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Specialization.

Can chose 1 at level 2

Melee specialization—Assault force


Bonuses
-Charge—MV +2 if moving at a foe.
-Damnation—If suffering confusion or berserk can roll a d6. On a 5+ you must move towards and
attack the nearest foe instead of normal effect.
-Adrenaline—Once a battle can spend 3 spirit to get +1 action.

Skill chip options

Frenzy—Your melee attacks that do any damage with each die do +1 damage.
Brutal—On a melee attack if 1 or more dice roll their highest number on the armor roll you do +1 D
Combo—If use 2 actions on melee attacks and both do damage you get a free melee attack that
automatically hits.
Questionable reserves
If you have 0 spirit your melee attacks do +d8 damage.

Gear
Chemical mister—On use sprays everything in range of 1 with toxins [only effects foes]. Foes that
starts their turn next to you get sloth level 1. Each use costs 1 fuel and carries 5. Takes 1 slot.
$50
Pulse generator—On use effects all in range 1. Does 2d12 damage to them. Holds 5 charges and each
use takes 1 charge. 1 slot and 75$

Gun specialization—Storm bringers


Bonuses
-Dead Round—Start each mission with 1 of theses bullets. When hit each damage die is turned to its
highest number. Can buy up to 5 more for 5$ each.
-Tunnel vision—You guns all get range +6
-Large clips—You clips get +2 rounds.
-over watch—Can spend actions to do an over watch action. If a foe moves in your gun's range and
field of vision you may immediately shoot them.

Skill chip options

All out—Spend +1 ammo when shoot and you can re-roll and missed shots.
Eye of God—If make a ranged attack and it hits your next attack [if on the same foe] will automatically
hit and hit the location of your choice.
Arsenal—If buy an item that replaces 1 clip in you gun you can instead use it for the entire mission.
Corrective Aim—For 1 spirit your gun gets R+15 for 1 round

Gear
Ghille Suit—Foes get accuracy -2 to hit you with ranged attacks. 75$
Alteration division—Sky Fall
Bonus
-Reserves—Spirit +3
-Chip master—You have +4 more alteration chips slots
-Mental Broadcast—Adjacent allies can use your San/Will to resist ailments.
-Steel mind—You get +1 to your Will/San tests. Combines with mental broadcast.

Chip options

Questionable reserves
If you have 0 spirit your melee attacks do +d8 damage.
Aura [can only have one of these two]
>Chaos—Any ally that uses an alteration ability in R=10 of you add +2 to the armor roll.
>Silence—Any for who uses alteration in R=10 of you get -1 to the armor roll.
Broken seal
When use you loose 1 HP from a location of your choice. You recover 5 spirit.
Ritual
When in use you can't act on your turn. All allies in R=25 get bonuses while you do. They get
accuracy +1 and +1 to armor roll for each action you lost to this skill. You can, just before the
foes take their turn spend 1 spirit to heal an alli 1 hp. You can also spend 2 spirit to give all
allies in R=25 armor +1 for 1 round.

Gear
Shadow suit—Using costs 2 spirit. Once a round can use to move 1 space dodging any 1 attack.

Unified division—The wall


Bonus
-rebuild—HP +1 to all locations, MV +1
-Precision—Accuracy +1 with all attacks
-Insured—If die you lose 20 less power.
-Rainbow shield—When you loose a stack[s] of a stacked status effect you loose double the number.

Chip options

Last Dance--If fall can use this to return to life. You regain all your body locations. Each turn you
loose 1 spirit for each action you take and each damage you take [instead of loosing hp]. Once
out of spirit you crumble and can't be revived. If you couldn't be revived in the first place you
can't use this.
Defiance--Once a mission get armor +1 for 5 rounds. Effects all location.
Hardened--Unless you were the target blast attacks can't effect you.
Parting Gift--If you can't be revived you can take this. When you die all allies heal 1 HP to each
location and recover 3 spirit.
Technician--Can re-roll all attempts to harvest a core.

Level Perks
Barrier—Gives you a 8 protection barrier. Can also give to any ally you see [switch once a turn]. Can't
be fixed till return to base.

Shock Grid—The first time you takes a melee hit each round roll a d6. On a 4+ the attacker looses 1
HP

Second Chance—If your torso hits 0 on your next turn you revive with 2 HP and no actions. One use a
mission

Assault shield—You get a shield that can block ranged attacks. The shield has armor 5+/10+ and 8HP.
Doesn't block attacks to your back or any melee attacks.

Tripper rig—You can spend 2 spirit each turn to get +1 action. The first turn you don't spend the 2
spirit [after using it] you get -1 action.

Lucky clover—Lets you reroll any roll you want and give it a +2 bonus.

Slaughter—If an attack of yours cost a target at least 2HP and they survive with just 1HP they lose the
HP and die. If a location is let with 1 HP it breaches.

Grenade—Your weapons that do blast effects do ½ the damage roll to allies in the blast and they won't
suffer any status effects.

Death bringer—The first shot that hits your foe doe D+d6. Can do once an battle.

Murder—The first melee attack you do each turn causes the foe to loose 1 more HP.

Vampire—When kill a foe roll a die. On an even you heal 1 HP.

Litch—When kill a foe roll a die. On an odd heal 1 spirit,

Extra plates—HP to all locations +3.

Inner Child
Spirit +1, MV +1

Heretic
Spirit +1, HP +1 to each location but +2 to torso

Blessed
Spirit +2, HP +1 to each location

Lost one
HP +2 to each location

Magi—Alteration level +1

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