Homebrew AGENTS of Eden-227 Species Details
Physical Description
AGENTS are typically human, sporting high-tech gear, or prepared supplies. AGENTS range in skill level, starting from a novice that has no skill in their abilities, to a veteran who can take on the strongest of hostiles and win. AGENTS are usually around 5'6"-6' in height, and typically are medium in size. AGENTS sport fairly different clothes between each person, typically colored or designed to match their class, skill level, and technology.
AGENTS are medium in size.
AGENTS base walking speed is 30ft.
AGENTS are usually 20-50 years of age.
History
After Eden-227's apocalypse event, storms reign the land, bringing toxic snowstorms into the world. The AGENCY had set up a lab on this planet, which had been taken over by cultists of the Reikgon, a demon group that have evil powers that appeared on Eden-227. After the AGENCY fell, AGENTS of Eden-227 took up shelter in a storehouse near the back of a small gap in Eden-227's earth, too high to climb out of, but not too high to fly out of. The storehouse is safe from the storm, and guarded by sentry turrets that deactivate once the storm hits.
As said, the walls are too high for a normal person to climb out of, but not too high to fly out of. After the evacuation event, which helped the AGENTS of Eden-227 escape the planet, they met with the AGENCY on New Earth. Now, all the AGENTS that escape from Eden-227 live to die another day, living on New Earth, and returning back to Eden-227 to fight the forces that infest Eden-227, attempting to take back the planet as their own.
Society
Typically, AGENTS appear in groups of 1-5, fighting all that attack them. AGENTS fight for the AGENCY on Eden-227 and other planets, keeping peace and freedom. They are loyal, and fight to their death. Each AGENT is fit with special technology and weapons fit to their perk, such as the Drifter, who is fitted with smoke bombs and a arm-mounted blade named 'Dread', or the Lazarus, fitted with the ARTIK-NCU to help stimulate teammates. AGENTS live to die, they fight to take back what is theirs.
AGENTS are always True Neutral.
AGENTS of Eden-227 Traits
With the strength they bear, but the frailness of their beings, there will be different synergiesParrying
If an enemy attacks you, you can roll to time a parry that negates you from taking damage, and stuns the enemy till their next turn.
You must roll a number equal or greater than the enemy to successfully parry their attack. Both you and the DM must roll 1D20.
If you succeed, you will take no damage, and you will stun the enemy till their next turn.
If you fail, you will take +1 damage and be slowed to 10ft until your next turn.
Shoving
Shoving can give you an advantage in battle, shove your enemy to push them back and stun them.
Stun lasts for 3 seconds. Shoving will push them back 3ft.
Shoving costs no actions, but you need to roll 1D6 to see if you succeed.
If you roll above a 3, you succeed.
You can only shove once before needing to wait till your next turn, this can be used as an advantage to keep someone back.
Morality
Every time a member of your party dies of any cause, get +1 Morale stack.
Morale is a temporary debuff that inhibits 33% of all abilities, making them 33% weaker.
Morale maxes out at 4 stacks.
Infection
Due to a viral infection that is lethal at high stages, you must watch yourself.
The player must set a timer for 10 minutes, every time the timer goes off, they will increase their infection stage by one.
Players can only reset the timer if they are healed by any healing spell, cured by cleansing spell, or they perform a Long Rest.
You cannot get rid of the infection, you cannot send the infection back by a stage.
Don't let the stages get too far. Stages of infection below.
Stages of Infection
Stage 1 - No effect.
Stage 2 - Movement speed decreased by 5ft.
Stage 3 - Armor class decreased by 2, max health decreased by 1. Includes effects from prior stage.
Stage 4 - Armor class is decreased by 5, max health is decreased by 3, and movement speed is decreased by 15ft. Replaces prior stage effects. Frequently incapacitates as well as blinds the character for 5 seconds.
Stage 5 - Instant death.
Sprinting
Sprint for faster movement speed, movement speed increases to 40ft while sprinting... Careful, sprinting to long will exhaust you!
Increase your movement speed to 40ft
Sprinting for longer than 10 seconds will add 1 level of exhaustion, and slow you down to 20ft. If the person continues to sprint for 10 more seconds, another level of exhaustion will be added. Repeat for every 10 seconds past the initial 10 seconds till automatic death.
If the player chooses to stop sprinting, their movement speed will drop to 10ft, and the levels of exhaustion they gained will go down every 7 seconds. Exhaustion debuff will be removed upon every level of exhaustion being depleted.
AGENT Training
You are proficient in 3 weapons of your choice.
Apostle
You are not evil, yet, you still were once.
You betrayed your kind to help the AGENCY, how crazy, yet admirable.
"Drawn to the occult, absorbed by the shadow and chose rejection, yet still alive to tell the tale. You believe in your end drawing near."
Theourgia's Hand
Sacrafice 3 hp to use a special weapon called Theourgia's Hand, allowing you to do a heavy attack and mark an enemy. Damage for Theourgia's Hand can be calculated with 1D10+your STR modifier. You can put away Theourgia's hand at any time.
Marked enemies will heal you for 5 hp when they are killed, healing applies when they are killed in any way by anyone.
Seal of Reikala
You can use one of your actions to use the Seal of Reikala.
The Seal has one charge.
All abilities do damage to the character.
Actions
The Seal of Reikala: Summon a Shadow Hunter into battle to do your bidding. Shadow Hunters share your armor class, health, stats, and stat modifiers. You do not have lifelink to your Shadow Hunters, so feel free to let them tank hits for you. You can only have a max of 2 Shadow Hunters at a time. Shadow Hunters will add another character for you to use in battle. Shadow Hunters restore 25% of your charge for every kill that they get. Using this ability will use 1 charge, and costs 5 health to use.
Condemnation: Throw a stake that marks enemies. Marked enemies that are killed will heal you for 5 hp, no matter the cause of their death. Using this ability costs no charges, but costs 2 hp per use. Roll 1D8 to see if you hit the enemy, must have over a 4 to succeed.
Charges
Your charge is unaffected by Long and Short Rests. However, your Shadow Hunters can fill your charge by 25% for every kill they get. If all Shadow Hunters are dead, your charge passively increases by 1% every 5 seconds.
Shadow Hunters
Shadow Hunters follow you outside of battle, if they live through them. They cannot be healed by any healing spells.
Honorbound
You refuse to pick up melee weapons at times.
Roll 1D20 to see if you can acquire and use a melee weapon, otherwise, leave it for someone else.
You must get a 15 or better to pick up the weapon.
This does not apply to ranged weaponry.
Firearms Newbie
You have reduced recoil control on all ranged weapons.
Blind Eye
You have the inability to aim with any ranged weapon, making you less accurate.
Heavy Metal
Due to how much metal is in and is protruding from your body, you move slower.
Movement speed is decreased by 10ft.
Vengeful Shadow
Whenever any of you party members dies in battle, you gain all your charges back.
This does not include mindkilled enemies, Thrulls, or Shadow Hunters, as those are characters made from different perks.
Shadow Mind
You are immune to any types of manipulation or mind control.
Sturdy Metal
You are immune to broken arms.
Metal Bones
Your body is stronger than most.
Max hp is increased by 4.
Shadow Lungs
You feel cold air fill your lungs, even when you don't breathe.
Increased maximum stamina.
Grants you one extra turn.
Arbiter
Power comes at a price.
Timing is always key.
"You believe that taking initiative and setting things straight first is the only way for survival to succeed."
Augmentation 'Knuckleboom'
You can expend an action to use an the 'Knuckleboom'.
This item has 4 charges.
This item can be used to gain mobility.
Actions
Knuckleboom: Fire the Augmentation at an enemy. Roll 1D8 (Need above a 4 to succeed) to see if you hit, then roll 1D6+your STR modifier for damage. After rolling your 1D8 for accuracy, roll 1D6 (Need above a 3 to succeed) to see if you launch the projectile further than it would normally go. If you fail this check, do not roll for damage. Explosion from the projectile has a splash range of 10ft. All enemies caught in the blast radius take damage. This action takes 2 charges.
Blast Jump: Fire the Augmentation at your feet, blasting you up to a minimum of 15ft, and a maximum of 45ft. This does NO self-damage. This action takes 1 charge, and can be used outside of battle.
Charges
Charges are instantly restored once per Short Rest, Charges are restored once and damage is doubled per Long Rest, until the next rest comes around.
Slow Hands
You reload all ranged weaponry slower, as well as having reduced accuracy while shooting from the hip.
Clean Blood
You are strong, your blood runs well.
+3 max health.
Strong Legs
You are immune to breaking your legs.
Break-Bone Swings
Your attacks are strong, boosted by sheer will and your Knuckleboom augment.
Your STR gets a +1 modifier.
Artillerist
Aim for their head.
Boom, headshot.
"One shot one kill - an art form you believe in, with every shot capable of opening opportunities."
Quick Hands
You're trained in reloading.
Reload all ranged weaponry faster.
Deadeye
You don't need to aim to shoot.
Increased hipfire accuracy.
Lucky Shot
You find more ammo in piles that others don't.
Scavenge more ranged weapon ammunition.
Ranger's Sacrifice
You feel weaker when shooting a gun, all because they might shoot back.
Armor Class is decreased by 3.
Melee Hater
You using your ranged weaponry has tainted your melee abilities.
Your shoves are less efficient, shoving enemies only 2ft away while stunning them for 2 seconds.
Shoved now need 1D12, and you need to roll over an 8 to succeed.
M.A.G.N.U.M. 'Impusca Vana'
You can use your action to fire the high-calibre Impusca Vana.
This item has 3 charges.
This item uses a unique headshot mechanic, and features a unique buff.
Actions
Draw: Draw the revolver, wait 2 seconds, then fire. Headshots deal 3 times the amount of damage a body shot would. Roll 1D6 to see if you hit (Need a 3 or more), and then roll 1D6 to see what you'll hit (1-3 for body shot, 4-6 for headshot). Body shots deal 4 flat damage, and headshots deal 12 flat damage. Upon hitting a headshot, gain the Deadeye buff (see below). This weapon ignores all resistances and armor. This action uses 1 charge.
Deadeye
Upon hitting a successful headshot, with no need to kill the enemy, you gain the Deadeye buff. The effects are as follows:
Increased recoil control on all ranged weaponry.
Faster reload speed.
Faster aiming speed.
No inaccuracy.
Buff will persist till the end of your next turn.
Charges
Restore all charges instantly upon Short Rest. Restore all charges, and gain double revolver damage till the next rest per Long Rest.
Beserker
Throw the final blow.
Hit hard, break skulls.
"Carving a path through relentless battles, you believe that survival is to overcome anything alone, no matter the odds."
Fighter's Fury
Increased melee damage from your days at the gym.
STR gets a +2 modifier.
Resistant Flesh
You hold steady and take hits, as they lightly cut your stone-hard skin.
Armor Class is increased by 2.
Defensive Lord
Due to your defensive nature, you are strong against enemies.
You are unable to be grappled.
Warriors Pride
You cannot shoot well.
You have decreased hipfire accuracy, and increased recoil with all ranged weaponry.
You also scavenge less ammunitions for ranged weaponry, by 3/5.
Calamity Serum
When it's your turn, you can use the Calamity Serum.
This item has 1 charge.
Action
Use: Slam the Calamity Serum into yourself, injecting yourself with it. Under the influence of the serum, you gain +3 flat damage to all your rolls, and gain +5 armor class. Every kill grants 2hp, and increases the time you get to use the serum. You are immune to breaking your legs and arms while the serum is active. You have an added 2 turns as well. This effect persists for 10 seconds, and if you manage a successful 3 kills, you gain a full charge without having to rest. Each kill resets the timer back to 10 seconds. This action uses 1 charge. After the duration is over, you'll get fatigue (see below).
Aftereffect
Fatigue will be applied once the serum wears out, slowing you down to 20ft, and your STR gains a temporary -7 modifier. This effect lasts 10 seconds.
Charges
Charges can be restored once per Short and Long Rest, no benefit for long rest.
If you successfully kill 3 enemies while under the effect of the Calamity Serum, you will get a charge back for free.
Blitzer
"BOOM goes the Scav! BOOM goes the enemy! BOOM goes the teammate! Wait, what? Oh, oh no..."
Bombs path your way to success.
"You believe in the brave and the risk takers who have survived from their commitment - you intend to be part of that list."
Sharp Eyes
You know your weapons and can use them well.
Aim down sights faster with all weapons.
Tough Cookie
You're resistant to most types of damage, maybe because of all your scars.
Armor Class increased by 2.
Strongarm
Your arms have grown used to the repercussion of grenades detonating too close to you.
You are immune to breaking your arm.
Shrapnel Armor
You have taken so much hits from shrapnel, that it's like a paper cut to you.
You are immune to all explosions.
Broken Bones
No matter how you try, you can't seem to stop the pain.
STR gains a -2 modifier.
Broken Traps
You deploy traps significantly slower.
'Izbunchi' Gift
You can expend an action to toss an air-bomb at an enemy, or into the battle field.
This item has 6 charges.
Air-bombs can stick to any surface, use this wisely.
Air-bombs have team damage.
Actions
Toss: Throw a bomb wherever you like. The bombs have a blast radius of 15ft, and deal 7 flat damage. Bombs deal damage to both enemies and allies, so be careful where you throw them. You can expend another action to detonate all bombs, dealing 7 damage to enemies within the radius of each bomb. This action costs 1 charge.
Plant: Plant a bomb at your feet, causing it to act like a mine. Whenever an enemy gets too close, you will automatically detonate the bomb, knocking you prone, but dealing 14 flat damage to anyone nearby (excluding you). The bomb will send you back 5ft, so be weary of where you place it. This action costs 1 charge.
Detonate: Detonate all bombs on the battlefield, be weary of your positioning, because they may harm allies. This action costs no charges.
Charges
Restore all charges instantly once per Short Rest, restore all charges instantly and plant bombs without expending any charges, with double the repercussions (knocks you back 10ft, incapacitates you) per Long Rest.
Crosslink
"Snares: The Perk"
Trap them all, and you shall live.
"An elegant dancer, from one wire to another on a razor thin thread - you believe true finesse can carry you to the end."
Speedy Placement
You place traps faster than normal.
Lucky Shot
As long as you shoot from the hip, you'll be okay.
Increased hipfire accuracy on all ranged weaponry.
Quick Footing
You run often, playing with the ones who don't.
Movement speed is increased by 5ft.
Shattered Reality
You know your weakness, and try not to let others exploit it.
Armor Class is reduced by 3.
Heavy Breather
You can't breathe, even if you run for long times. You just can't fix your respiratory system.
Max stamina reduced.
Cross-Wire Spool C3-7
You can expend an action to drop snares and spikes into the battlefield.
This item has 5 charges.
Actions
Place: Place 5 knives in any pattern you like, connecting the knives to each other via a snare link. Knives can be thrown up to 7ft. Snares will incapacitate enemies till their next turn, and deal 3 flat damage. Snares do not trap allies. Snares will break after 3 enemies hit them. Snares will affect enemies with bleed. This action uses 1 charge.
Retract: Retract all knives into your device. Any enemies that collide with a knife will be damaged for 7 flat damage. Enemies that are directly in front of you will always collide with knives. Hit chance is dependent on range. This will also refill some of your charge slightly. This action uses no charges.
Charges
Charges refill over time at a rate of 5% every second. Retracted knives will fill your charge by 10% per knife.
Damned
Hope is lost, but you haven't given up yet.
Morals are no longer of your concern. Fight or die.
"Condemned and cursed, you've lost everything. The only way forward is to survive when all is lost."
Note: This is a challenge character, play at your own risk.
Moraless
Immune to all forms of Morale.
When a teammate dies, do not add a Morale stack to yourself.
Frail Being
You have decreased combat capabilities. You're stuck at an all time low.
-1 to STR, CON, and DEX.
Survival Issues
You can't take the pain.
After every Short or Long Rest, you wake up starving and thirsty. Takes 2x the rations it would normally take to fill you up.
Abused
Your movement speed is inhibited by your abuse.
Movement speed decreased by 5ft.
Drifter
A sneaky warrior.
Ambush them all.
"Drifting amongst the shadow, one to one with the great smoke, you believe in the truth, and that one day, it will be known."
Exhaustionless
You are immune to exhaustion, sprint for eternity. Sprint speed increased to 45ft.
Strong
Gain a +1 modifier to Strength
Strong Legs
You are completely immune to breaking your legs.
Anchor RSB/M.B Type Dread
On your turn, you are allowed to use your action to use the blade mounted to your arm.
Gain a movement speed boost of +5ft when in use.
Drop a smoke bomb on use, cloaking you until you use all charges.
This item has 4 charges.
Actions
Bane of Enemies: Do a light slash, dealing 1D6+your STR modifier. Uses 1 charge. Attack range 5ft.
Dark Arts: Perform a dash and a heavy slash, dealing 2D6+your STR modifier. Any kill you get with the heavy slash will restore 1 hp. Depletes all remaining charges instantly. Dash range 2ft, attack range 5ft.
Options
Option 1: You can use the arm blade normally.
Option 2: Drop an anchor at your location, allows you to teleport back to your set location.
Charges
As long as M.B Type Dread is active, one charge will deplete every 5 seconds.
Restore all charges once per Short Rest. Once per Long Rest, restore 4 charges immediately, and 4 charges after a max of one battle.
Gun Novice
All ranged weapons have heavily reduced recoil control. You also reload all ranged weapons slower (20%).
Frail Body
You have less health that normal.
-2 Max Health.
Executioner
Headhunting gives a good reward.
Backing down will only lead to failure.
"You believe you have a job to do and surviving only comes second to accomplishing what is due."
Calmed Breathing
You calm your breath and save it for when you need it most.
Increased max stamina.
This gives you an extra turn in battle.
Kill-Warrant GPNVG-M42
You can equip goggles at any time, allowing for you to claim bounties.
This item has 20 health, if it is damaged too much, it will crack. If it is destroyed, you will lose visibility till you take it off. Goggles will not take damage while they're off.
This item has 1 charge. Once the goggles are destroyed, the charge will be taken away and will restore over time.
Actions
Equip: Put on the goggles. Damage will be applied as 2 flat damage per hit while these are on. This costs no charges and doesn't take an action.
Unequip: Take the goggles off. Goggles will no longer take damage, and all bounties will be claimed. This costs no charges and doesn't take an action.
Bounties
Bounties are acquired by killing enemies with the goggles on. If the goggles are off, you will NOT be able to gain bounties. Taking the goggles off with bounties will cash in all bounties you have gained, converting them into a common item of your choice. If the goggles break, you can still claim the bounties. If you die, all bounties will be lost.
While the goggles are on, every bounty you have (to a max of 10) will give you a +1 STR modifier.
As long as the goggles are on, you will have that STR modifier.
This affect will persist even through resting, as long as the goggles are on.
Charges
The charge will automatically restore over time. Long Rests will allow you to keep the STR modifier from your bounties, even if you claim your bounties (to a max of +10 STR).
Strong Armor
You are confident in your chosen gear.
Your Armor Class gains a +2 modifier.
Smart Strike
You know your abilities and use them.
Melee swing speed increased.
Melee Inclined
You have heavily reduced hipfire accuracy, as well as reduced recoil control.
Unresourceful
You are unable to forage, or scrap weaponry or other items into materials for crafting.
Hivemind
Watch out for everyone.
Safety is important.
"We believe in the safety of us, in safety in numbers, survival is only second nature to being collective as one."
Heavy Shoves
Shoving will no longer need a 1D6 roll to be performed, and can be performed multiple times in a row. You can shove a max of 6 times in a row before you get tired and have to wait till your next turn to shove again.
Keep in mind, a shove only briefly stuns an enemy, and only shoves them back so far, so you have double the power in your shoves.
You will now stun the enemy for 6 seconds, and push them back 6ft.
Performing multiple shoves in rapid succession will incapacitate an enemy, dealing 1 flat damage, and causing them to stay incapacitated till their turn ends, or till their next turn. Takes 3 shoves in rapid succession to successfully knock over an enemy.
Bloodless Cuts
You are immune to bleeding.
HIVE Aura
You have a small aura of insects that hovers around you. The max range the insects fly is 1ft away. Enemies who get inside this radius are poisoned automatically.
Bad Blood
You can't feel some parts of your body anymore.
Max Health decreased by 2.
Lesser Ability
The insects block your vision when you aim down sights, and also cause you trouble breathing.
Lower max stamina, and you have no ability to aim down sights.
The HIVE Actuator
You can expend an action to use The HIVE Actuator
This item has 3 charges.
Actions
DIRECT: Cast out your swarm to attack nearby enemies. The swarm will target the nearest enemy within 20ft, moving at 5ft per second. Once the swarm reaches the person, they will take 1 flat damage every second for 5 seconds, they will also be poisoned. Swarm will not target allies. This action uses 1 charge.
DIVIDE: Cast out your swarm as a long, thin wall. This wall will damage and poison enemies. Enemies will take 3 flat damage for every second they are in the swarm. The wall goes up to 25ft in front of you. Allies are unaffected by the wall. This action uses 1 charge.
DISPERSE: Cast out your swarm to sit in an area around you. This area acts similar to the wall, but deals 5 flat damage per second, as well as poisons enemies. The swarm sits in a 5ftx5ft area around you. Allies are unaffected by the swarm, and are safer inside of it. This action uses 1 charge.
Charges
You can restore all charges once per Short Rest. Restore all charges and double the damage of the swarm till the next rest every Long Rest.
Immolator
"I'M ON FIRE OH GOD I'M ON- Wait. I'm immune to fire..."
Burn them all.
"Cursing all as unclean, you firmly stand that the only way to survive is to light a torch to all that is unwelcome."
Flame Retardant
You are immune to all forms of burning and fire.
Flamer Unit 'Chaos'
You can use an action to use the Flamer Unit 'Chaos' during battle.
This item has 4 charges.
This item has a unique heat mechanic.
Actions
Burnup: Slam the part attached to your left arm into the ground, setting you ablaze. Enemies caught within 5ft of you will be set on fire and knocked prone. You will be covered in flames and so will your melee and ranged weaponry. Any allies within the range will also have their weapons set ablaze. Burning melee hits or ranged projectiles will have a +3 flat damage modifier added to them. Any successful projectile and melee hits will set the enemies on fire, applying fire damage, and will briefly stun the enemy, knocking them prone till their next turn. Fire does not harm your teammates, you, and does not damage weaponry. This action costs 2 charges and adds 50% to your heat pack. (See heat and Burnup effects for more info)
Purify: Use the left arm attachment like a flamethrower. This flamethrower has a range of 13ft, and does a maximum of 6 hits per use. The flames launches deal 1 flat damage on contact, and set enemies on fire. Roll 1D6 to see how many flames hit the enemy, the number you roll on the die is the number of flames that hit (for example, rolling a 4 will mean 4/6 flames hit.) This action costs 1 charge, and adds 30% to your heat pack.
Heat
Heat is the mechanic unique to this weapon. Heat will be applied every time you use the Flamer Unit to attack. Heat levels indicate how much usage you can get out of your pack before it explodes and immediately kills you, in a fireball of pain. Heat levels will disappear on your next turn, if you choose not to use the Flamer Unit again. If you do, the amount of heat will be applied to the pre-existing heat. If your heat pack reaches 100% heat, it will explode and instantly kill you, and severely harm everyone else around you (7 flat damage).
Example: Using Burnup on your turn, and then using Purify will overheat the pack to 80%. Using Purify again after this will push it to 110% and kill you instantly.
Burnup Effects
Burnup will linger for 3 turns and does not affect heat, so if you put Burnup on during a turn, you will have that effect for the next 3 turns, dealing extra melee damage. Teammate's weapons can have this affect as well, lasting for 3 turns as well. Enemies cannot gain Burnup by your ability.
Charges
Charges are restores instantly per Short and Long Rest, no benefit for Long Rest.
Burning Rage
You put more force behind your swing.
STR gets a +1 modifier.
Fightsense
You are unable to aim down sights on ranged weapons, and you reload them slower as well.
Lazarus
Medic gaming!
Support is the key to victory, health is what matters most.
"Through the art of experience, you believe that self perseverance is the strongest motivator to survival."
Strong Perseverance
Your connection to healing has brought you a reward.
+5 max health.
Stone Skin
Immune to Bleeding.
In any case, if your character were to bleed, you do not gain that effect. Instead, you are completely immune to it, and will never bleed. I don't know how to explain this further. You don't bleed, that's it.
ARTIK-NCU
You can use your action to fire an electrified shot filled with nanites at an ally or enemy.
This action has 3 charges.
Actions
Allies: Firing the shot at allies will give them a temporary buff. This buff lasts until it is your turn again. The buff will prevent them from dying, any damage taken to death will be restored automatically (Eg. if the person takes 3 damage and has 2 health, they will take the 3 damage, but be returned to 2 hp). The buff also allows allies affected by the buff to ignore all movement speed and attack penalties, such as a broken arm or broken leg, exhaustion, or Morale.
Enemies: Stun enemies till their next turn. Reveals all cloaked/hidden enemies (If they're hit).
Charges:
Restore all charges once per Short Rest. Long Rests double the amount of charges you have temporarily, and restores all charges instantly. All extra charges will be lost at the next rest, this will not affect the charges you have that are under the fourth charge.
Firearm Untraining
Reload all ranged weapons slower (20%).
Weak Punches
STR is decreased by 2.
Easily Pained
Drop ranged weaponry upon taking damage. You may pick it back up after you drop it, though, it takes one action.
Mindflayer
Scramble the enemy.
Change hostiles to allies.
"You believe that intellect and wits are the only way to truly survive - without planning ahead, others are lost."
Push 'Em Back!
Shoving will no longer need a 1D6 roll to be performed, and can be performed multiple times in a row. You can shove a max of 6 times in a row before you get tired and have to wait till your next turn to shove again.
Keep in mind, a shove only briefly stuns an enemy, and only shoves them back so far, so you have double the power in your shoves.
You will now stun the enemy for 6 seconds, and push them back 6ft.
Performing multiple shoves in rapid succession will incapacitate an enemy, dealing 1 flat damage, and causing them to stay incapacitated till their turn ends, or till their next turn. Takes 3 shoves in rapid succession to successfully knock over an enemy.
MD.K1LR-68 Prototype
You can use an action to throw a spider-like robot that attaches itself to an enemies face, and destroys its brain, taking over the body of the enemy.
This item has 3 charges.
This item will travel 15ft before exploding.
You can set this item up like a trap, causing enemies who touch it to be ambushed and attacked, the chances that the enemies don't notice the trap are increased by your Sleight of Hand modifier.
See Actions and Mindkilled enemies below for more information.
Actions
Throw: You can throw the spider up to 15ft before it detonates and does nothing. Detonation deals no damage. If enemy is within range, roll 1d8 (Needs to be over 4 to succeed) to see if the spider collides with the enemy, and then 1D6 (Needs to be over 3 to succeed) to see if the enemy is successfully mindkilled. This does not work on boss enemies. This does not work on mini-boss enemies. This uses 1 charge.
Drop: Drop the spider to set a trap. Enemies who walk over the trap will be instantly mindkilled, whether or not you roll a die. Enemies can, however, notice the trap. The chance the enemy will NOT notice the trap is affected by 1D8+your Sleight of Hand modifier. This uses 1 charge.
Mindkilled Enemies
All enemies of any kind can be mindkilled, unless they are a miniboss, boss. Mindkilled enemies will instantly die at the end of each battle. Mindkilled enemies give you an extra character in battle, and will share all your stats. This includes health, stats, stat modifiers, and armor class.
Charges
Charges can be restored once after a Long or Short Rest, there is no added benefit for a Long Rest.
Gadget Reliant
You hide behind your gadgets, so you've lost touch with your stone-hard body.
Armor class is reduced by 1.
Gun Hater
Due to your nature of using your gadget more than others, you take increased gun recoil.
Reduced recoil control on all ranged weapons.
Smart Thinker
Crafting costs less and takes less time than it does for other people.
Crafting takes 10% less supplies.
Jittery Movement
You are quick to action.
Movement speed increased by 3ft.
Prophet
"Hidden enemies are no longer a problem while I'm around."
Watch everyone's back when they can't.
"A keen eye for supplies and tactical planning is the only way for survival, you intend to capitalize on that."
Drop 'N' Roll
You take no fall damage, but can still break your bones.
Savant's Scanner
You have a scanner on your arm that you can use to keep safe. Has a range of 50ft.
This item has 1 charge.
Charges are restored at the end of each successful battle. You must win the battle to regain the charge.
Actions
Equip: Hold the scanner out on your arm. You are able to see all loot, ammunitions, and other important things that you might need. Does NOT show enemies. Does not consume a charge. Only visible to you. Can be used at any time, does not cost an action.
Use: Sends out a scanner blast that reveals all enemies, loot, ammo, and important things for your entire party. Different things are marked in different colors. Costs 1 charge. Can be used during your turn, costs an action.
Color Code
BLUE marks all sorts of containers and stations.
GREEN marks all items. Even through walls.
YELLOW marks all ammunition.
PURPLE marks all resources.
RED marks all enemies. Enemies health is reduced by 3 hp if they are marked.
Weak Arms
Your swings are weaker, you only know how to run.
-1 STR modifier.
Prophet's Downfall
Crafting costs 10% more supplies and time than other people.
You mess up a lot more while crafting.
True Gatherer
Faster gathering means less time at risk.
Gathering speed +33%.
Gather supplies 33% faster.
Scout's Speed
Your scouting capabilities only make you stronger.
Movement speed gains a +5 modifier.
Scout's Honor
You're strong, that's good.
Max health gains a +3 modifier.
Riskrunner
"It costs me 3000 years after using this weapon, for 12 seconds"
Basically Heavy TF2, but it costs money.
"You believe that overwhelming firepower is the only way to survive, to be able to blaze through all odds."
Lock 'N' Load
Your ability to wield heavy weaponry comes with great power.
Greatly increased hipfire accuracy on all ranged weapons.
Hold The Frontline
Your weapon fires fast and has lots of recoil, so you've mastered keeping it down.
Heavily reduced recoil on all ranged weaponry.
Heavy Warrior
Stay steady and keep yourself from falling.
You are immune to being grappled.
Dropfire
You would prefer getting things done quickly.
You cannot aim ranged weapons.
Price of War
You cannot risk looking away from the battle.
You scavenge less ammo.
TYPE-19 VULKA-MG
You can use your action to use the VULKA-MG.
This item has 1 charge.
Actions
Equip: Pull out the minigun, using it to clear crowds. You don't need to roll for accuracy. You will miss 50% of your shots regardless. You can fire up to 20 shots at a time. Each shot does 2 flat damage. After using you cannot recharge this ability for 3 rests. This action costs 1 charge.
Charges
You can restore all charges instantly every 3 Long/Short Rests. There is no benefit for Long Rests.
Sovereign
Curse and hex.
Ghosts are your friend.
"You believe in the truth of higher power that will guide you to not only survival - but also true enlightenment."
Metal Lungs
Your lungs don't give out easy.
Gain extra stamina.
Gives you an extra action in battle.
Cursed Dagger
A modification to the shove ability. Gives you the ability to hex foes after shoving them. Shoving them a total of 3 times will curse them.
Shoving someone now does a flat 3 damage.
'Cytherean' Ritual Dagger
You can throw a dagger that costs one action. This dagger puts a Hex debuff on enemies, that when stacked 3 times, will curse them.
This item has 6 charges.
Actions
Throw: Throwing the dagger will result in 1D8 being rolled. Anything over a 4 is a successful hit. A successful hit will apply 3 stacks of Hex and automatically curse the enemy you hit. Hitting an enemy with a dagger will deal 3 flat damage. This consumes 1 charge.
Shove: Shoving an enemy will automatically stab them with the dagger, applying one layer of Hex. This does not consume a charge.
Effect
Upon killing a cursed enemy (3 stacks of Hex), you will summon a Thrall. Information below.
Thrall
Thralls will grant you an extra character in battle. The maximum Thralls you can have at once is 3, each share your hp, and have the same stat points you do. Your stat modifiers and proficiencies will also be shared with them. You do NOT have a lifelink with your Thralls, so do not be afraid to sacrifice their hp to save your life.
Example: If you have a 16 in STR, 10 in INT, 15 in CHA, 15 in DEX, 10 in WIS, and 18 in CON, the Thralls will also have those same stats. If you have 12 max hp and an armor class of 15, so will the Thralls.
Thralls will follow you outside of battle, but cannot be healed by any healing spells.
Charges
Restore all charges once per Short and Long Rest. No benefit for Long Rest.
Tainted Image
Your image of yourself is tainted by your sins.
Your STR gains a -2 modifier.
Scenic Route
You're slower than most due to the weight of your job.
Your movement speed is decreased by 5ft.
Survivalist
Hunger won't stop you now!
The MOST basic of the perks, but, the most versatile. Jack of all trades, master of none.
"You've learned that the only way to survive alone is to be prepared for everything."
Prepared
Every Short AND Long Rest, recover all hunger and thirst from the previous day, and gain +1 rations for free
Increased Storage
Your backpack space is increased by 150 lbs.
If you don't have one, get one and set it's max lbs to 150.
Tickspider
"Who's a good little spider?"
Portable walking landmines.
"Trickery and cunningness is what lets you survive on your own terms without relying on others."
Explosives Expert
You're trained in explosives and the explosive mastery.
Explosive damage gains +5 flat damage.
Oiled Traps
You place traps faster than normal.
Steady Hands
You steady your hands to aim, just like while placing the perfect trap.
Increased recoil control to all ranged weaponry.
Trapper's Pride
Heavy explosives come with slower movements.
Movement speed is decreased by 5ft.
Trapper's Dilemma
You seem to fail at melee more than most.
STR gets a -2 modifier.
PARAGON Ticks
You can use your action to deploy a Tick onto the battlefield.
This item has 3 charges.
Actions
Tick: Throw a Tick onto the battlefield. You will throw a Tick 4ft in front of you. The Tick will patrol a small area around where you threw it. Ticks will only explode once enemies get close. Ticks are marked in red. Ticks do not deal team damage. Ticks have an explosion radius of 3ft, and deal 8 flat damage to any enemy caught in the radius. This action costs 1 charge.
Seeker: Throw a Seeker Tick onto the battlefield. You will throw a Seeker 4ft in front of you. The Seeker will patrol a small area around where you threw it. Seekers will run towards enemies and explode when they get near. Seekers are marked in blue. Seekers do not deal team damage. Seekers have an explosion radius of 2ft, and deal 6 flat damage to any enemy caught in the radius. This action costs 1 charge.
Effects
the explosion of a Tick or Seeker Tick will cause the enemy to break an arm, break a leg, and bleed.
Charges
Restore all charges immediately once per Short and Long Rest. There is no benefit for Long Rests.
Vagabond
Blade of the nomad.
Slice through them all.
"There is only one constant to surviving alone - taking matters into your own hands, no matter the costs."
Legs of A Warrior
Your legs are free to move fast, no matter the armor you're in.
Movement speed in increased by 5ft.
Nomad Blade 'Kira'
You can use an action to swing your blade.
This item has 5 charges.
This item has a special feature, dogtags.
Actions
Swing: Swing the blade to deal damage, damage scales with how many charges you have left. Damage starts at 10, and drops by 2 for each charge you lose. This action takes 1 charge.
Redeem Tags: Redeem your acquired dog tags to restore health and bring back charges. This action requires no charges.
Dogtags
For each enemy you kill with Kira, you acquire one dog tag (to a max of 10). Each dog tag will restore one charge, and heals you for 3 hp. You can only have a max of 10 dogtags at one time, and can only use as many dog tags as charges you have (eg, if you have 3 charges missing, you can only use 3 dogtags)
Charges
Unlike most charge restoration ways, this weapon has two ways.
Once per Short Rest, you will restore all charges. Once per Long Rest, you will restore all charges, and charges will passively regain over time (at a rate of 5% every 10 seconds).
You can use dog tags to restore charges at a rate of one tag for one charge.
Martial Armor
Your armor is different from your blade.
Armor class is decreased by 1.
Blood Artist
You're frail in nature, which makes up for your damage.
Max health is decreased by 2.
Sharp Blade
You always are prepped to the finest.
Your STR gains a +1 modifier.
Blade Artist
You swing weapons faster.
Zealot
Strong, powerful, and kinda tanky.
Tank hits, make em get lit.
"You believe that a strong bond is the true path to survival, Will and Dedication would only get you so far alone."
Strong Body
Your armor won't weigh you down. Your body is resistant.
Add a +5 modifier to your armor class.
Aegis VOID-DS
The Aegis VOID-DS is a shield/mounted sentry that can help guard the frontlines, and you!
This has 1 charge, and recharges every time a battle ends. The battle must have been won to regain a charge.
Actions
Shield: Activate the Aegis as a shield, blocking all damage from where anyone hits it from. The Aegis has 50 health, and upon breaking, cannot be used again until you have one charge. Any enemies who hit the shield with a melee weapon will be stunned till their next turn, ranged enemies are unaffected by this. You cannot attack while the shield is active, so use it wisely, either to get away, or protect an ally so they can attack. Any allies behind the shield can attack through it. The Aegis will automatically deactivate after 3 of your turns end. Consumes one charge.
Turret: Drop the Aegis in it's location, providing a shield, and a sentry turret. The Aegis shield has 25 health, but if it's destroyed, the sentry will keep on attacking. You are allowed to hide behind this shield, and you and your teammates may attack from behind it. The turret provides an extra roll. The turret will roll 1D6 to see if it hits, and then 1D8 to see how much damage it will do. The Sentry cannot be destroyed, and will automatically detonate after 5 of your turns end. Consumes one charge.
Strong Flesh
Perseverance. May your body be a shield for those who need it.
Gain +10 max health.
Heavy Gear
Even if armor won't hold you back, your heavy gadget will.
Movement speed -5ft.
Slow Hands
Slowness detriments the biggest of people.
Swing speed -10%.
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Posted Jan 9, 2024This is an alt for LilyTheCleric, I will be adding and reworking the AGENTS of Eden-227 perks to fix spelling issues as well as modify the perks and rules to fit a more custom campaign setting.