S3 Gear Head

GEAR-HEAD

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Gear-head character.
- 2 Passive Abilities, with a choice of how one functions.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 1 Dazed Ability out of a list of 2.

Passive

[P] Custom Firearm: Gear-heads revolve around firearms, and more specifically, custom, self built experimental ones, which are constantly being tweaked and modified. When you create a new Gear-head, you get to create a customize firearm. Select one of each gun part to get your final firearm. Anytime the Gear-head takes a Full Rest, they can change which parts are used to make the customized gun.
Clip: [6 Damage, 4 Ammo, 2 WGT], [8 Damage, 3 Ammo, 4 WGT], or [10 Damage, 2 Ammo, 6WGT]
Barrel: [1d8 potency die], [1d6 potency die, 10 Critical], or [1d6 potency die, -1MP cost]
Stock: [After Defending, the firearm's next attack gains +1 potency die], [On Defend, gain +2 Drive], or [On Defend, generate your choice of Rush+1, Pin+1 or Launch+1]

[P] Attachments: Many Gear-head abilities have an Attachment listing. When you use an ability with an attachment, you add that attachment to your custom firearm, regardless of the weapon you used the ability with. Your custom firearm then benefits from the effects of the attachment entry for the remainder of the battle, or until the attachment part is discarded. Certain other abilities may consume attachments in order to power the ability up in some way. You can only benefit from an attachment once; further attempts to apply an additional attachment of the same type while it's already in play have no effect, though they can be reapplied if they were discarded. All attachments are removed at the end of the battle.

Active Abilities

[T] Laser Sighted: 4MP. 100CoS. Deals weapon damage. M-Pin.
Attachment: +20 Accuracy. When landing a hit with a roll of 81 or higher, recover 1 LP.
C Air: The Gear-head recovers +1LP.
C Pin: This attachment counts as two attachments when discarded.

[T] Semi-Auto: 4MP. 80CoS. Deals weapon damage, and has +20 Critical. M-Rush.
Attachment: +20 Critical. When you score a critical, deal an additional +2 damage.
C Rush: This attack consumes no Ammo.
C Fire: Deals +4 damage.

[T] Roaring Carbine: 5MP. 80CoS. Deals weapon damage +2. M-Launch.
Attachment: +3 damage.
C Launch: Inflicts Short K-Shatter II.
C Recovery: Inflicts Short Toxin II.

[T] Overload: 3MP. 80CoS. Deals weapon damage, and discards all attachments. For each attachment discarded, deal +3 damage. The next Overdrive you use with the custom firearm this battle deals +2 damage for each discarded part as well, or +1 damage per part if the Overdrive targets more than a single enemy. M-Launch.
C Pin: Roll an additional damage die for each discarded part, as well.
C Earth: +5 damage.

[T] Wild Shot: 3MP. 80CoS. Deals weapon, and discards all attachments. For each attachment discarded, this ability True Strikes an additional enemy for the custom firearm's base damage. M-Rush.
C Launch: Gain +20 with the custom firearm's next attack per each discarded attachment.
C Water: True Strike roll the custom firearm's damage die, as well.

[T] Equalizer: 4MP. 80CoS. Deals weapon damage. For each Ammo remaining in the Gear-head's firearm used with this attack, deal an additional +2 damage and with +10 Critical. M-Pin.
C Recovery: Fully reload this weapon after the attack is made.
C Rush: Empty the weapons Ammo clip entirely, and this attack now targets a number of enemies equal to the number of bullets expended.

Overdrive Abilities

[OD][T] Overdrive: Desperado: 80CoS. Deals weapon damage to the entire enemy group. M-Rush.

[OD][T] Overdrive: Bring It Down: 80CoS. Deals weapon damage. Deals +1 damage for every 10HP that the target currently has. Deals the weapon's base damage if the attack misses. M-Pin.

Dazed Abilities

[D] Load 'em Up: Dazed. Reload a single equipped firearm from anyone in the party. M-Rush

[D] Part Toss: Dazed. Remove an attachment from the Gear-heads weapon, then True Strike an enemy for 6 physical damage. M-Launch.

Level 1

At level 1, you gain a choice of a single Quick Ability out of the following two:

[Q] Lock On: Select a single enemy. For the remainder of the battle the Gear-head rolls an additional damage die against this target, and doubles the effects of LP spent against it.

[Q] Clip Explosion: If the Gear-head reloads on this turn, True Strike all enemies for 5 physical damage.

Level 2

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[T] Magnetic Stake: 4MP. 80CoS. Deals weapon damage and Slow 1s the target. M-Pin.
Attachment: Slow 1. When defending, Slow 1 a single target.
C Air: Quicken 3s the Gear-head.
C Earth: Slow 2s the target, and Slow 1s all other enemies.

[T] Sidewinder: 4MP. 80CoS. Deals weapon damage. Deals +3 damage if the Gear-head is faster than the target, or deals +5 damage if the target is on the top of the initiative list. Gains +10 Critical for every turn marker between the Gear-head and the target. M-Pin.
C Launch: +4 damage.
C Earth: Inflicts Long Toxin.

Level 3

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[T] Canister Shot: 4MP. 80CoS. Deals weapon damage, and True Strikes another enemy for 5 physical damage. M-Rush.
Attachment: True Strike another enemy for 5 physical damage and Short K-Shatter I them.
C Water: True Strike two other enemies rather than one.
C Launch: +4 damage.

[T] Escape: 3MP. 80CoS. Retreat, then deals weapon damage and Quicken 1s the Gear-head. M-Rush.
C Air: Any of the Gear-head's allies can Retreat as well.
C Rush: Quicken 4s the Gear-head, instead.

Level 4

At level 4, you gain a choice of a single Passive out of the following two:

[P] Clean Barrel: The firs time the Gear-head uses a firearm in each battle, it deals +4 damage. Additionally, anytime the Gear-head reloads, their next attack with that weapon deals +4 damage.

[P] Auto Lock On: At the beginning of each battle, select a single enemy. For the remainder of the battle, the Gear-head rolls an extra damage die against the target, and doubles the effects of LP spent against it.

Level 5

At level 5, you gain a choice of a single new Dazed Ability out of the following two:

[D] Working On It: Dazed. 80CoS. Attach a part from an ability the Gear-head has slotted. On a roll of 30 or low, put on two attachments, rather than one. M-Rush.

[D] Read the Manual: Dazed. Select a single enemy. Gain a listing of their abilities, then pick a single one. The Gear-head then learns exactly what that ability does. M-Recovery.

Level 6

At level 6, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

Level 7

At level 8, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Target Shooting: If the Gear-head uses an Item on this turn, they may opt to consume an Ammo from any of their equipped firearms. Doing so causes the Item to effect an entire Row, rather than a single target.

[Q] Trick Shot: Slow 3 the Gear-head. The next Technique the Gear-head uses now has -30 Accuracy, but in exchange attacks three targets.

Level 8

At level 8, you learn one of the following two Active Abilities, or another active from level 3 or lower:

{T] Unstable Reactor: 4MP. 80CoS. Deals weapon damage and grant +1 Drive to the Gear-head. M-Rush.
Attachment: The Gear-head gains +1 Drive on a successful hit.
C Fire: Inflicts Long Burning.
C Launch: +4 damage.

[T] Radioactive Blaster: 4MP. 80CoS. Deals weapon damage, and discards all attachments. For each attachment discard, inflict the next status in the list below. All statuses before it are inflicted, as well. M-Pin.
Short Toxin II, Short Curse II, Short Shock II, Short Exhaust II, Long Toxin, Long Curse, Long Shock.
C Recovery: Dispels a single positive statuses as well.
C Fire: Inflict Short Burning II.

Level 9

At level 9, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Lucky Bullets: Anytime the Gear-head has a '7' somewhere in the CoS roll when making an attack with a firearm, True Strike the target for the weapon's base damage at the end of the round. If you roll a '77' on the CoS roll, add in the firearm's potency die as well. (ie, the effect will activate on 07, 27, 75, 79, 97, etc.)

[P] Running Hot: The Gear-head's custom firearm deals +1 damage for each attachment on it.

Level 10

At level 10, you gain a choice of a new Overdrive Ability out of the following two:

[OD][T] Overdrive: Manna Cycler: 80CoS. Deals weapon damage and inflicts Short E-Shatter II. M-Pin
Attachment: Inflicts Short E-Shatter II.

[OD] Overdrive: Jormungang: Select a single enemy. The Gear-head gains knowledge of its current and maximum HP, MP, LP, its elemental weakness and resistance, and a list of all of its abilities. The Gear-head then selects a single element, and until the end of their next turn, all firearms used by the Gear-head and their allies deal damage of the same element. Momentum generated is the same as the element picked.
Attachment: The custom firearm can either deal physical damage, or damage of the selected element with every attack it makes.

Level 11

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[T] Meltdown: 4MP. 80CoS. Deals weapon damage, and discards all attachments. For each discarded attachment, suppress the target by -1 Drive. M-Pin.
C Fire: +4 damage.
C Rush: Push or Pull the target into the opposite row.

[T] Prototype Ray: 5MP. 80CoS. Deals weapons damage, and does not consume any Ammo. Can be used without any Ammo loaded into a firearm. M-Rush.
C Recovery: This damage is supreme, and roll an extra damage die.
C Air: This damage is air, and True Strikes a different target in the opposite row for 8 air damage.

Level 12

At level 12, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13

At level 13, you gain some new Really Cool Ability. It's probably a passive, and you probably don't have a choice of what it is. But it might also be a Quick or something. Who knows!

[P] Lead Guarantee: After attacking, spend another Ammo to perform a followup basic attack with -20CoS and dealing -4 damage. This is repeatable until the firearm has no remaining ammo, but the CoS penalty stacks stacks with each attack. (-20, -40, -60, -80, -100 etc.

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