Smarter than your Average Ghoul- Ghouls can now use firearms but are limited to starting with 6 darts at beginning of session. Adapted to the Wastelands- Human only need to use a RadX once every other session. Mixologist - at the end of the session they can trade in chems for any other chem (max of two chems trade in per session) Money Can Buy Happiness - At the start of a session you can pay 20 tabs to be allowed to have an extra, temporary feat for this session. You can buy multiple feats (you can not gain the feat LOTTERY this way for obvious reasons) Bounty Hunter - earn one tabs for every confirmed kill you make Advance Bounty Hunter - earn two tabs for every kill and 4 tabs for every stealth kill you admit to. Watch And Learn - you can use techwizards gadgets that aren't your own (don`t need to be a TechWiz to take this feat) Mood swings - rampagers can rampage 1 extra time per session Advanced mood swings - rampagers can rage 2 times extra per session Raging terror - rampager who takes this can only rampage once per session max, but does 3 damage per hit. Enduring rage - rampager's rampage mode timer is increased to 3 minutes Advanced enduring rage- 5 minutes Perception - You can see a scout while they`re incognito
What's on your mind?
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General Discussion
(What has been suggested so far)
Heavy:
Idea 1.) Only ones that can use automatic weapons and have a slightly higher dart limit.
Idea 2.) Forced to always walk and can't "stealth".
Idea 3.) Must always have 5 weapons on them at all times.
Assassin/Scout/Thief:
Idea 1.) Their "stealth" can be just taking all of someone's tabs and have a five second head start after taking.
Idea 2.) Can "stealth" without a weapon.
Idea 3.)
Noble:
Idea 1.) Gain a number of tabs every main session (# of tabs is unknown but but this writer suggest 7)
Idea 2.) Can not stealth kill
Trapper:
Idea 1.) "If they kill someone, the dead one is immediately tied up and walks to The Hunter. The dead one is still considered dying, and will die fully in five minutes (they can walk away and respawn). While in thous five minutes, the dead one can not run away and can only talk to the Trapper who killed him. "
Engineer:
Can tie a cloth (we can pick an arbitrary color later) around a piece of equipment to improve it. Shields gain the ability to resist mega darts and those chems that turbo-penetrate (can't remember which color right now... oops). Armor adds one HP to chest armor. Maximum of one improvement per person. Engineers can only upgrade one piece of equipment per session, and the upgrade lasts the whole session, regardless of whether the Engineer or improved player is slain.
As for cons: cannot use Chems. Zero. Find a medic.