Table of Contents
Tempest
Tempest
Whirling Bullet Dervish
“I know it as soon as I see someone. Whether I will shoot ’em or not. It's a gift.”
~ Brash Rustsaw, Bulleteater Tempest
Those who believe in ghost stories would be wise to heed the whispers that echo across the harsh, wild Frontierland and flush, urban cityscapes alike. No other subject of wild tall tales quite measures up to what the Tempest is in reality: a walking storm of hot lead and destruction. The Tempest is a highly trained, agile combatant with incredible reflexes and situational awareness at peak physical fitness.
As the Hybridization of the Brawler and Marine Base Classes, the Tempest places themselves in the eye of the storm, able to weave through battle, dealing deadly damage at close-to-mid range. The trademark of a Tempest is to blend martial athleticism with unmatched Sidearm Weapon talents effortlessly. A Tempest is a durable skirmisher and precise marksman that can round out any Company's crew.
Historically Speaking
It's no secret from where the Tempest earned their origins. Even before the discovery of the Cruxadle, the Krones relied on their most capable fighters to dedicate their lives to the defense of their most vulnerable. From early childhood, Krones of maximum potential were trained and molded into perfect soldiers as members of the Kronin Tempest Corps. With the near-infinite population boom brought by the Cruxadle, the Nexus could cultivate a superior defense force for its wards. The Tempest Corps codified a combat style focused on situational awareness, high mobility, and close-combat superiority through guns and effective takedown techniques. Terrifying stories of teams of agile gunners eliminating entire squadrons of veteran soldiers would make any potential raiders think twice before hitting a Krone Settlement, as reprisals would be swift and merciless. As a result, outsiders across the Oversalt began to attribute any disappearance in a Krone Territory to the Tempest Corps.
The Modern Tempest
Martial artists who embrace the discipline required to master firearms undoubtedly draw on the training and skills the Tempest Corps perfected. Tempests throughout the Oversalt quickly make a name for themselves using the hardened techniques garnered through intense training and combat experience. The modern Tempest slips effortlessly around the battlefield, a mobile and active threat to all within close quarters. Tempests are often sought out by Companies needing some physical enforcement, as they are enduring combatants, flexible athletes, and practiced gunners. A Tempest often transitions into a career role of a fixer, military leader, or field agent. Unscrupulous Tempests lead teams of killers on brutal campaigns, leaving no one behind to speak of their misdeeds.
Class Features
The Tempest Class Features are built for quickly incapacitating targets, better handling of Ranged Weapons, and smooth maneuvering through hostile spaces. The Tempest Class benefits from having high Power, Skill, Grit, and Will Attributes.
Vitals
Hit Points Per Rank: +9
Action Points Per Rank: +3
Equipment Training
Weapons: Handcannon, Shotgun, Sidearm, Staff, Thrown, Unarmed
Armor: Heavy Armor, Light Armor, Light Shield
Elements: Biotic, Cryonic, Electric, Pyrotic
Class Abilities
At Tempest Rank One (1), a Character receives the following pair of Class Abilities:
Innate Class Abilities: Acrobatics/Athletics
They gain a bonus to Class Ability Checks equivalent to half (½) of their Tempest Rank. An additional Class Ability from the following list is chosen at Tempest Ranks Three (3), Five (5), and Seven (7):
Selected Class Abilities: Apothicine, Drive, Investigation, Nature, Perception, Stealth
Tempest Ranks
When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.
Tempest gains the most benefit from a high Skill Attribute, enhancing Class Features such as Mobile Tactics, their Ranged Attacks, their Physical Armor, their Initiative and Speed, their effectiveness with Maneuvers, and any Acrobatics, Drive, and Stealth Ability Checks. Tempest players can also benefit from high Power and Grit Attributes to enhance their effectiveness in close-quarters encounters. The Power Attribute enhances Class Features such as Gunkata, Melee Attacks and Damage, Combat Maneuvers, Athletics Ability Checks, and Inventory Space, while the Grit Attribute enhances their overall survivability. Tempest players also benefit from a high Will Attribute, improving their Force Armor, extending the Duration of their Effects, enhancing Initiative, and increasing their Apothicine, Investigation, Nature, and Perception Ability Checks.
Rank-by-Rank Attributes/Features
Rank One (1). Skill (+2), Grit (+1), Will (+1)—Bellringer, Gale Tactics
Rank Two (2). Pick (+1), Focus (+1)
Rank Three (3). Power (+1), Skill (+1)—Gunkata
Rank Four (4). Pick (+1), Charm (+1)
Rank Five (5). Power (+1), Skill (+1), Will (+1)—Dueling Pistols
Rank Six (6). Pick (+1), Focus (+1)
Rank Seven (7). Power (+1), Skill (+1)—Cyclone Step
Rank Eight (8). Pick (+1), Charm (+1)
Rank Nine (9). Grit (+1), Will (+1)
Rank Ten (10). Skill (+2), Power (+1), Focus (+1), Will (+1)—Maelstrom
Bellringer
Beginning at Tempest Rank One (1), the Tempest may perform Knockout as a part of any Ranged Attack, including any Heroics that include a Ranged Attack as part of the action.
Gale Tactics
Beginning at Tempest Rank One (1), the Tempest may Draw a Bead as a Rapid Action.
Gunkata
Beginning at Tempest Rank Three (3), the Tempest no longer suffers a penalty for performing Ranged Attacks against an adjacent target; however, this act still triggers an Attack of Opportunity against the Tempest. In addition, the Tempest’s Sidearm or Handcannon Training grants access to any Unarmed Heroics of the corresponding Rank. The Tempest gains a Barrier Enhancement bonus to their Physical and Force Armor equivalent to half (½) of their Power Attribute when targeted by an Attack of Opportunity.
Dueling Pistols
Beginning at Tempest Rank Five (5), the Tempest retains any Ranged Equipment bonuses earned through Training when making an Off-hand Ranged Attack. Additionally, the Tempest can Reload up to two (2) equipped One-Handed Ranged Weapons simultaneously as a part of a single action.
Cyclone Step
Once at Tempest Rank Seven (7), the Tempest gains a Style Enhancement bonus equal to half (½) of their Power Attribute to their Acrobatics Ability Checks. In addition, the Tempest no longer suffers a Speed Penalty when moving through a Threatened Space.
Maelstrom
As a Master Tempest, at Tempest Rank Ten (10), whenever the Tempest avoids or evades an Attack of Opportunity, the Tempest may make an immediate Melee or Ranged Attack against their aggressor as a Free Action. Alternatively, the Tempest may use Maelstrom to perform a Reload Action as a Free Action.
Tempest Perks
Klang!
Prerequisite: Bellringer
Increase your Daily Uses of Knockout by Half(½) of your Skill Attribute.
Run & Gun
Prerequisite: Mobile Tactics
While under the effects of Mobile Tactics, if you perform your Move Action before any Standard Ranged Attack, the Point of Origin for your Attack can be anywhere within your Path of Travel to determine your Line of Sight or Projectile Trajectory.
Total Awareness
Prerequisite: Gunkata
You receive your Gunkata Armor Bonuses at all times.
Shot Counts
Prerequisite: Dueling Pistols & Rapid Reload
You can Reload a Sidearm Weapon as Rapid Action.
Ghost Walker
Prerequisite: CQC Specialist
You can Move through Spaces occupied by Hostile Creatures at Half(½) Speed.
A Leaf On The Wind
Prerequisite: Death Blossom
When using Death Blossom while Dual Wielding, you may perform an Attack each with your Main-hand and Off-hand Weapon.
Tempest Heroics
Squall Barrage
Prerequisite: Tempest(Rank 1)
AP Cost: 10
Action Type: Full Action
Range: Weapon Range
As a Full Action, while Dual Wielding One-handed Ranged Weapons, you can attempt Two(2) Melee Weapon Attacks (Main-Hand and Off-hand) by smashing up to Two(2) Adjacent Targets with the handles of your Weapons. For each successful Attack Roll, your Attack inflicts your normal Weapon Damage a Crush Damage, and you can expend One(1) Ammo to attempt a Ranged Weapon Attack against a new Target with your Weapon Range.
Bullet Wicking
Prerequisite: Tempest(Rank 2)
AP Cost: 20
Action Type: Reaction
As a Reaction to becoming the Target of a Ranged Weapon Attack, you receive Damage Resistance against Pierce Damage equal to your Skill Attribute until the start of your next Turn.
Mercurial State
Prerequisite: Tempest(Rank 3)
AP Cost: 30
Action Type: Stance
Effect Duration: Minutes
As a Move Action, you can enter a unique Stance that allows you to move through solid Objects, Creatures, and Surfaces up to a single Space in thickness. As a result, you are unaffected by Non-Elemental Difficult Terrain and Environmental Hazards, no longer provoke Attacks of Opportunity from Threatening Creatures, and can move through occupied Spaces without being inhibited for the Effect Duration. Alternatively, as a part of Exploring, you can use Mercurial State to walk through a single solid Door or Wall up to One(1) Space in Thickness.
Forced Fire
Prerequisite: Tempest(Rank 4)
AP Cost: 40
Action Type: Standard Action
Range: Adjacent/Weapon Range
As a Standard Action, you can make a contested Maneuver against an Adjacent Target with a Ranged Weapon in their possession. If successful, you expend One(1) Ammo from the Target’s Weapon to fire at a new Target within Weapon Range, using your Maneuver Roll in place of a Ranged Attack Roll, inflicting your normal Weapon Damage on a success.
Storm Fury
Prerequisite: Tempest(Rank 5)
AP Cost: 50
Action Type: Full Action
Range: Weapon Range
As a Full Action, you can expend all remaining Ammo from your Equipped One(1) Handed Ranged Weapons, inflicting your Maximum Weapon Damage against a Target within Weapon Range with an additional 2D10 Pierce Damage for each Ammo spent. The Target can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½)
Bell Breaker
Prerequisite: Tempest(Rank 6)
AP Cost: 60
Action Type: Stance
Effect Duration: Minutes
You can assume a Stance that focuses on dropping heavily armored targets with light firearms as a Move Action. Your Ranged Weapon Attacks receive Armor Penetration equal to your Power Attribute for the Effect Duration.
Balanced Trigger
Prerequisite: Tempest(Rank 7)
AP Cost: 70
Action Type: Stance
Effect Duration: Minutes
As a Move Action, you assume a Stance that focuses on wielding dual firearms with seamless balance. For the Effect Duration, as a Reaction to successfully inflicting a Ranged Weapon Attack with One(1) of your Ranged Weapons, you can expend One(1) Ammo from your alternate Ranged Weapon to automatically inflict your Weapon Damage to your Target.
Tornado Rush
Prerequisite: Tempest(Rank 8)
AP Cost: 80
Action Type: Full Action
Range: Double(2*) Speed(Charge)/Weapon Range
As a Full Action, you can sprint forward in a straight line up to Twice(2*) your Speed as a Charge. For every Three(3) Paces moved during your Path of Travel, you can attempt a Main-hand and Off-hand Ranged Weapon Attack against up to Two(2) Targets within Weapon Range.
Twisterfoot
Prerequisite: Tempest(Rank 9)
AP Cost: 90
Action Type: Stance
Effect Duration: Minutes
As a Move Action, you can enter a Stance that allows you to weave in and out of the battlefield. You gain plus One(+1) to your Speed for every unique Creature’s Threatened Spaces you travel through during your Movement, increasing the distance traversed as you pass by a more significant number of Hostile Creatures for the Effect Duration. The Speed bonus of Twisterfoot resets each Turn.
Eye Of The Storm
Prerequisite: Tempest(Rank 10)
AP Cost: 100
Action Type: Full Action
Range: Weapon Range
As a Full Action, you can attempt a number of Ranged Weapon Attacks equal to Half(½) of your Skill Attribute against any Targets within Weapon Range for as long as you have Ammo. Additionally, you can Reload a single Ranged Weapon as a Free Action at any time during Eye Of The Storm.