Gear Head

GEAR-HEAD

The Gear-Head is SOD's class primarily focused on ranged, physical attacks rather than spells. It's so focus on it, in fact, that they class even gets to build its own custom firearm rather than needing to use the normal types! Gear-Head's signature gimmick is that their personal gun gets powered up through attachments which are added from many of their attacks for the remainder of battle… or they can be expended by specific finisher type attacks for particular impressive attacks. Gear-Heads are a bit less adverse to defending to reload than most classes, as their custom firearm itself (as well has a few abilities) grant bonuses when doing so. don't worry about downtime on that front. The Ammo size of your firearm will play a big role in the sorts of abilities you find most useful, but you can always adjust that anytime you rest at the inn if you feel like things aren't working quite as well as you'd like.

Level 0

What you get when generating a new Gear-head character.
- 3 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 2 Dazed Ability out of a list of 4.

Passives

[P] Gear-head's Endurance - The Gear-head gains +10 Maximum HP, and +5 Maximum MP. Additionally, when not engaged in battle, the Gear-head may spend LP to recover HP, which each LP spent recovering +10HP.

[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. Weapon enchantments are capable of being transferred onto the custom firearm from other magical weapons, and additionally the Gear-head is capable of doing this themself as part of a full rest, but may not transfer enchantments onto other pieces of gear. The custom firearm also generates Pin momentum on basic attacks.
Clip: [6 Damage, 4 Ammo, 2 WGT], [8 Damage, 3 Ammo, 4 WGT], or [10 Damage, 2 Ammo, 6WGT]
Barrel: [1d10 potency die], [1d8 potency die, 10 Critical], or [1d8 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 to a single target. M-Pin.
Attachment: +20 Accuracy. When landing a hit with a roll of 81 or higher, recover 1 LP.
C Pin: This attachment counts as two attachments when discarded, or laser sighted's effect is granted to all allies with Switch Strike.
C Air: The Gear-head recovers +1LP.

[T] Semi-Auto: 4MP. 80CoS. Deals weapon damage to a single target, and has +20 Critical. M-Rush.
Attachment: +20 Critical. When you score a critical, deal an additional +2 damage.
C Rush: Inflicts Short Shock II.
C Fire: Deals +4 damage.

[T] Roaring Carbine: 5MP. 80CoS. Deals weapon damage +2 to a single target. M-Launch.
Attachment: +3 damage.
C Launch: Inflicts Short K-Shatter II.
C Recovery: May only be activated on a Critical, not just a normal Hit. Recover +1 Ammo with the Firearm used in this attack.

[T] Bunker Buster: 3MP. 80CoS. Deals weapon damage to a single target, 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] Switch Strike: 3MP. 80CoS. Deals weapon to a single target, and discards all attachments. Select a single ally - their next Technique benefits from every attachment you just discarded. M-Pin.
C Launch: Quicken 3 the ally.
C Water: Restore +5MP to the ally.

[T] Equalizer: 6MP. 80CoS. Expend all bullets from your firearm. Deals weapon damage to a number of targets equal to the number of ammo expended. M-Rush
C Recovery: Recover +4 MP.
C Rush: +4 damage.

Overdrive Abilities

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

[OD][T] Overdrive: Bring It Down: 60CoS. Make two separate attacks that deal weapon damage against a single target while only consuming 1 Ammo. Scratch 5 on a miss. If both of these attack miss, instantly reload the firearm. 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.

[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 1 (Quick)

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 with attacks against it.

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

Level 2 (Active)

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 a single target target. M-Pin.
Attachment: Slow 1.
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 to a single target. 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 (Active)

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 to a single target, 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 Launch: +4 damage.
C Water: True Strike two other enemies rather than one.

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

Level 4 (Passive, Skill)

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

[P] Clean Barrel: The Gearhead's first attack each battle does +4 damage. Their first attack after reloading does +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 on attacks against it.

Level 5 (Upgrade/Slot)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. 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 Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, 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 7 (Passive Upgrade)

At level 7, you gain the following Passive ability:

[P] Reclaim: Anytime the Gear-Head discards their attachment parts, they may select a single one and keep its effect.

Level 8 (Active, Skill)

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

{T] Unstable Reactor: 5MP. 80CoS. Deals weapon damage to a single target, and grants +1 Drive to the Gear-head. M-Rush.
Attachment: The Gear-head gains +1 Drive on a successful hit.
C Launch: +4 damage.
C Fire: Inflicts Long Burning.

[T] Radioactive Blaster: 3MP. 80CoS. Deals weapon damage to a single target, 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, Long Exhaust.
C Fire: Inflict Short Burning II.
C Recovery: Dispels a single positive statuses as well.

Level 9 (Overdrive)

At level 9, 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 to a single target. Scratch 6 on a miss. 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 grants all allies Short Element Saber of that element. Momentum generated is the same as the element picked.
Attachment: You have Long Element Saber until this part is discarded.

Level 10 (Passive)

At level 10, 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 11 (Active)

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 to a single target, and discards all attachments. For each discarded attachment, suppress the target by -1 Drive. M-Pin.
C Rush: Push or Pull the target into the opposite row.
C Fire: +4 damage.

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

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. 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 Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive ability:

[P] Triple Barrel: The Gear-Head's custom firearm can have up to three separate magical enchantments placed on it at a single time, rather than one.

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