Rapid Launcher (Salvo Required) – Whenever you fire a grenade, you can choose to fire two grenades instead.
Rip a New Hole (Rupture Required) – Whenever you rupture an enemy, instead of dealing 2 extra damage, all attacks that hit the enemy for the next round are considered Critical Hits.
Sniper
Snipers prefer staying away from combat, getting the high ground, and sitting in wait for their target to show himself. They specialize in hitting the bullseye every time, from any distance.
When you choose Sniper as your class, you get a permanent +1 bonus to the Aim and Intelligence abilities and a +2 bonus to the Stealth and Weaponsmithing skills.
Snipers also get access to a sniper rifle at second level.
Powers
1st-Level Powers
Deadeye – You may choose to take a -10% on your hit chance to deal an extra 2 damage with your Sniper Rifle.
High Ground –When you are on a higher elevation than your target, all your attacks deal +2 damage.
Improved Overwatch – Instead of getting a -10% chance to hit during Overwatch, you get a +10% chance to hit.
Steady Hands – If you do not move during your turn, gain +10% hit chance and +10% Critical Hit chance during the next round.
2nd-Level Powers
Boom! Headshot! (Requires Deadeye) – You may choose to take a -20% on your hit chance to deal an extra 5 damage with your Sniper Rifle.
Covering Fire (Requires Improved Overwatch) - Your Overwatch is triggered by any enemy action, not just movement.
Long Watch (Requires Improved Overwatch) – Your Sniper Rifle Overwatch can trigger from any distance, so long as you have line of sight.
Never Miss (Requires Steady Hands) – Once every five rounds, you may use all your actions on a turn to take a single Sniper Rifle shot that has a 100% chance to hit.
Quick Fire (Requires Deadeye) – You may now shoot your Sniper Rifle with a single Attack action.
Serial (Requires High Ground) – You may activate this power as a free action once every five rounds. For the rest of the round, whenever you kill an enemy with your Sniper Rifle, you may take another Sniper Rifle shot.
Taking Aim (Requires Steady Hands) – When you take the Aim action, or Hunker, you get an extra +10% to-hit bonus to your next attack.
Target Practice (Requires High Ground) – When you are on a higher elevation than your target, you get +20% chance to hit.
3rd-Level Powers
Auto-Aim (Requires Taking Aim) – You gain a permanent +15% to-hit with all attacks.
Between the Eyes (Requires Boom! Headshot!) – You may take a – 30% on your chance to hit with a Sniper Rifle in order to deal +10 damage.
Death From Above (Requires Target Practice) – When you kill an enemy who is at a lower elevation than you, receive a bonus Attack action.
Guardian (Requires Covering Fire) - If you hit an enemy with your Overwatch shot, automatically re-enter Overwatch.
Kill Shot (Requires Never Miss) – When you use your Never Miss power, the hit is upgraded to a Critical Hit.
Killzone (Requires Long Watch) – Once every three rounds, you may enter Overwatch is triggered by any enemy action within a cone. This Overwatch does not end until your next turn.
Rapid Fire (Requires Quick Fire) – You may now shoot your Sniper Rifle as a Move Action.
Super-Serial (Requires Serial) – You may now activate Serial every two rounds.
Techie
Techies are a support class who specializes in hacking, controlling or destroying robots, and providing aid to their teammates.
When you choose Techie as your class you get a permanent +1 bonus to the Dexterity and Intelligence abilities and a +2 bonus to the Driving and Hacking skills.
Techies also all get access to a Drone at second level.
Powers
1st-Level Powers
Assistant Drone – As a Move action, send your drone to protect yourself or an ally, reducing all incoming attack chances by 15%.
Combat Drone – Modify your drone to add a highly-accurate laser weapon. Your drone can attack once every three rounds with a +5 Aim bonus, dealing 2 damage.
Machine Master - As an Attack action, you can send your drone to hack a robotic enemy, disabling it.
Medical Protocol – Once every three rounds, your drone can administer a medkit to yourself or an ally as a free action. Your drone can carry 2 medkits at a time.
2nd-Level Powers
Administer Remedy (Requires Medical Protocol) – Your Drone’s medkits now heal all negative status effects.
Enhanced Laser (Requires Combat Drone) - Upgrade the Combat Drone’s laser weapon. It now has +10 Aim and deals 4 damage.
Lightning Shot (Requires Combat Drone) – If you hit with your Combat Drone’s laser weapon, the enemy has a 50% chance of being stunned.
Machine Killer (Requires Machine Master) – All of your attacks now do +3 damage to robotic enemies.
Medical Stash (Requires Medical Protocol) – Your drone can now carry 4 medkits.
Overheat Processors (Requires Machine Master) – When you use Machine Master to disable a robotic enemy, you can force the enemy to explode, dealing damage to everything in the area.
Robo-Reload (Requires Assistant Drone) – Once every three rounds, your drone can reload yours or an ally’s weapon as a free action.
Superior Defense (Requires Assistant Drone) – Your Assistant Drone now reduces all incoming attack chances by 50%.
3rd-Level Powers
Critical Defense (Requires Superior Defense) – While your drone is defending a player, all Critical Hits are reduced to Normal Hits.
Critical Laser (Requires Enhanced Laser) – Your Combat Drone now has a +50% Critical Hit chance.
Discharge Capacitors (Requires Lightning Shot) – Once every five rounds, your Drone can sent out a burst of electricity, doing its laser damage to everything within 2 squares of it.
Extra Dosage (Requires Medical Stash) – Both you and your drone can now get two uses out of each medkit.
Rewire (Requires Overheat Processor) – Instead of disabling a robotic enemy, you may now take control of it for 5 rounds, before it disables automatically.
Revive Team (Requires Administer Remedy) – Once every five rounds, you may send your drone to fly to every member of your team within 30 squares and apply a medkit as a free action. This action uses only 1 of your drone’s medkits, no matter how many teammates it heals.
Robo-Destructor (Requires Machine Killer) – Every hit you land against a robotic enemy is upgraded to a Critical Hit.
Weapon Printing (Requires Robo-Reload) – Once per day, your Drone can manufacture and dispense a fully-loaded melee weapon, pistol, shotgun, rifle, or grenade.
Mutant
Mutants used to be Human at one point, but prolonged exposure to radiation along with some strange blood-mixing in the past has caused their genetics to go haywire. Mutants can be extremely varied in appearance and abilities and can fit into a variety of roles.
The most common Mutant skillset is Armorsmith, Driving, Psionics, Stealth, Survival, and Weaponsmith.
Mutant classes are Bruiser, Botanic, Mindslayer, Shapeshifter, and Launcher.
Bruiser
These mutants are the most common. They are huge muscled, monstrous looking creatures who tend to focus on getting close to their enemies and doing damage with melee attacks.
If you choose this class, you receive a permanent +4 bonus to the Strength ability.
1st-Level Powers
Claws – Both of your hands develop long claws. These can be used as melee weapons and can attack with both of them using a single Attack action.
Hulk – Gain a permanent +2 to Strength.
Pincers – One of your hands mutates into a set of lobster-like pincer. This can be used as a melee weapon that gives you +10% chance to hit and deals Strength +1 Damage. (You cannot take Claws if you have Pincers.)
Thick Hide – Gain 1 po
int of armor over your entire body.
2nd-Level Powers
Blood Poisoning (Requires Claws) – If you deal damage with your Claw attack, you poison the enemy.
Clamp (Requires Pincers) – If you hit with your Pincer attack, you may make a secondary attack with a -10% chance to hit.
Heavy Plates (Requires Thick Hide) – Gain an additional 2 point of armor over your entire body.
Rage (Requires Hulk) – Whenever you take damage, you deal that much extra damage with every attack for the next round.
Razor Claws (Requires Claws) – If you deal damage with your Claw attack, you also cause 2 Bleed.
Scissors (Requires Pincers) – Your Pincer attack now deals Strength +3 damage.
Smash (Requires Hulk) – Gain a permanent +2 Strength.
Spiny Armor (Requires Thick Hide) – Whenever you are hit with a melee attack, the attacker takes 3 Damage.
3rd-Level Powers
Crush (Requires Smash) – Gain a permanent +2 Strength bonus.
Damage Sponge (Requires Heavy Plates) – Double your maximum hit points.
Dismember (Requires Scissors) – If you deal damage with your Pincer attack, you have a chance of cutting off one of the enemy’s limbs.
Fury (Requires Rage) – Whenever you take damage, all your hits are upgraded to Critical Hits for the next round.
Pin (Requires Clamp) – If you hit with your Clamp attack, you can hold the enemy, making it unable to take actions on his next turn.
Poison Spines (Requires Spiny Armor) – When your spiny armor does damage, it also poisons the enemy.
Rigor – (Requires Blood Poisoning) – If you deal damage with your Claw attack, there is a chance to paralyze the enemy for 1 round.
Shred (Requires Razor Claws) – If you hit with your Claw attack, you shred 1 point of the enemy’s armor.
Botanic
These mutants have plant DNA in their blood. This can manifest itself in a variety of ways, turning them into a strong melee force, an impenetrable tank, a helpful support class, or a master of poison.
If you choose this class, you receive a permanent +1 to the Strength and Fortitude abilities and a +3 to the Survival skill.
1st-Level Powers
Oaken – Your skin turns into thick tree bark, giving you 1 armor over your whole body.
Poison Vines - You have vines growing from your body that can be used as a melee attack against anything within three squares of you, dealing 2 damage. If the enemy takes damage, it is also poisoned.
Regeneration – Your body produces its own healing medicine. Three times per day, you may heal 5 HP as a Move action.
Thorny – Your body is covered in thorns which deal 2 damage to any enemies that attack you with a melee attack.
2nd-Level Powers
Barkskin (Requires Oaken) – You gain 2 more points of armor over your whole body.
Club Fist (Requires Oaken) – Your arm and hand turn into a great club that you can use as a melee weapon with +10% to hit and Strength + 2 Damage.
Herbal Medicine (Requires Regeneration) – You can expel your regenerative power into a fluid that can be used on an ally or on yourself, like a medkit, healing 5 Damage. Each time you use this power it takes up one of your regenerations for that day. You can save the fluid to use later, but the effects wear off after one day.
Increased Regeneration (Requires Regeneration)
Poison Thorns (Requires Thorny) – If your thorns deal damage to an enemy, that enemy becomes poisoned.
Potent Poison (Requires Poison Vines) – Whenever you poison an enemy, that poison is doubly effective, dealing twice as much damage and reducing the enemy’s abilities by twice as much.
Thorn Launcher (Requires Thorny) – As a Move action, you can launch an inch-long thorn at an enemy with +20% to hit. This thorn deals the same amount of damage and has the same effects as your Thorny power.
Vine Whip (Requires Poison Vines) – You may add your strength to the damage dealt by your Poison Vines.
3rd-Level Powers
All-Natural Cure-all (Requires Herbal Medicine) – Your Herbal Medicine now heals the user completely and removes all negative status effects.
Confusing Thorns (Requires Poison Thorns) – If your thorns deal damage to an enemy, they have a chance of Panicking.
Kiss of Death (Requires Potent Poison) – When you poison an enemy, they die in three rounds unless the poison is removed.
Mighty Club (Requires Club Fist) – Your Club Fist now gives you +20% to hit and deals Strength + 4 damage.
Planted (Requires Immovable) – If you take no actions during your turn, you are immune to all damage until the next round.
Thorn Barrage (Requires Thorn Launcher) – Once every three rounds, you can launch a barrage of thorns that hit everything within a 5-yard radius circle within 50 yards of you.
Unkillable (Requires Increased Regeneration) – Even if you drop below 0 HP, you do not die, and slowly regenerate HP at 1 point per round. Taking any Fire damage while below 0 HP will kill you normally.
Vine Flail (Requires Vine Whip) – Your vine whip now hits all enemies within range using a single Attack action.
Mindslayer
These mutants have developed ways to attack and manipulate the enemy’s senses. Some can launch paralyzing blasts of air, some provide inspiration to their allies, while others can attach to a person to read and influence their thoughts.
When you choose Mindslayer as your class, you receive a permanent +1 bonus to the Intelligence and Charisma abilities, and a +4 bonus to the Psionics skill.
1st-Level Powers
Frightening Visage – Once every three rounds, you can project an image into the mind of an enemy that you can see and is within 10 squares of you. This causes him to have a chance of panicking.
Infiltrate Thoughts – As a melee attack, you can connect your tentacles to an enemy’s head. If you hit, you can read their thoughts and learn their secrets. This power can open new dialogue options.
Inspire – Whenever you are within three squares of an ally, you grant that ally a +5% on all of their checks.
Magic Bullet – Through a hole in your throat, you can exhale a puff of air that shoots out like a long-range bullet. When this bullet hits an enemy, it has a chance to paralyze them.
2nd-Level Powers
Enkindle (Requires Inspire) – As a Move action, you can cause an ally to immediately enter Overwatch.
Heartburn (Requires Magic Bullet) – Your Magic Bullet power now causes an opponent hit with it to start Burning.
Influence Thoughts (Requires Infiltrate Thoughts) – When you use Infiltrate Thoughts on a person, you may now change their thoughts, causing them to do things that they normally would not do. If the change is too drastic, this may require a Psionics skill check. This power will open many new dialogue options.
Mind Horrors (Requires Frightening Visage) – Whenever you use Frightening Visage, your projection takes form and becomes a small monster who chases and attacks enemies, doing no damage, but causing widespread panic for three rounds.
Presence (Requires Inspire) – Increases Inspire range to 5 squares and increases bonus to 10%.
Project Fear (Requires Frightening Visage) – Your Frightening Visage now affects all enemies within ten squares of you.
Shielding Blast (Requires Magic Bullet) – Once every five rounds, fire a blast of air from your throat as a free action during an opponent’s attack. This slows or stops all projectiles, reducing their damage by 3.
Thought Projection (Requires Infiltrate Thoughts) – Once every three rounds, you can project thoughts out towards all enemies within ten squares of you, reducing their will to attack you or your allies. This causes them to get -15% on all attack chances to hit you or your allies for the next round.
3rd-Level Powers
Air Barrier (Requires Shielding Blast) – Once every five rounds, you can create a 1 square-radius barrier centered on yourself that gives all creatures inside 3 a
rmor against projectiles from outside the barrier. This barrier moves with you and lasts 3 rounds.
Breathe Fire (Requires Heartburn) – Your Air Bullet can now be shaped into a cone that hits all enemies inside of it.
Command (Requires Enkindle) – As a move action, you may cause an ally that you can see to immediately take a free turn.
Crippling Fear (Requires Project Fear) – Whenever an enemy shakes off the panic from your attacks, they immediately become stunned for one round.
Improved Presence (Requires Presence) – Increase Inspire range to 10 squares and bonus to 15%.
Mind Shield (Requires Thought Projection) – Your Thought Projection is now always active.
Nightmare Creatures (Requires Mind Horrors) – You now summon three Mind Horrors when you use Frightening Visage. They each cause 2 damage whenever they panic an enemy.
Possess (Requires Influence Thoughts) – When you Infiltrate a person’s thoughts, you now gain complete control over them for five rounds.
Shapeshifter
These mutants have blood mixed with a wide variety of animals. They have the ability to manifest different mutations and shift between them at will, allowing them to be very versatile characters.
Unlike most classes, you do not get a permanent bonus when you choose Shapeshifter as your class, instead you get bonuses depending on which mutations you are currently manifesting. Shifting between forms requires a move action.
Apocalypse 2020: A Wasteland LitRPG Page 39