Helion

Through Æthereal Lenses

MarineAdept

“Follow the ley-lines if you can see them. Look carefully, and they will take you to the source.”

~ Shimmer, Krone Helion

Æther bleeds into the world. It permeates every speck of the atmos. It flows through every being, awakening potential in some, corrupting perception in others, and moving unnoticed by the Unaware. Æthercite has wonderous applications, each as magnificent as it is deadly, and none with more outstanding expertise than the Helion.

As the hybridization of the Marine and Adept Base Classes, the Helion is an unending salvo of heavy elemental damage, capable of channeling their Ætheral energies directly into their Ranged Weapons. The trademark of a Helion is their ability to enchant its ammunition, altering its metaphysical structure. The Helion can tear apart their targets, empower their shots, and utilize ancient artifacts.

Historically Speaking

As Æthercite mining and manufacturing reached its pinnacle, weaponsmiths throughout Salt sought to implement these gemstones into their designs. However, Krone artificers first forged and carefully machined a solid chamber of pure Æthercite. With their near-perfect rate of discovering and supporting their Awakened Adepts, Krones found these unique weapons to be critically effective in the hands of a trained specialist. As with the Tempest and the Solmnir, the Vocatiary, under the instruction of the Nexus, began pulling candidates for a new vocation, the Helion. Helions became critical members of Krone exploration expeditions, often chosen to delve into dangerous ruins in forgotten locations, as few others were equipped to survive such hostile conditions.

The Modern Helion

In their thirst for knowledge, Awakened Adepts are bound to discover the methodology of the Helion, with its guidance on exploration and gun skills appealing to those with survivalist instincts. Helions are skilled at manipulating the elements and their environment through their unique Ranged Weapons. In addition, Helions are experts in arcane objects and altered items, like these objects and their operation. A Modern Helion is a highly valued Company member, functioning as mysterious experts, deadly ranged fighters, and resourceful specialists. A Helion may find an ideal fit in a career as a researcher, arcanist, or specialist. Unfortunately, unscrupulous Helions seek out deadly forgotten technology in an endless lust for knowledge and power.

Class Features

The Helion's’Class Features focus on shredding through enemy defenses, empowering their weapons and Heroics, and quickly scoring Critical Hits. The Helion Class benefits from having high Skill, Will, and Focus Attributes.

Vitals

Hit Points Per Rank: +7

Action Points Per Rank: +4

Equipment Training

Weapons: Æthercite Catalyst, Handcannon, Launcher, Longarm, Rifle, Shotgun, Staff

Armor: Cloth Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Helion Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Arcana/Investigation

They gain a bonus to Class Ability Checks equivalent to half (½) of their Helion Rank. An additional Class Ability from the following list is chosen at Helion Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Electronics, Nature, Perception, Stealth

Helion Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Helions see the most benefit from a high Skill Attribute, enhancing Class Features such as Shredder Burst, Ranged Attacks, Physical Armor, Initiative and Speed, effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Helion players also benefit from investing in their Focus Attribute, enhancing their Class Features such as Æthercite Chamber, powering up Cast Attacks, increasing their Total Action Points and available Action Slots, and improving any Arcana, Electronics, or Engineering Ability Checks. Helion players can also benefit from investing in a high Will Attribute, enhancing Force Armor, Effect Duration, and Initiative while increasing any Apothicine, Investigation, Nature, or Perception Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Skill (+2), Focus (+1), Charm (+1)—Shredder Burst, Tap Potential

Rank Two (2). Pick (+1), Grit (+1)

Rank Three (3). Skill (+1), Will (+1)—Enchanted Clip

Rank Four (4). Pick (+1), Power (+1)

Rank Five (5). Skill (+1), Focus (+1), Will (+1)—Æthercite Chamber

Rank Six (6). Pick (+1), Grit (+1)

Rank Seven (7). Skill (+1), Will (+1)—Virulent Artificer

Rank Eight (8). Pick (+1), Power (+1)

Rank Nine (9). Focus (+1), Charm (+1)

Rank Ten (10). Skill (+2), Grit (+1), Focus (+1), Will (+1)—Intense Accelerant

Shredder Burst

Beginning at Helion Rank One (1), as a Force Impact, the Helion's Force Burst inflicts the Fragile Injury. In addition, the Fragile Injury incurs a penalty to Physical and Force Saves equivalent to half (½) of the Helion's Skill Attribute for their Effect Duration in Rounds. A Physical Save negates the Injury.

Tap Potential

Beginning at Helion Rank One (1), whenever the Helion utilizes Draw a Bead, the Precision Enhancement bonus is also applied to any Heroics that include Attack or Damage Rolls that inflict Force or Elemental Damage as a part of the action. Additionally, the Helion extends the Rally Enhancement of Turf to their Arcana Ability Checks.

Enchanted Clip

Beginning at Helion Rank Three (3), the Helion can enchant their equipped Ranged Weapon, converting its Damage Type for a short period. As a Move Action, the Helion shifts the Damage Type of their equipped Ranged Weapon to Force Damage or any Element of their choice for their Effect Duration in minutes or until the Weapon is Reloaded, whichever occurs first. Any loaded Ammo within the Enchanted Clip is converted to fire a magickal energy beam. The Helion can utilize an Enchanted Ranged Weapon to fire Force Bursts through Ranged Attack rolls. The Helion's Ranged Training grant access to Æthercite Catalyst Heroics of a comparable Rank.

Æthercite Chamber

Beginning at Helion Rank Five (5), the Helion gains a Precision Enhancement bonus equivalent to their Focus Attribute to any Force or Elemental Damage when using the first shot of a newly Enchanted Clip. As a result, Æthercite Chamber applies to the first Attack roll made after evoking Enchanted Clip and can be applied to any Heroics that include a Ranged Attack roll as a part of the action.

Virulent Artificer

Once at Helion Rank Seven (7), as a Standard Action, the Helion can fire from their Enchanted Clip a hovering Arcane Charge to float in place at any location within their Enchanted Weapon Range. When creating the Arcane Charge, the Helion selects and expends the Action Points to cast Heroics that inflict Force or Elemental Damage while also spending a round of Ammo from their Enchanted Clip. The Arcane Charge floats in place for the Helion's Effect Duration in minutes, after which it dissipates into nothingness. If the Arcane Charge comes into contact with a person, creature, object, or surface, it detonates, inflicting the selected Heroics on any adjacent target. As a Move Action, the Helion can reposition an Arcane Charge in a straight line to another location within Enchanted Weapon Range. The Helion can simultaneously maintain a limit of Arcane Charges equivalent to half (½) of their Skill Attribute.

Intense Accelerant

As a Master Helion, at Helion Rank Ten (10), in response to scoring a Critical Hit with an Attack roll or Heroics, the Helion can deny themselves the Maximum Damage of their Critical Hit to gain an additional Standard Action that turn, utilized immediately as a Free Action. Intense Accelerant reduces the Maximum Damage of a Critical Hit to a typical Damage Roll.

Helion Perks

Concussive Burst

Prerequisite: Shredder Burst

As an Alternative Use, a successful Shredder Burst will inflict a Penalty to the Target's Physical and Force Impacts.

Limitless

Prerequisite: Tap Potential

Your Tap Potential bonuses apply to the Attack and Damage Rolls of your Heroic Actions that are Full Actions.

Enchanted Reload

Prerequisite: Enchanted Clip

You can use Enchanted Clip as a part of Reloading a Ranged Weapon.  

Æthercite Rifling

Prerequisite: Æthercite Chamber

Your Æthercite Chamber Damage bonus applies as a part of your Shredder Burst when attempted with a Ranged Weapon loaded with an Enchanted Clip. 

Arcane Architect

Prerequisite: Virulent Artificer

You can Reposition an Arcane Charge as a Rapid Action, up from a Move Action.

Critical Retention

Prerequisite: Intense Accelerant

When negating your Critical Hit as a part of Intense Accelerant, you still retain any Critical Weapon Effects of your Attack while dealing your normal Weapon Damage.

Helion Heroics

Charged Shot

Prerequisite: Helion(Rank 1) 

AP Cost: 10

Action Type: Ranged Weapon Attack

Range: Weapon Range

As a Standard Action, you can expend One(1) Ammo to attempt a Ranged Weapon Attack against a Target within Weapon Range by channeling Æthereal intent into your Weapon. If successful, your Attack inflicts your normal Weapon Damage as Force Damage and an additional 1D10 Force Damage for every Two(2) Points of your Focus Attribute. In addition, you can alter the Damage Type of Charged Shot to any Trained Element.

Coag Bomb

Prerequisite: Helion(Rank 2) 

AP Cost: 20

Action Type: Standard Action

Range: Weapon Range(Splash)

Effect Duration: Rounds

As a Standard Action, you can attempt a Force Impact to deploy a canister against a Target within your Launcher or Thrown Weapon Range by utilizing a specialized ordinance that produces a highly flammable adhesive foam at the point of impact within your Weapon Splash Radius that sticks to any Target that contacts it and persists for the Effect Duration. Any Targets within the Affected Area become trapped in the foam, inflicting the Immobilized Condition for the remaining Effect Duration. Suppose the deployed Foam were to contact an open flame or any Pyrotic Damage Source. In that case, it bursts into the Flames Difficult Terrain for the remainder of the Effect Duration, instantly inflicting the Ignite Condition on any Creatures stuck within. Affected Targets can attempt a Physical Save against your Force Impact to Negate the Condition. 

Affliction Shot

Prerequisite: Helion(Rank 3) 

AP Cost: 30

Action Type: Ranged Weapon Attack

Range: Weapon Range

Effect Duration: Rounds

As a Standard Action, while loaded with an Enchanted Clip, you can attempt a Ranged Weapon Attack against a Target within your Weapon Range that manifests the Elemental energies within your Attack to a severe degree. If successful, in addition to your normal Weapon Damage, any Targets struck suffer a Condition dependent on the Elemental Damage Type of your Enchanted Clip. The Biotic, Cryontic, Electric, and Pyrotic Damage Types inflict the Corroded, Chilled, Numb, and Ignite Conditions, respectively, for the Effect Duration. Affected Targets can attempt a Physical Save against your Attack Roll to Negate the Condition. 

Mental Marksman

Prerequisite: Helion(Rank 4) 

AP Cost: 40

Action Type: Full Action

Effect Duration: Minutes

As a Full Action, you can facilitate your arcane practices through modern tech by utilizing your Enchanted Ranged Weapon to perform magick and control the flows of Æthereal energies. You can attempt any Cast Weapon Attack as a Ranged Weapon Attack, and your Effective Catalyst Range is matched to that of your equipped Ranged Weapon for the Effect Duration. 

Æthercite Burst

Prerequisite: Helion(Rank 5) 

AP Cost: 50

Action Type: Æthercite Chamber

You can increase the Damage of your Æthercite Chamber Class Feature to 1D10 per Point of your Focus Attribute. 

Communicable Condition

Prerequisite: Helion(Rank 6) 

AP Cost: 60

Action Type: Rapid

Range: Catalyst Range

As a Rapid Action, you can attempt a Force Impact to cause a Target suffering from a transferable Condition to spread that Condition to any Adjacent Targets. Any Creatures Adjacent to your Target can attempt a Physical Save against your Force Impact to Negate the Condition.

Artificial Hazard

Prerequisite: Helion(Rank 7) 

AP Cost: 70

Action Type: Virulent Artificer

Effect Duration: Minutes

As an Alternate Use of your Virulent Artificer Class Feature, you can instead utilize your Arcane Charge to manifest an Environmental Hazard within your Weapon Splash Radius that persists for the Effect Duration, inflicting 1D10 Damage in the Element of your Enchanted Clip for every Point of your Focus Attribute to any Targets within the Affected Area each Turn. 

Hyperbeam Cannon

Prerequisite: Helion(Rank 8) 

AP Cost: 80

Action Type: Full Action

Range: Double(2*) Weapon Range(Line)

As a Full Action, you can attempt a Force Impact to expend the remaining magick Ammo of your Enchanted Clip to manifest a powerful beam of Elemental energy that pierces through all Targets in a straight line up to Twice(2*) your Weapon Range, inflicting 1D10 Damage in the Element of your Enchanted Clip for every Point of your Focus Attribute and an additional 1D10 Damage for each Ammo remaining in your Enchanted Clip. If your Enchanted Ranged Weapon is fully loaded through your Æthercite Chamber Class Feature, the Damage of Hyperbeam Cannon will bypass all forms of Damage Resistance. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½).

Arcane Convergence

Prerequisite: Helion(Rank 9) 

AP Cost: 90

Action Type: Full Action

As a Full Action, you can redirect all Arcane Charges within your Enchanted Weapon Range to converge on a single point, detonating on impact simultaneously.  

Deadly Accelerant 

Prerequisite: Helion(Rank 10) 

AP Cost: 100

Action Type: Rapid Action

Effect Duration: Rounds

As a Rapid Action, your Intense Accelerant Class Feature retains the Maximum Damage of your Critical Hits for the Effect Duration.