Imperial

Imperial

Warriors who wield large mechanical swords known as Drive Blades who hit hard and strong before needing to maintain their weapon's overheating engine.

HP & Defenses

Imperials possess a d10 Hit Die, and they start the game with 50 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Imperial can gain a Hit Die, increasing their Hit Points accordingly.

They also receive a +4 bonus to Fortitude Defense.

Stat Bonuses

Imperials receive a +1 bonus to one of the following attributes; Strength, Constitution, or Charisma.

Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)

Attack Bonus

Imperials receive a +2 Attack Bonus.

By spending 5 XP the Imperial can increase their Attack Bonus by +2, to a maximum of +12.

Skill Points

Imperials receive 1 rank in the following skills at character creation;

  • Awareness

  • Deception

  • Endurance

  • Knowledge (History, Dark Magic, and Wilderness)

  • Persuasion

  • Spellcraft

Drive Blade

Imperials receive a Drive Blade, a special motorized sword, at character creation. This is a two-handed weapon which deals 1d10 points of slashing damage, has a x2 critical multiplier, and weighs 35 lb. It imposes a -2 to initiative checks while wielded, has the Brutish property, and has a single cartridge slot.

The Imperial possesses the following energy types fire, cold, electricity, acid, and corruption, and can swap which cartridge is inside of their Drive Blade. Doing so is a swift action (reduced to a free action with Quick Draw), and once equipped in the Drive Blade it deals 1d6 points of that energy damage per point of Charisma the Imperial has.

Drive Blades can enter a state of overheating from certain talents, as well as from the Imperial's Overcharge ability. When doing this the Imperial takes a -4 penalty to attack and damage rolls with the Drive Blade until it cools down.

Overcharge

Imperials can send their weapon into a state of overheating, making it incredibly powerful for a few rounds before it must cool down. This is a swift action to perform, and upon doing so the Drive Blade treats its damage dice as if it were a weapon of Colossal size (from Medium to Colossal is 1d10 to 6d8). This lasts for a number of rounds equal to the Imperial's Charisma (minimum of 1). At the end of the Overcharge, the Drive Blade must cool down for a number of rounds equal to the amount of rounds Overcharged.

So long as the Imperial is holding the blade while it's Overcharged, they take 1d4 fire damage per round as the Drive Blade's heating mechanisms make holding the heated weapon difficult.