So Kamen Rider is a pretty cool series.
HENSHIN! |
It's a class, but it's also like 4 (I don't know how many variants I'm going to write yet, and I refuse to update this once I do).
Base Class(is): Shocker Cyborg
Start with: a monstrous body, disposable henchmen, orders, a secret base
ABILITIES
1: Weapon, +2 STR, +2 DEFENSE
2: Shocker Jump, +1 STR, +1 DEFENSE
3: Insidious Skill, +1 STR, +1 DEFENSE
4: Ultimate Gambit, +1 STR
Weapon
Shocker gave you a special weapon related to your theme.
Shocker Jump
You can jump over single-story buildings easily.
Insidious Skill
You have an ability useful for subterfuge or traversal, such as invisibility, face-stealing, or flight.
Ultimate Gambit
You have a unique ability, one that is key to Shocker's plans of world domination... at least for now.
Subclass: Spider-Man, Again
Weapon: Poison Darts
You can shoot poison darts from your mouth. These deal 1d4 damage, and anyone killed by one dissolves near-instantly.
Insidious Skill: Webs
You can shoot rope-like webs. They can be used like rope, and can stick to surfaces.
Ultimate Gambit: Instant-Death Darts
You can shoot a stronger poison dart from your mouth. It has a -8 penalty to hitting aware, unrestrained targets. It deals 3d6 damage, and anyone killed by one dissolves near-instantly. This power will once and for all bring Shocker to victory.
Subclass: Wasp Woman
Weapon: Stinger
You have a rapier with a stepped-up damage die (1d8 damage instead of 1d6).
Insidious Skill: Hypnosis
You can try to hypnotize anyone you can see by emitting a high-pitched sound. Your target must make a MIND check DC 14. If they fail, they will follow your commands from any distance. Whenever they suffer a strong physical or mental shock, they may make another MIND check, with a DC of 14 - the number of times they've made this check. Anyone who passes a check to resist your hypnosis cannot be hypnotized in this way in the future.
Ultimate Gambit: The Hive
You can hypnotize anyone who wears a trinket you've made for more than a few seconds. They will follow your commands from any distance so long as they wear that trinket, but cannot perform complex tasks that require their own intuition. This power will once and for all bring Shocker to victory.
Subclass: Pirazaurus
Weapon: Ultra Punch
Your punches and kicks deal 1d8 damage.
Insidious Skill: The Mask
You have a +2 to checks to grapple or throw opponents. While wearing a mask, you appear human.
Ultimate Gambit: Poison Mist
You can release a toxic gas, dealing 2d6 damage to everyone nearby except for you. This power will once and for all bring Shocker to victory.
Subclass: Hitodanger
Weapon: Throwing Star
You can launch yourself at your opponents, moving through the air up to 30 feet and dealing 1d8 damage if you hit them.
Insidious Skill: Living Fossil
You can lay perfectly still, facedown, for as long as you wish. You take no damage while doing so.
Ultimate Gambit: Hardened By The Ages
All damage you take is reduced by 5. If you are drenched in a bucket's worth of water, you take double damage instead until you dry off (an hour in normal conditions). This power will once and for all bring Shocker to victory.
Subclass: Cobra Man
Weapon: Cobra Arm
Your arm is a cobra, which can bite things from the second rank (up to 10 feet away or so) for 1d6 damage.
Insidious Skill: Drill
By spinning rapidly, you can tunnel through dirt - although you are stopped by solid stone.
Ultimate Gambit: Acid Spray
Your cobra arm can spit an acidic gas, which deals 1d6 damage to anything in front of you and corrodes metal. This power will once and for all bring Shocker to victory.
I feel like I write classes with very terse abilities/description. Probably this doesn't make sense without prior knowledge of Kamen Rider.
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