Demolitions

Role:

Characteristics:

Background:

Transformations:

Favored Tech Spec: Firepower
Hit Die: d10
Energon Die: d8
Weapon Proficiencies: Projectile, Stream
Program Slots per Level: 2
Function-Programs:
Balance (Skl)
Demolitions (Int)
Intimidate (Crg)
Pilot (Skl)
Sabotage (Skl)
Swim (Str)

Level Att Def Fort Luck Refl Will Equ Trn Rep Sub-Routine
1 +1 +0 +2 +0 -1 +1 +0 +0 +0 Powerful Charge +2, Versitile -2
2 +2 +1 +3 +0 -1 +1 +1 +0 +0 Extreme Effort +4
3 +3 +2 +3 +1 -1 +2 +2 +1 +0 Improved Charge
4 +4 +2 +4 +1 -1 +2 +2 +1 +0 Frenzy -2
5 +5 +3 +4 +1 +0 +3 +3 +1 +1 Brute Force +1
6 +6 +4 +5 +2 +0 +3 +4 +2 +1 Alphastrike
7 +7 +4 +5 +2 +0 +3 +5 +2 +1 Juggernaut -0
8 +8 +5 +6 +2 +0 +4 +6 +2 +1 Dervish
9 +9 +6 +6 +3 +0 +4 +6 +3 +1 Frenzy -1
10 +10 +7 +7 +3 +1 +5 +6 +3 +2 Brute Force +2
11 +11 +7 +7 +3 +1 +5 +7 +3 +2 Powerful Charge +4, Versitile -0
12 +12 +8 +8 +4 +1 +5 +8 +4 +2 Extreme Effort +8
13 +13 +9 +8 +4 +1 +6 +8 +4 +2 Devastating Strike
14 +14 +9 +9 +4 +1 +6 +9 +4 +2 Frenzy -0
15 +15 +10 +9 +5 +2 +7 +10 +5 +3 Brute Force +3
16 +16 +11 +10 +5 +2 +7 +10 +5 +3 Berserk
17 +17 +11 +10 +5 +2 +7 +11 +5 +3 Juggernaut +2
18 +18 +12 +11 +6 +2 +8 +12 +6 +3 Unconquerable
19 +19 +13 +11 +6 +2 +8 +12 +6 +3 Frenzy +1
20 +20 +14 +12 +6 +3 +9 +13 +6 +4 Brute Force +4

Sub-Routine Descriptions
The following are Sub-Routines a character gains as they progress in Function Level:

Powerful Charge: Demolitions pack more power in their charges than most. At 1st level, Demolitions increase the damage from their charge melee attacks by +2. This bonus increases to +4 at 11th level.

Versitile: Any weapon is a welcome one in the hands of Demolitions. The penalty for using a weapon without the appropriate Weapon Proficiency, or for using an object not normally intended for use as a weapon or throwing an object not normally meant for throwing is reduced to -2 instead of the normal -4. This penalty is further reduced to -0 at 11th level.

Extreme Effort: Demolitions can summon great strength from within to make the extra effort a situation requires. Starting at 2nd level, they may add +4 to a melee attack roll, Strength-based Program Check, or Strength Tech Spec Check. If used for a melee attack, also add +4 to the damage dealt from the attack. After the roll is completed (whether successful or not) Demolitions is fatigued until the remainder of the Scene. Using Extreme Effort requires a Move Action, and may not be performed when a Demolitions is fatigued.

Improved Charge: Most Demolitions quickly learn that the shortest path to an adversary isn't always a straight line. At 3rd level, Demolitions is no longer required to move in a straight line towards a target to execute a charge.

Frenzy: Raw fury is often times Demolitions greatest ally. When a Demolitions reaches 4th level, they may make an additional attack at their highest attack bonus when executing the Full-Attack action, but suffer a -2 on all attack rolls they make while doing so. This penalty reduces to -1 at 9th level, and again to -0 at 14th level. Ad 19th level they actually gain a bonus of +1 on all attack rolls made while using this sub-routine.

Brute Force: Demolitions rely on power over finesse. At 5th level, they add +1 to all damage rolls they make. This bonus increases to +2 at 10th level, +3 at 15th level, and finally to +4 at 20th level.

Alphastrike: Sometimes, taking down an opponent requires everything you got, regardless of the consequences. At 6th level, a Demolitions may declare they are making an alphastrike when executing a Full-Attack action. Each attack is made with a -2 penalty, but each successful attack is treated as if it had scored a threat, requiring a Check for a critical hit as normal. If the attack is indeed a critical hit, resolve its effect as normal. After Demolitions makes an alphastrike, they are fatigued. Using this sub-routine is part of a Full-Attack action, and may not be performed when the character is fatigued.

Juggernaut: Once a Demolitions sets their sight on a target, they refuse to let anything get in their way. At 7th level, reduce the Demolition's penalty to defense when charging to -0. At 17th level, increase Demolitions defense by +2 when making a charge.

Dervish: Standing still when making a spray of attacks often times makes a character a likely target. At 8th level, a Demolitions learns to overcome this disadvantage. They may make a standard Movement action while executing a Full-Attack action. They must move at least one hex between each attack, and may not move back into any hex they occupied this round. Using this sub-routine is part of a Full-Attack action. Demolitions may not use this sub-routine while fatigued.

Devastating Strike: Experienced Demolitions learn how to make their attacks extremely effective. At 13th level, a Demolitions may take a full-round action to make a devastating attack, doubling the critical hit range of the attack. This ability may not be used while Demolitions is fatigued, and requires concentration on the behalf of Demolitions.

Berserk: Sometimes blind rage is Demolitions best ally. At 16th level Demolitions may enter into a rage as a Free Action, giving them +2 to all attack rolls, damage rolls, Will saving throws, and Fortitude saving throws until the end of the Scene. Additionally, they gain +2 temporary hit points per character level. While in this rage, Demolitions is unable to use any Intelligence, Rank, or Skill-based Programs, nor any abilities which require concentration. Demolitions may prematurely end the rage if they wish. When the rage ends, Demolitions loses all temporary hit points they gained, and becomes fatigued until the end of the Scene. A Demolitions may not use this sub-routine when fatigued.

Unconquerable: A high-level Demolitions often times will seem like an unbeatable monolith of destruction, able to continue to fight when others would have been destroyed. At 18th level, a Demolitions may continue to act normally even when reduced past 0 hit points. Any time they take an attack action, they take an additional point of damage. Only when a Demolitions is reduced to a number of negative hit points equal to their Courage times 2 are they incapacitated. If Demolitions also has the Diehard feat, increase this number to their Courage times 4.