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 The Juggernaut

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PostSubject: The Juggernaut   The Juggernaut I_icon_minitimeTue Feb 16, 2021 7:07 pm

The Juggernaut

Coming Soon...



Class Information:

Sometimes when they say "bring in the firing squad", it refers to one person.  The Juggernauts fighting style is about dispensing as much firepower into the air as possible.  This could be in the form of a single powerful cannon that deals massive damage or unleashing a flurry of bullets that would turn a person to swiss cheese.  They wield shotguns and massive revolvers like they're one handed weapons and rarely have to resort to melee combat because they come prepared and it's not common to see one run out of bullets.  To make up for the fact that they don't favor hand 2 hand combat, they are surprisingly nimble despite the weapons they carry.

Attribute Restriction:

Control: 20
Athletics: 20

At Character Creation, a player selecting this class must put at least 20 in both Control and Willpower Attributes.

Class Bonus & Penalties:
+ The Juggernaut will receive a +1 to Rolls involving Big F*king Guns, Large Machine Guns, Laser Cannons etc..
+ The Juggernaut will receive a +1 to Rolls involving Hand Cannons, Shotguns
+ The Juggernaut will receive a +1 to Non Combat Athletic Rolls.
Example: Dodges, GM Threats, Jumping from a collapsing building into a helicopter.

- The Juggernaut will receive a -1 to Rolls involving Arcane.
Example: spells, being helpful at Trivial Pursuit: Magical Edition.

Gear Focus:
These are the weapons/armors that Juggernauts will receive a +1 to Rolls with and can use Legendary Items of the following.
They will receive a -1 to Rolls using any Legendary Weapon/Spell type not on list below.
They will be able to use the DMG and AP of Weapons/Armor/Spells.
They will not receive any bonuses for Legendary Items not on the list.

Weapon/Spell Restriction:  

Primary Range: Heavy Machine Guns, Laser Cannons, Actual Cannons. Any Weapon larger than assault rifle.
Secondary Range: Hand Cannons, Shotguns +1 to Rolls, Legendary Gear Allowed
Primary Range: Brass Knuckles

Legendary Armor Restriction:


Torso: Leather Jackets/Vests
Legs: Jeans, Combat Pants ..no heavy armors.
Head: Any Helmet


The Juggernaut Skill Strand: HOT LEAD - HEAVY METAL - RAIN FIRE


Level Skills:  Pick a Path that best suits you. This does not affect what other skills you may choose down the road. 
Heavy Metal, Hot Lead or Rain Fire.


Level Three Skills


:HOT LEAD:

The Juggernaut has no particular target in mind, but instead an objective.  For this to happen, The Juggernaut must attack last. Right before the enemy either charges forward or opens fire - The Juggernaut unleashes round after round, not at a single enemy but just over the heads of all of them.  Forcing them to rethink their strategy as they assumed the party was done attacking.

Hot Lead:Suppression - Passive. - The Juggernaut can forgo attacking any of the enemies and instead force them into cover.  The number of successful rolls they have determines how many enemies duck for cover.  A Nat 20 however will do normal damage.  If they do this on a boss, it's GM discretion but normally just remove one or two of the Boss's attacks.

:HEAVY METAL:

Believe it our not there are some Juggernauts who believe in ammo conservation.  Sure they may still lay down the occasional trigger happy escapade, but among those rounds flying through the air is the killing blow.  The other bullets are simply a distraction to lure you into the sweet spot, then the Juggernaut knows that the next round out of the barrel is on a collision course with an enemy's skull.

Heavy Metal:Magazine  - Passive. - If The Juggernaut makes all four attacks and they are all above 20+, The Juggernaut gets an extra bonus attack and this attack will get bonus DMG of Levelx10 added to the total.  

:RAIN FIRE:

This is the Juggernaut that gives the stereotype that everyone expects when someone walks into a battle with a chain gun.  They are prepared, they have enough ammo to wage a war on their own and they don't really care about the damage done in the process.  Their objective is to end the battle as quickly as possible and to do that they have one goal.. More bullets - less problems.

Rain Fire::Trigger Happy - Passive. - If a Juggernaut makes four straight successful attacks, they'll get another four attacks.  Unfortunately they'll have to reload after that.  However, doing chain attacks like this will void all Bonus DMG and Critical DMG addons.



Level Six Skills


::HOT LEAD::

Hot Lead::Surgical - Most heavy weapons are meant to do damage over a wide area, but if you were to focus all your attacks on a single point. The results can be quite messy.
Once Per Quest - The Juggernaut's threshold for hitting its target goes down to 13. Meaning all attacks 13+ will count as successful attacks.

::HEAVY METAL::

Heavy Metal:Lay Waste - If an enemy is fortified or has a shield of some sort that is preventing you from attacking them. The Juggernaut can obliterate the shield, magic or tech with a constant barrage of attacks. This will do no damage, it's only goal is to do as much damage to the shield to bring it down.
Twice Per Quest - Forgo attacking the enemy to destroy a shield or barricade.

::RAIN FIRE::

Rain Fire::Spread The Love- The main goal of most heavy weapons is to disperse damage across a wide field to prevent enemy's forward progress. A Juggernaut can spread out his attacks to do minor damage to all enemies, but give them such a sense of fear that they will also forgo attacking this round until the bullets stop. Basically, divide the attack damage by four and make that the damage dealt by each attack. So if the Juggernaut does 100 DMG Per Attack, now it will do 25 to all enemies regardless of number. However, if one of these attacks land, all the enemies will have to skip their next round of attacks. That does mean, if all 4 attacks hit, it will also do 100 DMG to All Anemies.
Twice Per Quest. - Do 1/4 DMG per roll to attack all enemies. If one attack is successful, the enemy loses their next round of attacks.


Level Twelve Skills

:::HOT LEAD:::

Guilt:::Beast of Burden - The Road Warrior will receive a permanent +5 to their Willpower Attribute. As well as the ability to dump all of their MP into their HP at the start of any Quest if they don't feel like they'll be using it.  
[/b][/b]
[/b]
- The +5 Willpower is Instant and permanent
- The MP Dump must be told to GM before Quest or Duel.

:::HONOR:::

The enemy is about to open fire and the Road Warrior sees two rookies not paying attention. While many would sit back and watch the kids learn their first lesson, the Road Warrior cannot let it happen. He runs forward and draws the attention of all the bad guys, his reward is little, but those he saved will never forget it and may just learn a lesson in the process.

Honor:::Gimme Shelter - The Road Warrior will receive a permanent +5 to their Fate Attribute. Also, Once Per Quest, the Road Warrior can protect all or some party members. The chance of getting hit will go up greatly, but the Road Warrior will only take half damage from all attacks or he can combine this skill with a Race's Evade Skill. If he uses this skill and dies in the process, he still gets all EXP/$$$ from quest instead of half for death penalty, if he ends up being voted MVP alive or dead, he will get x2 EXP/$$$.
[/b]
- The +5 Fate is Instant and permanent.
- Once Per Quest. Eat all the Damage for an entire round.


:::CHAOS:::

Sometimes, madness is the best option for survival. Some people don't wait for the enemy to finish his speech about why he did the evil things he did. They don't wait for the mad man with the bomb to finish listing his demands before he blows up a city block. Sometimes, the consequences of one's actions are solely to blame on the person who just wanted it all over with as soon as possible, so that they could go back to the bar for a beer. Sometimes they have to be the mad man with the bomb.

Chaos:::Wild Horses - The Road Warrior will receive a permanent +5 to their Knowhow Attribute. Also, once Per Quest, the Road Warrior has the chance to end things quickly or at least speed the process up. If the boss is given some long winded speech, or one final puzzle lays between you and the treasure. Whatever the situation, The Road Warrior can use any means and has a chance to end things quickly. By either charging ahead of the dangerous traps, or throwing a bomb at the Demon Lord's feet. Or kidnapping a mobster's daughter and attaching C4 to her face. Or convincing a group of Raiders that a party member is the son of the President of InterCity and will answer any ransom demands. Use your imagination. But give the GM some time to also think on their feet. If this roll fails though. There is a chance of losing any $$$ reward or treasures.  This ability allows the Road Warrior the chance to become an instant expert to get the job done. They get a +5 to all Knowhow rolls for one action.[/b]
- The +5 knowhow is Instant.
- Once Per Quest. - Requires a Level+Fate+(Any other attributes a GM feels would be relevant). Road Warrior gets a +5 bonus to the roll.


Level Fifteen Skills - Coming Soon...



Achievements
- The First to earn the achievement will earn x2 EXP.
- The first 3 Achievements pertain to one of your Level 3, 6, and 12 Level Skills. You can only earn one of each.
- The rest of the Achievements are available for all Road Warriors to attempt.


Rank One: 100 EXP Reward

Tis But a Scratch:
After using 'Toughness', finish a quest with only less than 60 HP remaining.
Completed By:

Prepare to Die
Use 'Battle Ready' and kill at least two enemies in first round.
Completed By:

Gore Mode:ON:
Earn 'Carnage' after killing an enemy. And use 'Carnage' to kill another. 3 in a Row.
Completed By:


Rank Two: 200 EXP Reward

I Plead Not Guilty:
Use 'Wartorn' and kill at least two rival gang members during a Quest.
Completed By:

Medal_of_Awesome:
Use 'Safeguard' and defend another player for entire quest; survive and be voted MVP.
Completed By:

Frenzy Mode: ON:
Use 'Mad Man' to kill a boss.
Completed By:


Rank Three: 300 EXP Reward

Beast of Honor:
'Use Beast of Burden' to ignore at least 1000 DMG.
Completed By:

Hero Mode: ON:
Use 'Gimme Shelter' to protect 2 people that would have died. One of whom is voted MVP.
Completed By:


Hero Mode: OFF:
Use 'Wild Horses' that ends up getting a party member killed but you win the day.
Completed By:


Rank Four: 400 EXP Reward

One of a Kind:
Be offered an Epic Item by an NPC and do not accept it. Or find an Epic Item and give it to someone of a lower level.
Completed By:

War is Hell:
Survive through a War or Invasion in which you achieved 'HERO' status.
Completed By:

Is That For Me?:
Acquire both an Epic Revolver or Shotgun and an Epic Katana.
Completed By:


Rank Five: 500 EXP Reward

The Road:
Reach Level 8 and begin The Trials of The Road. You have to complete each task during the level stated.
- Level 8: Have a news story written about something you did that doesn't identify you by name or photo. Non-Quest/Duel/Event.
- Level 9: Kill a fellow party member for doing something stupid that could have gotten everyone killed.
- Level 10: Confront a GM Controlled Villain and duel them (with stats) in the main channel. And Win, obviously.
- Level 11: Terrorist or Freedom Fighter? Do something to alter the city that may lead some to question your actions.
Completed By:

When someone completes all possible Achievements. More will be added.
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