Rampart

Rousing the Congregation

MarineWarden

“So many things that can rain down upon you. So few of them good.”

~ Gailan DiTroika, Remnant Rampart

What is it that moves someone? What mantra gives them strength when their world falls to shreds around them? What bulwark will be the light in a torrent of unbreachable darkness? The Rampart digs deep within themselves to find such words. They pull them to the top of their lungs and paint the world with their influence.

As the hybridization of the Marine and Warden Base Classes, the Rampart is a rallying presence on the battlefield, capable of skillfully operating as a demolitionist. The trademark of a Rampart is its ability to impact the effectiveness of projectiles. The Rampart can fire upon enemy specialists, enhance nearby Ranged Attacks, and effectively wield explosives.

Historically Speaking

Like the Stalker, the Rampart can trace its origins to the Armistician Incursion of the Holy City of Requiem. The siege of the Holy City lasted for over forty-two (42) years, during the construction of the Great Spires. Over the course of the incursion, the Requis were forced to develop new methods for protecting their walls from the incipient threat. The Templarate Soldiers required to hold the walls regularly turned to the words and hymns of their Sects and Prophets for strength, leading others in prayers and chants to endure the endless warfare. Exemplary soldiers saw the martial application to the guided prayers as a way to better coordinate the artillery of the faithful. These soldiers, named for the Ramparts they defended, took charge of the defense of the Holy City. Teams of untrained civilians outfitted with cheap, ineffective rifles became deadly firing squads while engaged in the Rampart's prayers. The Rampart's faith is said to be unshakable in the face of oblivion, and Ramparts often walk into heavy explosions and emerge unscathed.

The Modern Rampart

Ramparts still exist today as the vigilant watch over the walls of the Holy City of Requiem. Over the generations, members have been disenfranchised, exiled, or excommunicated, left to fend for themselves in the harsh Frontierland. Mercenary Companies, defense agencies, and countless other organizations that hired these defenders ultimately incorporated their methodology into their own practices. Today's Ramparts are frequently sought after to secure precious artifacts and materials. A modern Rampart is an ideal Company member, as they are diligent demolitionists, respectable commanders, and talented marksmen. A Rampart can typically find work in a career with a sentry, commander, or captain role. Meanwhile, unscrupulous Ramparts can rain hell from the sky on innocent lands.

Class Features

The Rampart's Class Features focus on dishing out punishment to enemy specialists, enhancing Weapon Attacks, and mitigating Splash Damage. The Rampart Class benefits from having high Will, Charm, and Skill Attributes.

Vitals

Hit Points Per Rank: +8

Action Points Per Rank: +3

Equipment Training

Weapons: Hammer, Handcannon, Launcher Longarm, Rifle, Shotgun, Unarmed

Armor: Cloth Armor, Heavy Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

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

Innate Class Abilities: Investigation/Perception

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

Selected Class Abilities: Acrobatics, Deception, Intimidation, Nature, Stealth, Tact

Rampart Ranks

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

Ramparts see the most benefit from investing in a high Will Attribute, enhancing Class Features such as Preacher, Force Armor, Effect Duration, and Initiative, and any Apothicine, Investigation, Nature, or Perception Ability Checks. Rampart players also benefit from a high Skill Attribute, improving Class Features such as Fervorous Sermon, and enhancing their Ranged Attacks, Physical Armor, Initiative and Speed, effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Rampart players can also benefit from a high Charm Attribute, allowing them to assume the role of the Company face, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Will (+2), Skill (+1), Focus (+1)—Preacher, Blasphemy

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

Rank Three (3). Will (+1), Charm (+1)—Shield of Faith

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

Rank Five (5). Skill (+1), Will (+1), Charm (+1)—Fervorous Sermon

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

Rank Seven (7). Will (+1), Charm (+1)—Hellfire

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

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

Rank Ten (10). Will (+2), Skill (+1), Grit (+1), Charm (+1)—Damnation

Preacher

Beginning at Rampart Rank One (1), whenever the Rampart uses Draw a Bead, they utter a prayer, mantra, or chant granting comrades within their Aura Radius a Rally Enhancement bonus equal to half (½) of the Rampart's Will Attribute to their Attack rolls. The Rampart must be able to speak and be understood to utilize Preacher. Additionally, comrades must be able to perceive and understand the Rampart to receive the Enhancement.

Blasphemy

Beginning at Rampart Rank One (1), the Rampart can choose to punctuate a Retribution with a Ranged Attack as a part of the Reaction. In addition to the typical effects of Retribution, the Rampart may attempt a Ranged Attack roll, provided the target is within their Weapon Range and the Rampart is equipped with a loaded Ranged Weapon. The Rampart can utilize this Attack roll to deliver a standard Weapon Attack or facilitate the use of any Heroics that include a Ranged Attack roll as a part of the action.

Shield of Faith

Beginning at Rampart Rank Three (3), while the Rampart has an equipped Energy Shield, the Rampart becomes immune to Splash Damage from Ranged Attacks. Damage suffered from direct hits with a Splash Weapon is unaffected by Shield of Faith. Additionally, while equipped with an Energy Shield, the Rampart is immune to the Area of Effect of their personal Heroics. Shield of Faith fades while the Rampart’s Energy Shield is not active.

Fervorous Sermon

Beginning at Rampart Rank Five (5), as a Full Action, the Rampart can discharge their equipped Energy Shield to manifest a zone of kinetic momentum within their Aura Radius. Any projectiles that travel through the Rampart’s Aura Radius receive a drastic increase in velocity, gaining a Precision Enhancement to damage equivalent to the Rampart’s Skill Attribute. The Rampart must maintain the Fervorous Sermon each turn as a Move Action, or the effect fails immediately. The Fervorous Sermon remains centered on the Rampart for as long they can speak and concentrate on the effect. The Fervorous Sermon immediately falls if the Rampart is rendered unconscious, incapacitated, or otherwise disabled.

Hellfire

Once at Rampart Rank Seven (7), the Rampart’s Splash Damage from Ranged Attacks now rolls as Weapon Damage, up from Minimum Damage.

Damnation

As a Master Rampart, at Rampart Rank Ten (10), the Rampart can condemn the restoration of a target. In response to a foe becoming the target for Hit Points Recovery within their Aura Radius, through a Force Impact, the Rampart recites words of Damnation to poison the recipient’s soul. This action causes the healing to fail, converting the amount that would have healed the target into Force Damage. A Force Save negates the effect. The Rampart must be able to speak, and the victim must hear and understand the Rampart’s words for Damnation to function.

Rampart Perks

Fire & Brimstone 

Prerequisite: Preacher

You can utilize Preacher without being able to Speak. Likewise, Comrades can benefit from Preacher without being able to hear you.

Pittance

Prerequisite: Blasphemy

Your Ranged Weapon Attacks made as a part of Blasphemy no longer cost Ammo.

Herald of Faith

Prerequisite: Shield Of Faith

While Active, your Shield Of Faith is extended to any Comrade within the Radius of your Aura.

Eternal Fervor

Prerequisite: Fervorous Sermon

Using Fervorous Sermon no longer Discharges your Energy Shield.

Perdition

Prerequisite: Hellfire

Your Critical Hits with Splash Weapons inflict Maximum Damage instead of Minimum Damage within the Splash Radius.

Eyes of Atonement

Prerequisite: Damnation

You can perform Damnation without Speaking and instead by making judgemental eye contact. You and your Target must be able to see, and your Target must be within your Line of Sight.

Rampart Heroics

Indignation

Prerequisite: Rampart(Rank 1) 

AP Cost: 10

Action Type: Preacher

As a part of your Preacher Class Feature, your bonus also applies to your Comrades’ Ranged Damage Rolls.  

Sedition 

Prerequisite: Rampart(Rank 2) 

AP Cost: 20

Action Type: Blasphemy

As a part of your Blasphemy Class Feature, your Retribution also strikes any Targets Adjacent to your Initial Target. Additionally, if you wield a Ranged Weapon that inflicts Splash Damage, your Weapon Splash Radius is Doubled. 

Blastguard

Prerequisite: Rampart(Rank 3) 

AP Cost: 30

Action Type: Reaction

As a Reaction to a Projectile that inflicts Damage in an Area crossing into the Radius of your Aura during its Path of Travel, you can Discharge your Energy Shield to fire a disruptive pulse that intercepts the blast of the projectile, Negating any potential Damage dealt to any Target within the Radius of your Aura.

Penance

Prerequisite: Rampart(Rank 4) 

AP Cost: 40

Action Type: Full Action

Range: Aura

As a Full Action, you can attempt a Force Impact to exert your will over any Target within the Radius of your Aura, temporarily turning them into groveling whelps through the Command Miscognition that beg for the forgiveness or favor of the power that you represent. Affected Targets can attempt a Force Save against your Force Impact to Negate the Miscognition. As a Standard Action, you can maintain an Active Penance for an additional Turn at Half(½) of the Action Point Cost, increasing the Effect Duration in Affected Targets by a single Round and invoking a new Force Save for any Targets within the Affected Area. You must be able to Speak, and a Target must perceive and understand you to be Affected by Penance. 

Hammer Of Dawn

Prerequisite: Rampart(Rank 5) 

AP Cost: 50

Action Type: Standard Action

Range: Weapon Range(Splash)

As a Standard Action, you can fire a high-powered ordinance directly overhead that rains down on a Target within your Weapon Range below, inflicting your normal Weapon Damage, including any Splash Damage and an additional 1D10 Pyrotic Damage for every Point of your Will Attribute to any Targets within your Weapon Splash Radius of the Targeted Space. In addition, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). 

Zealotry

Prerequisite: Rampart(Rank 6) 

AP Cost: 60

Action Type: Reaction

Range: Aura

As a Reaction to a Comrade attempting an Attack Roll, you can inspire your Comrade’s Attack to inflict their normal Weapon Damage to the Target, even if the Attack fails to hit. 

Homing Missile

Prerequisite: Rampart(Rank 7) & Launcher (Any Rank)

AP Cost: 70

Action Type: Ranged Weapon Attack

Range: Double(2*) Launcher Range

As a Standard Action, you can attempt a Ranged Weapon Attack with a Launcher Weapon against a Target up to Twice(2*) your Launcher Weapon Range with a tracing missile that homes in on its Target, ignoring Line of Sight and any Armor bonuses from Cover for your Target. The Damage of Homing Missile Bypasses all forms of Damage Resistance.

Phosphorous Rounds

Prerequisite: Rampart(Rank 8) 

AP Cost: 80

Action Type: Reload

As a part of a Reload, you can instead load your Ranged Weapon with a clip of Phosphorous Rounds. Until Reloaded, your Ranged Weapon Attacks inflict an additional 1D6 Pyrotic Damage for every Point of your Will Attribute and the Ignite Condition on any Targets within your Weapon Splash Radius. Affected Targets can attempt a Physical Save against your Attack Roll to Negate the Condition. Additionally, Creatures that attempt to fire a gun loaded with your Phosphorous Rounds will misfire, Igniting themselves instead.

Judgment Bolt

Prerequisite: Rampart(Rank 9) & Launcher (Any Rank)

AP Cost: 90

Action Type: Full Action

Range: Launcher Weapon(Splash)

As a Full Action, you can fire a unique aerial rocket from a Launcher Weapon that disperses a cloud of heavy electrostatic over a Target within your Weapon Range, calling down a bolt of lightning that strikes your Target and any Creatures within your Weapon Splash Radius for your normal Weapon Damage as Electric Damage and an additional 1D10 Electric Damage for every Point of your Will Attribute and inflicting the Staggered Injury to any Targets within the Affected Area. Additionally, affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½) and Negate the Injury.

Irredeemable  

Prerequisite: Rampart(Rank 10) 

AP Cost: 100

Action Type: Damnation

If Damnation were to reduce your Target’s Hit Points to Zero(0), your Target’s Soul is destroyed, preventing any revival or resurrection for your Target.