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 The Regulator

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GMortimer
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PostSubject: The Regulator   The Regulator I_icon_minitimeTue Feb 16, 2021 7:03 pm

[size=32]Regulator[/size]

The Regulator Regula10

Story Coming Soon.. When a player does something of worth and will thus be recorded here.


The Regulators are a secondary class that broke off from the Gunslingers once The Order dissolved. They adopted the name of the rifle that was used by the Gunslingers 'Regulator'. The main attribute of every Regulator is a companion of sorts. Seeing as they are no longer part of the great community of Gunslingers, they each rely on a companion to aid them in their struggles. This companion is as varied as the Regulator themselves and often reflects their character. From a stoic dog to a wild beast that has been tamed to obey the commands of its owner and even some strange mystical creature. Other than being skilled with a rifle, the Regulator's saving grace are their collection of random abilities. From being trained in all things combat to relying heavily on non-combat skills such as their intelligence or trade skills. Each individual Regulator is a new Class in and of itself when you compare them to any other Regulator. In the end the only person they trust to get a job done are themselves.. and their trusty companion of course. Whom they'd sacrifice any member of a party to save.  

Class Information:

Attribute Restriction:
Control: 20
Knowhow: 20

Class Bonus:
- The Regulator will receive a +1 to rolls involving Rifles.
- The Regulator will receive 2 rolls when attempting a Knowhow Roll in which they have added a +1.
- The Regulator will receive a -1 to rolls involving Melee.

Weapon Focus:
Weapon Focus are the weapons that Regulators will receive a +1 to Rolls with and can use Legendary Items of the following.  They will receive a -1 to Rolls using anything not on list below.  
  
Primary Range: Rifles
Primary Melee: Daggers
Secondary Range: Revolvers
Special: Traps

Armor Focus:
Armor Focus are the armors that a Regulator is allowed to wear but also the Legendary Items they are allowed to wear as well.

Armor Restriction:  Light/Medium  'No Heavy Metal'
The Regulator will receive a Penalty for wearing non-allowed Legendary Armors.

Legendary Armors Allowed:
Feet: Boots/Sneakers
Belt: Gasmasks/Respirators
Over Armor:  Cloaks/Capes




The Regulator Strand: COMPANION - KNOWLEDGE - REGULATE

Starting Point

The Starting Point, also known as The Level 1 Skill. Pick a path that best suits you. This does not affect what other skills you may choose down the road.

Level One Skills

:COMPANION:
Man's Best Friend - The only one you can trust
Every Regulator gets a companion. But some rely more heavily on the companion and the skills they'll bring to every adventure. So much so, that if the choice comes down to saving the life of a fellow party member or their pet, the Regulator will normally choose their pet. By choosing this starting point, The Companion becomes just that, it isn't a pet or a tool like other Regulator's may treat theirs, but the companion becomes an extension of your character - more than a weapon or a piece of armor.  

_//Companion:Faithful - The Regulator's Companion gets a bonus Owner's Levelx20 HP added to their total HP. 
As compared to the normal Level x 10 = HP for any other Companion.


:KNOWLEDGE:
Learning From Mistakes - What you don't know or understand makes you weak
Since they left the Order of Gunslingers, the Regulator is on a constant search of knowledge. It is believed that they were once trying to start their own Order, but long since abandoned any structured society. Now the Regulator searches to learn more simply for their own desires. They are able to learn from mistakes and correct them within seconds. They have also gained the ability to adapt to any new situation rather quickly.

_//Knowledge: Extra Credit - The Regulator will be able to change one of their Knowhow Pools to another field before quest begins. And a +1 their temporarily abandoned Knowhow Pool.

For Example: The Regulator has a +3 to Politician Rolls. But they don't think they'll need them for this Quest. So they wish to change that to +3 to Wired Rolls.  They'll still have a +1 in Politician. 

:REGULATE:
Rife With Power - The skills of the Gunslinger live on
While to many the Regulator may look like they put their talents with a firearm in the backseat when compared to their ability with their pets or knowledge. There are others who choose neither of those two and rely heavily on their skills with firearms. Mainly - The Rifle. Instead of honing skills in other departments, this Regulator chose to focus on nothing but that which would keep them alive the most. Their ability to shoot people.

_//Regulate: This Is My Rifle - The Regulator will receive no Short Range Penalty (Effects Duels). When a fight is about to begin. The Regulator will distance themselves from the main combat area. Meaning they will be void from the first round of enemy attacks if they are melee attacks. Ranged Weapons can still hit.

Level Four Skills

Once you've reached Level 4, you can choose another skill.

::COMPANION::
_//Companion::Good Boy - The Regulator has spent more time with their pet than any other living being and thus are able to understand one another and communicate better than most people would be able to by speaking. Because of this, the ability to train their companion has great increased. Allowing the Regulator to now teach their companion a new trick every level from this point on. As well as 2 for the previous 2 levels missed. So at level 4, they should have 4 skills.
_//Passive


::KNOWLEDGE::

_//Knowledge:Third Time's a Charm - The Regulator will have acquired so much knowledge at this point that the ability to randomly attempt something will be greatly increased. For this reason. All Knowhow Attempts will receive a bonus roll. They will now receive three attempts for any known Knowhow Roll Attempt. And any Pool for which they don't know anything. They will get two roll attempts.
_//Twice Per Quest. - This skill does need to be rolled for.

::REGULATE::
_//Regulate: Covering Fire - The Regulator is able to fire not at any enemy, but around all enemies to make them all think they are about to get hit. So when the entire party is done attacking. The Regulator who had waited until the end to fire goes. And when he fires the enemies are either forced to take cover or chose to defend themselves from the barrage of bullets. Thus allowing the player's party to have gotten ready to attack again. Thus halting an enemy's attack. You can only use this once in every battle. But Twice Per Quest. This doesn't need to be rolled for to work. But should be anyway for the BONUSES!. If the player rolls two Natural 20's when using this skill. The Enemies are forced to take two rounds to recover before they attack. And if all three rolls are Natural 20's. Then the enemies will either run away or give up. At GM's Discretion.
_//Twice Per Quest. - This skill does not need to be rolled for.

Level Eight Skills

Once you've reached Level 8, you can choose another skill.

:::COMPANION:::
_//Companion: Naughty Dog - At this point. Your Companion has only been able to attack and do non-combat or defensive Tricks. But now they get an Offensive Upgrade. Your Companion can now be taught Attack Tricks. For Example, 

Maul: The Companion grabs hold of an enemy's limb and thrashes violently until all the meat is torn to pieces causing the enemy to take a round off to heal themselves before they can return to battle. 

However, they can only use two Offensive Tricks per Quest.


_//Twice Per Quest - Each ability needs to be rolled for.  (Lvl+Fate+Knowhow)


:::KNOWLEDGE:::
_//Knowledge: Combat Evolved - If a Regulator knows that he isn't going to need any of his Knowledge in the coming Quest. He is able to wipe his mind clear of all things but the combat ahead. He is able to adopt the powers of the Gunslinger that has rested within them for many years and it all comes flooding out. A Regulator must have 20 Knowhow regardless. So if they only have 20 to 30 Knowhow - the Regulator will receive a +10 Control Bonus for the remainder the Quest at hand and acquire the Roll Bonuses and DMG Bonuses from having that Control. If the Regulator has 31 Knowhow or above - they will receive a +20 Control Bonus for the Quest at hand and acquire the Roll Bonuses and DMG Bonuses from having that control.
_//Once Per Quest - Must be used and told to GM before anyone rolls anything for the Quest.


:::REGULATE:::
_//Regulate: This Is My Gun - Attempt to win a battle.. before it even begins. The first roll is to find a weakpoint on your enemy. The second roll is to not be detected. And the third roll is the shot itself. This must be done with your strongest rifle. This attack mortally wounds the enemy. Meaning, the enemy won't be able to fight back. 
Must be used at GM's discretion however. 


So simply, 


Step 1: Roll a Control/Knowhow/Fate/Lvl roll to find the enemy's weakpoint. 
Step 2: Roll an attack to expose the weak spot.
Step 3: Roll the final blow attack.  

If all three are successful, then either death or a massive amount of damage is done to an enemy. GM Discretion.  
_//Once Per Quest. - This skill does need to be rolled for.





Achievements
- The First to earn the achievement will earn x2 EXP.
- Ranks 1-3 and 6 pertain to one of your Level 1,4, 8 and 12 Skills. You can only earn one of them.



Rank One - 100 EXP Reward
Man's Best Friend: 
Have 'Faithful' and not risk your companion's life to save a fellow party member when they ask for your pet to cover them.
Completed By:

See Me After Class: 
Use 'Extra Credit', transfer one Knowhow Pool into another that is used and results in you winning Quest MVP.
Completed By:

Double Kill: Use 
'This Is My Rifle' and get at least two kills and be attacked (but not reached) by at least two melee attacks.
Completed By:


Rank Two - 200 EXP Reward

Belly Rub Earned: 
Use 'Good Boy' to have companion do something worthy of being voted Quest MVP.
Completed By:

I Know All: 
Use '3rd Time's a Charm' and roll at least 2 Nat 20's.
Completed By:

Get Down!: 
Use 'Covering Fire' and roll three Nat 20's, forcing the enemies to flee.
Completed By:


Rank Three - 300 EXP Reward

Bad Girl!: 
Have 'Naughty Dog!' and have your companion deliver killing blow to End Boss and be voted Quest MVP.
Completed By:

Book Burner: 
Use 'Combat Evolved', not roll a single Knowhow Roll entire Quest, Kill End Boss and be voted Quest MVP.
Completed By:

Skip To The End: 
Use 'This Is My Gun' and kill an NPC or End Boss in a Quest while they are giving a speech. And be voted Quest MVP.
Completed By:


Rank Four - 400 EXP Reward

This One Is Mine: 
Another player finds an Epic/Legendary Rifle in a Quest.. But when the Quest ends, it is in your hands.
Completed By:

Regulators! Let's Ride!: 
Survive through a War or Invasion in which you achieved 'HERO' status.
Completed By:

Game Changer: 
Use Knowhow to alter the game in some major way.
Completed By:


Rank Five - 500 EXP Reward

The Outcasts: 
Reach Level 8 and be the first to lay the foundations of a new faction.
Completed By:


New Challenges to be added.. when a player becomes the first to achieve the 7 Possible Achievements.


Last edited by GMortimer on Sat Mar 13, 2021 1:56 pm; edited 1 time in total
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PostSubject: Re: The Regulator   The Regulator I_icon_minitimeSat Feb 27, 2021 8:18 pm

Companion Information
Every Regulator will be able to select a companion to aid them on quests. Any Regulator that chooses to have a companion will suffer from the following penalties and bonuses.


Your first pet can be something special... these are the pets that come after.

Level 1-4: Dogs, Cats, Small Reptiles and Rodents.. Insects.
Level 5-8: Tigers, Bears, Wolverines, Komodo Dragons.. Other large Earth Animals
Level 6-10: Gryphons, Small Dragons, Chimeras and Other Mystical Creatures
Level 11-15: ???
Level 16-20: ???

Companion Penalties




  • The Regulator will receive a -1 to rolls involving Arcane Attacks.
  • The Regulator will receive a EXP/$$$ penalty if their companion dies less than halfway through a quest.
  • Each Companion will start with 15 Lives. If the Companion dies 15 times, the Regulator will lose 1000 EXP. Best to retire a pet on that last life.
  • If a Companion loses 14 lives in goes on 5 more and survives. He will earn 10 more Lives. 
  • Plus, become a Legendary Pet. More info later.
  • Each Regulator is allowed only 1 Companion for every 4 Levels. And only allowed to Capture and Train (Through Roleplay) 1 pet per level.. so if they all die within that span. No mas. So you can have at least 4 pets on stock.. with the option to make that pet a Companion through roleplay.
  • If a Companion dies. The Regulator can transfer any taught skills to a new pet.
  • The Companion can only attack and perform non-combat Tricks and Skills. Except if Regulator acquires The Level 8 Skill 'Naughty Dog'.



Companion Bonuses

- Each Regulator will earn a new free Knowledge Pool 'Animal Control'.

Animal Control - Bonuses to giving commands to a Regulator's Companion. Will be voided by things that should already be required for pets.. like fetch.  and attack!


+1 - Wild Animal
+2 - Stray Dog
+3 - House Pet
+4 - Rin Tin Tin
+5 - Lassie

Hit Points & Stats


  • Each Companion will have half of the Total HP/AP of their owner. Meaning if a player has 200 Base HP and 100 AP for a total of 300 HP. Their pet will have 150 HP.

  • Each Companion will do half of the Total DMG of their owner. Meaning if a player has a total DMG of 40 DMG. Their pet will do 20 DMG per attack.

  • Each Companion will be able to do 2 Actions Per Round. Using a 'Trick' will require 2 Actions.

  • Each Companion will have bonuses to actions that their owners don't. These are the basic Tricks that all pets should now. Some will have restrictions. Affected by Animal Control.



Tricks

All of Which require one successful Animal Control Roll.

These are just examples. In the end, it's up the GM running the Quest.


All Companions

Retrieve: If an item needs to be recovered. The Pet can attempt to get it.
Action: Any Pet should be able to go across a room and flip a switch..
Tight Squeeze: If a GM thinks your pet can fit into a small area, then you can send them into a place that other's can't go.
Cover: Protect either the owner or another party member.
Attack: Pretty basic.

Small to Medium Companions: Dogs, Cats, Mammals, Birds
Graceful: If an event calls for a pet to climb a tree or be graceful in a situation. Obviously, the larger the animal gets - the more difficult this becomes. And is at GM Discretion.

Medium to Large Companions: Larger Dogs, Mammals.. Eagles, Bears, Tigers, Dragons
Carry: If a person needs to be dragged away from something dangerous or be carried to a specific location.
Takedown: Are you chasing an enemy who is slightly faster than all of you? Well if you have a fast animal such as a large dog, large cat or a bear that is cable of taking down a person. You can send your pet forth to grab onto and takedown an enemy. Of course this can be dodged by the runner.

Skill Tricks

Each Pet starts with one Skill Trick. For every 2 Levels of a Player, they can teach each pet a new trick. These tricks must be OK'd by a GM and must be roleplayed teaching them to your companion. There are two different kinds of Tricks.

The Roll Skill: The Roll Skills (See 'Seek Treasure') are commands given to their pets for a specific purpose.
The Passive Skill: The Passive Skills (See 'Alert)' are something that the pet should be able to do at all times and don't normally have to be rolled for. At GM Discretion.

Trick Examples

Seek Treasure: Like searching for truffles. The Companion has grown accustomed to the scents of materials liked by their owner. This includes the ability to locate specific metals like gold or weaponry, or magical materials soaked in Mana. These treasures can either be rewarded to the play in the form of Bonus $$$ at the end of a Quest or be a full blown Legendary Weapon. It is all at GM's Discretion however.
Alert: A strange scent is picked up by your companion. They not only are able to point in the direction of the possible threat, but are able to give the owner 
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