[size=32]Regulator[/size]
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 PointThe 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 SkillsOnce 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 SkillsOnce 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.