Level 1 ¶: 1V, 1/r,
Touch a slain Boss: They are Erased from the chalkboard; you gain one of
their abilities permanently (this will be similar mechanics to how
Uncommoner3 works).
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Level 1 ¶: Megabuster:
You always have a (free) Megabuster weapon for either
hand, which fires an endless supply of energy pellets. Your energy
pellets have a range of 30*LVL feet. You have two options when firing:
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[1] You can fire on one target;
this is treated as a normal weapon attack (you need to roll to hit as
usual). Base number of attacks as per Dart, dmg
= LVLd10 with Dex bonus and specialization for
TH/dmg. Critical is (20-lvl)+/x(LVL+2)/2.
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[2] You can spend 1V
when attacking and charge up your shot. This allows for x2 dmg.
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Level 2: Boots upgrade: +1V action.
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Level 3: Helmet upgrade: You have Head’s P:
headbutt (1d10/1d10, 19+/x2).
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Level 4: Megabuster upgrade: [3] You can spend 1F
when attacking and deliver a super charged shot. This hits a group and
does x3 dmg.
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Level 5: Armor upgrade: You take half
damage from all attacks.
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Level 5: CF=5: X’s Golden armor: You have access to all level 6 and 7
abilities now.
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Level 6: Energy chip upgrade: Regen Con/s.
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Level 6: Arm chip upgrade: Base number of
attacks with megabuster as per needle.
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Level 7: Leg chip upgrade: 1V: Fly this
segment.
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Level 7: Body chip upgrade: You take 1/LVL
damage from all attacks.
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Level 8: Dragon punch: 1P, one attack: Slay
one target (PPD save, TechR to resist).
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Level 8: Hodoken fireball: 1F, one attack: Capital
S slay one target (no save, TechR to resist).
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Level 9: X beam sabre: You have a green
light sabre. It is a size M weapon, damage 1d20, +LVL TH and +LVL dmg, and a crit range of
19/x2 and 20/x3. You can charge it like the megabuster
for x2 and x3 damage. When charged, it gains a range increment 10*LVL ft.
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Level 10: Zero’s black armor: 1F: Slay one
group (no save, TechR to resist).
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Level 11: Gaea Armor: Immune Spikes and you
can fly (maneuverability class C).
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