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Character Creation: |
Tech:
You are able to spend your Class points here to select the types of Tech moves that suits you. This class focuses Technology related move sets and abilities - it can be all about an assortment of stuff ranging from attack moves for Tech-Runner types to ship related stuff. Despite not out-right saying it, if you take something like hacking devices, this includes all devices even spirit-tech, magi tech, normal tech, etc. Hacking (Intelligence 5):This allows a person to attempt to hack devices through sheer skill [Costs 1 Class Point] Hacking Implant (Intelligence 10):This implant allows a hacker to jack into devices without do the hacking work themselves [Costs 2 Class Point - Hacking Required] Remote Hacking (Intelligence 15):Remote hacking allows one to hack into anything remotely without hacking to even touch the device. [Costs 3 Class Point - Hacking required Camera Interference (Intelligence 10):This allows one to interfere with recording software such as cameras. [Costs 2 Class Point - must have Hacking at least] Sentry Interference (Intelligence 10):This allows one to tamper with the enemy's stationary weapons [Costs 2 Class Point - must have Hacking at least] Eletronic Interference (Intelligence 15):This allows one to attempt to jam all devices in a small region around your person. [Costs 3 Class Point - must have Hacking, Camera, and Sentry] Net Access (Intelligence 10):This allows one to access The Net on Kumen. This is a computerized world laid out on top of the spirit realm granting special abilities to those inside it. [Costs 1 Class Point] NetRunner (Intelligence 10):This allows those inside the Net to essentially hack the world and give them special abilities - double speed, double jump, double climb and parkour abilities while inside. [Costs 2 Class Point - must have Net Access] NetHack (Intelligence 10):This grants one in the Net extra double stats to one stat. [Costs 2 Class Point - must have Net Accesss] NetShield (Intelligence 10):This grants a shield around the user while inside the Net, allowing protection from attacks until the shield is destroyed. Highe the Int, the stronger the shield. [Costs 2 Class Point - must have Net Access] Tool Set (Intelligence 10):Allows the user to bring along a basic tool set along to build objects, fix objects, and more. Includes a Datapad or something akin to it. [Costs 1 Class Point - fills an item slot] Item Slot Increase (Intelligence 10):Increases an item slot by one by adding a pouch. [Costs 1 Class Point] Item Slot Increase II (Intelligence 10):Increases an item slot by one by adding a second pouch. [Costs 2 Class Point] Item Slot Increase III (Intelligence 10):Increases an item slot by one by adding a third pouch. [Costs 3 Class Point] Item Creation (Intelligence 15):Allows a person to create their own items. [Costs 3 Class Point, needs Tool Set] Engineering (Intelligence 15):Allows one to understand the basics of machines enough to fix them, duplicate the process to make their own, and so on - be it working with datapads, ships, ancient machines, etc. [Costs 5 Class Point, needs Tool Set and Item Creation] Augmentation Part I (Intelligence 15):One can use tech to increase their capabilities for a short time. This can be used to double one's strength for a brief period. [Costs 2 Class Point] Augmentation Part II (Intelligence 15):This can be used to increase one's dexterity for a short time and double it. This allows one to be more nimble and aim better. [Costs 2 Class Point] Augmentation Part III (Intelligence 15):This can be used to double one's HP for a short time to tank more damage. [Costs 2 Class Point] Eye Mod (Intelligence 15):This tech allows one to scan their enemies and gather information on them. It can see if they have any weapons on them as well as weaknesses. [Costs 4 Class Point] Scan Mod (Intelligence 15):This allows one to install a mod into a device that can scan objects and bring back detailed information. It costs less than an Eye Mod, but it must be installed into something like a datapad to be used. [Costs 2 Class Point] Spirit Tech I (Intelligence 15):This allows one to grasp the basics of Spirit Tech to the point that you can get it running no matter the type of tech it may be. [Costs 2 Class Point - Engineering required] Spirit Tech II (Intelligence 15):This allows you to replicate the Spirit Tech that you are working with and build your own version of it. [Costs 2 Class Point - Spirit Tech I required] Spirit Tech Master (Intelligence 20):You can build your own Spirit Tech from scratch without even needing any sort of basis to work off of at this point. You are your own master. [Costs 3 Class Point - Spirit Tech II required] Magi Tech I (Intelligence 15):This allows you to grasp the basics of Magi Tech to the point you can get it running no matter the type of tech it may be. [Costs 2 Class Point - Engineer required] Magi Tech II (Intelligence 15):This allows you to replicate the Magi Tech that you are working with and build your own version of it. [Costs 2 Class Point - Magi Tech I required] Magi Tech Master (Intelligence 20):You can build your own Magi Tech from scratch without even needing any sort of basis to work off of at this point. You are your own master. [Costs 3 Class Point - Magi Tech II required] Keeper/Croza Tech I (Intelligence 20):This allows you to understand both of their tech due to the similiarties. [Costs 3 Class Point - Engineer required] Keeper/Croza Tech II (Intelligence 20):This allows you to replicate their tech and build your own versions based off the tech. . [Costs 3 Class Point - Keeper/Croza Tech I required] Keeper/Croza Master(Intelligence 25):You are able to build machines and devices based off Keeper and Croza tech without needing to refer to any blueprint. [Costs 4 Class Point - Keeper/Croza Tech II required] Ship Tech (Intelligence 10):Your knowledge of ships is extensive and you can use it to make on the fly repairs when needed. When you come across alien tech in regards to ships you are able to make needed repairs when necessary. .[Costs 2 Class Point - Engineering needed] Body Mods - Arms (Intelligence 15):One can make slight modification to their body (at the risk of damaging one's body) to allow enhancements be made. This allows one to make a modification to one's arms to perm. increase one's strength by 2 points by having implants put in them and have a hidden weapon placed into their arms such as a blade or blaster. (note these 2 points will go over the limit) [Costs 4 Class Point] Body Mods - Legs (Intelligence 15):One can also have their legs modified (at the risk of damaging one's body) to allow enhancements be made. This will allow their dexterity to increase by 2 points and allow hidden chambers in their leg for weapons or other items to be stored for emergencies. (note these 2 points will go over the limit) [Costs 4 Class Point] Body Mods - Torso (Intelligence 15):This lets you modify your torso next (even more risky due to it being the torso). These enhancements can allow you to increase your HP by 10 points or to coat your body with an armor like coating to decrease damage by half - essentially meaning your skin has become harder to pierce. It also means your skin is not soft to the touch of others anymore. [Costs 4 Class Point] Body Mods - Head (Intelligence 15):This lets you modify your head finally. This mod will allow you to increase your Wisdom by 2 points and allow you to block Psion attacks that might occur against your mind due to the Mod that has been implanted into your head. It will also block allies thoughts or other invading thoughts from others. [Costs 4 Class Point] Round 2Lockpicking (Wisdom 10 or Dexterity 10):This allows one to break through doors that have no hackable access. The locking picking skill works on standard doors. [Costs 2 Class Point] Advanced Lockpicking (Wisdom 15 or Dexterity 15):This allows one to break through doors that have no hackable access. The locking picking skill works on advanced doors. [Costs 3 Class Point - Lockpicking] Master Lockpicking (Wisdom 20 or Dexterity 20):This allows one to break through doors that have no hackable access. The locking picking skill works on all doors. [Costs 4 Class Point - Advanced Lockpicking] Smart Vision v.1 (Wisdom 10 and Intelligence 20):This allows one to see through look through objects like boxes, coats, and armor to see what a person might have on them or them during meet ups. This hooks up with the Eye Mod. [Costs 2 Class Point - Eye Mod] Smart Vision v.2 (Wisdom 15 and Intelligence 20):This allows one to see through walls and other objects to see targets and viable targets that might be lurking nearby. [Costs 3 Class Point - Smart Vision v.1] Dark Sight (Intelligence 10):This allows one's eyes to not technically light up, but they can see in the dark like a Famfrit or Familiar, essentially being capable of moving through dark spaces with no difficulty. [Costs 1 Class Point - Eye Mod] Cyber Arm Power (Strength 10 and Intelligence 20):This will allow one to add tech to their arms to double their strength temporarily when activated and increase their strength stat by 5 points. [Costs 6 Class Point] Cyber Arm Aim (Dexterity 10 and Intelligence 20):This will allow one to add tech to their arms to ensure that their aim is perfect for a brief period when activated and increase their Dexterity stat by 5 points. [Costs 6 Class Point] Cyber Awareness (Wisdom 10 and Intelligence 20):This will allow one to add tech to their mind to ensure one can survey the area with a heightened awareness for information for a brief period, processing all information at a rapid rate when activated and increase their Wisdom stat by 5 points. [Costs 6 Class Point] Cyber Will (Willpower 10 and Intelligence 20):This allows the user to increase their Willpower so that they cannot be defeated as easily for a brief period, allowing them to withstand more damage to their body. It will also increase their Willpower by 5 points. [Costs 6 Class Point] Explosives Master Rank 1 (Wisdom 15 and Intelligence 20):You are capable of crafting explosives without blowing yourself up from whatever materials are on hand as well as disarming them if you come across them as long as they are simple in design. This takes some talent. [Costs 5 Class Point] Explosives Master Rank 2 (Wisdom 20 and Intelligence 25):You are capable of crafting larger explosives that can do real damage as well as hide them where it is harder from the enemy to detect. You can also know how to disarm most complex explosives if you come across them. [Costs 5 Class Point - Explosives Master Rank 1] Explosives Master Rank 3 (Wisdom 25 and Intelligence 30):You can disable any type of bomb, alien or not, if you come across it. Not only can you disable any type of bomb, you can secure it to use it against the enemy. You are the master of bombs. [Costs 5 Class Point - Explosives Master Rank 2]
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