubject: Re: - The Support -   - The Support - EmptyWed Aug 21, 2019 1:35 pm

Veteran Class

Malpractitioner:
“You’ll feel a brief sting…”

For most healers, your first goal is to keep your patient alive. For Malpractitioners, however, you use your powers and knowledge for considerably darker purposes. What fuels the crime? A myriad of things. For an Assassin, a paycheck waits at the end of the dark road you’ve taken. Perhaps you have a particularly evil warlord under the scalpel, and can’t bring yourself to let such a beast continue to live. Or perhaps the Malpractitioner is simply a serial killer getting off on the thrill of taking a life instead of saving it. Whatever the case, you use your abilities to harm rather than heal, and have become good at it.

You became the creature you are today with botched surgeries, overuse of local anesthesia, or perhaps you simply used a phase touch and killed a patient rather than save them. Is it accidental, or does some dark ambition fuel you? Whatever the case, you know what breaks, bends, and bursts when hit just right.

Requires: Healer, completed 10 missions


Medical Malpractice:
You might be able to heal, but you use your knowledge to harm instead. Damage done from your class abilities are increased by 2d6 extra damage. In addition, your melee attacks using your damaging powers also cause the target to bleed for 1d4 damage every round until medically stabilized by another Healer.

Sepsis:
You know how to infect the wounds you inflict, causing medical complications even if they should the survive the initial wound. Attacks you inflict infect the target with Sepsis, reducing their Physical Force by 10 every 5 rounds until 0, or medically treated. If untreated, target dies once they reach 0 Physical Force.

Malpractitioner Optional Skills:

Hemophage:
You inflict a powerful blood contagion with your abilities, your enemies rarely survive it.  When using Medical Malpractice, you inflict bleeding on the target for ranged and melee attacks. Melee bleed attacks instead cause the bleeding effect to increase to 2d4.

Sepsis Mors:
You have evolved the bacterium that causes Sepsis into a much more lethal form. You infect the target with Sepsis Mors instead of Sepsis, reducing Physical Force by 20 every 5 rounds instead of 10.
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