Author Topic: Moon Vanguard  (Read 1093 times)

oslecamo

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Moon Vanguard
« on: June 15, 2017, 10:53:27 AM »
Moon Vanguard

“This Stake can cause a blast that will instantly purify you at the atomic level. What can you do against this specimen of the moon's most advanced weaponry?”
-Enar Nanbu, Moon Vanguard

It's a well known fact that in the past there's been numerous mighty empires that reached great levels of advancement only to crumble due to some catastrophe, most of their knowledge lost except for some relics and artifacts, that today's scholars struggle to even begin to understand.

The Moon Empire isn't one of them. The Moon Empire has holded up for centuries if not millenia, reaching great heights in all fields of knowledge. Having long abandoned their place of origin to mysterious alternate dimensions that can only be acessed by their own artifacts or gap manipulators specialists, the Moon Empire stands stronger than ever, and not even the gods dare to meddle in their affairs (those that do whitout request have a considerable chance of ending up sealed or worst).  However they're not very keen on interaction with the outside world. Very few mortals (and even immortals) have ever managed to set foot on their private plane, and inevitably were quickly and efficiently expelled.

Seemingly an utopia, the Moon Empire however keeps a strong and ready military force divided in several sections. Among those sections is the Moon Vanguard, who wear mighty armors and wield fearsome weapons containing advanced technologies that baffle the greatest smiths and artificers of the other races. Working on a basis of “nano technology” as the lunarians call it, those Nano Armors bond to the wearer and evolve with them, being self-sustainable and virtually indestructible. This allows a Moon Vanguard to operate long periods of time away from the Moon Empire, and some tell of “sleeping” or ever-wandering Moon Vanguards that have been in a plane for centuries pursuing some unknown agenda. The deeds they can perform are nothing short of legendary, flying at supersonic speed, acurately hiting targets from miles away, laying waste to whole areas in the blink of an eye.

Exceptionally, the Moon Empire seems willing to share Nano Armor with non-lunarians, impure members of other races that are willing to pledge their loyalty to them, so they do the dirty, nasty work that isn't apropriate for such a“civilized” race as the lunarians. Or not. In several ocasions the Moon Empire has been known for gifting Nano Armors to neutral parties, or even their enemies. Their objectives by doing this are never clear, but who are we to question the race that seems to have managed to resist entropy for this long?  Regardless of who or what they fight for, Nano Armor posessors are usually known as Moon Vanguard, heralding the will of the lunarians outside of their private plane.

MAKING A MOON VANGUARD

Abilities:Your key ability depends on what combat style your pursue. Strength will be key for melee Moon Vanguards, while Dexterity will be more important for ranged ones.  Depending on your chosen martial school, you may also want to focus in one of your mental scores.
Races: One would expect for lunarians to compose the majority of Moon Vanguards, but suprisingly most of the ones reported in history are from other races. Among those sit humans, elves, orcs, dwarves, gnomes, halflings, goblins, even giants, celestials and infernals have been known to don a Nano Armor for their cause.
Alignment:
Just as with race, Moon Vanguards come in all kinds of alignment. Good Moon Vanguards use their abilities to protect the innocent in a land, while evil ones use them to unleash bloody carnage whetever to gain power or simply for their sick amusement. Chaotic Moon Vanguards usually become mercenaries-adventurers of sorts, testing their Nano Armor limits all the time, while lawful Ones inevitably become key figures of their faction.

Starting Gold: 4d4x10 (100gp)
Starting Age: Young

HD:d6
Level    BAB    Fort    Ref    Will    Feature    Maneuvers Known   Maneuvers Readied    Stances Known
1   +1   +0   +2    +2    Nano Armor, Pilot Maneuvers   2   2   1
2   +2   +0   +3    +3    Spirited    3   2   1
3   +3   +1   +3   +3   Favored Maneuver   4   2   1
4   +4   +1   +4   +4    Overdrive System 1/day   5   2   1
5   +5   +1   +4   +4   Bonus Feat   6   3   2
6   +6   +2   +5   +5    Spirit   7   3   2
7   +7   +2   +5   +5   Favored Maneuver +2/+1, Miniaturize   8   4   2
8   +8   +2   +6   +6   Overdrive System 2/day    9   4   2
9   +9   +3   +6   +6   Bonus Feat   10   5   2
10   +10   +3   +7   +7    Spirit   11   5   2
11   +11   +3   +7   +7    Advance Overdrive   12   6   3
12   +12   +4   +8   +8    Overdrive System 3/day   13   6   3
13   +13   +4   +8   +8   Favored Maneuver +3/+2/+1,  Quick Reconfiguration 1/day   14   7   3
14   +14   +4   +9   +9   Spirit   15   7   3
15   +15   +5   +9   +9   Bonus Feat   16   8   4
16   +16   +5   +10   +10   Overdrive System 4/day   17   8   4
17   +17   +5   +10   +10   Spirit   18   9   5
18   +18   +6   +11   +11   Bonus Feat   19   9   5
19   +19   +6   +11   +11   Favored Maneuver +4/+3/+2/+1, Quick Reconfiguration 2/day   20   10   5
20   +20   +6   +12   +12   Final Form, Overdrive System 5/day, Spirit   21   10   5

4 Skill points+int per level, quadruple at 1st level. Class skills: Apraise,  Balance, Bluff, Concentration, Craft(any), Diplomacy, Gather Information, Intimidate, Handle Animal, Hide, Knowledge(any), Listen, Move Silently, Perform(any) Profession(any), Search, Sense Motive, Spot, Spellcraft, Use Magic Device, Use Rope, Tumble

Proficiencies: The Moon Vanguard is proficient with all armor and weapons granted by this class, plus one simple weapon of their choice.


Features:
Nano Armor: Such is the advanced technology of the lunarian that they learned how to miniaturize massive systems of mechas into elegant suits of armor. The Nano armor grants the same bonus as a Real Robot or Super Robot. Use your Moon Vanguard level to determine the kind of robot your nano armor  can emulate, including Arsenal Options (your Moon Vanguard levels can count as either Real Pilot or Super Pilot levels, or any combination of those two classes). The Nano Armor doesn't hinder you in any way, since the plates are connected by flexible force fields that grant full protection whitout sacrificing any mobility!  It follows all base mecha rules except as noted here.

(click to show/hide)

Pilot Maneuvers:
A Moon Vanguard picks two schools to learn maneuvers from.  The choices are Ace Pilot, Burning Justice, Into The Danger Zone, Gun Maniac, Internet Explorer, Martial Machine, Border of Life, Crystalized Silver, Dream Battle, Love-Colored Magic, Lunatic Princess, Doll Judgement, Plain History, Septete for the Dead, Misteryous Millenium, Drunken Demon, Riverside View, Chinese Star, Divine Battlefield (if you have Divine Ranks) or Ancient Temple (the later demanding her to have the Nethereworld Gardener feat, the youkai-forged blades become in-built weapons of your Nano armor). If you're piloting a bigger mecha while wearing nanoarmor, you use only the bigger mecha's DR/save bonus/arsenal/special abilities/HP/AC bonus, altough you can still use nanoarmor maneuvers/stances and overdrive (if you picked Ancient Temple, the youkai-forged blades magically form on the bigger mecha however). Moon Vanguard Iniator level is equal to her Moon Vanguard level plus half other levels, and she can only learn maneuvers of a level no bigger than half (IL+1). Whenever a Mecha school refers to Pilot level, use your iniator level instead. Nanoarmor weapons can be "retrieved" inside as a move action, in which case they cannot be used, which is useful both for showing peaceful intentions, or using Plain History maneuvers. Making them useable again is another move action.

Those maneuvers and stances can only be used while you're wearing your Nano Armor and with its weapons.

At the start of your turn you can choose to recover any of your expended maneuvers as a free action by expending energy equal to its level squared. You can recover multiple maneuvers at the start of your round this way if you have enough energy. Entering a stance also demands expending energy equal to its level squared. This overrides the rule for pilot schools that you need to spend energy to use them but don't need to recharge them, as well as the pilot rule for entering stances.

At 4th level, and every even-numbered level afterwards, the Moon Vanguard can swap one of her older maneuvers with a new one she qualifies for from one of her two schools (the new one doesn't need to be of the same level of the older one).

In addition, the Moon Vanguard counts as a Pilot class for qualifying for Pilot feats.


For a Moon Vanguard, if a technique isn't flashy, it isn't worth learning.


Spirited: Starting at second level of Moon Vanguard now increases the max number of spirit points of the player by 5 (including the first level). In  addition  the player learns one spirit, and whenever "Spirit" appears on the table she learns one more. She can count herself as either a Super Pilot or Real Pilot for determining her primary spirit affinity.

Spirits can be used as a free action at the  beginning  of your turn by paying their cost in spirit points (before you take any other action). You need to meditate for 5 minutes to recover your spirit points. You can use multiple spirits in a turn, but only once each kind of spirit. Spirits that trigger in a condition , such as valor and alert, last 1 minute and then are lost if they are not triggered by the end of the duration.

Spirit List


Reimu Hakurei aproves of the Moon Vanguard.


Favored Maneuver:
At 3rd level, pick one of your known maneuvers. That maneuver has an  iniator level of 1 higher than normal whenever you use it. At 8th level and every 6 levels thereafter, you gain another favored maneuver, and increases the bonus to your existing favored maneuvers by 1.

You may change your favored maneuvers whenever you gain another level in Moon Vanguard. You can use your Favored Maneuvers even if you've lost your Nano Armor.


Every Moon Vanguard has her favorite weapons and combat tricks.


Overdrive System: At 4th level 1/day the Moon Vanguard can push her Nano Armor mechanisms to the max as a move or swift action, entering an Overdrive. You fully recover one of the following-Energy, Weapons Ammo, Nano Armor HP or Spirit points. Overdrive lasts for a number of rounds equal to 3+highest stat mod. While in Overdrive your speed, reach and weapon range change to mecha scale, including the ability to attack everybody inside a 5 mu (30 feet by 30 feet) square simultaneously. At the end of the duration your Nano Armor's energy drops to zero and it cannot regain energy by any means for 1 minute as it cooldowns for the great effort.

At 8th level and every 4 levels thereafter you can use this ability an additional time per day.


Two Rival Moon Vanguards face each other in space.


Bonus Feat: At 5th, 9th, 15th and 18th levels you gain a bonus feat from the this Pilot feats list.


Ouka, a veteran Moon Vanguard


Miniaturize: Whetever instant energy-matter conversion or self-foldable-dimensions, Lunarian nanotechnology knows no limits! At 7th level you can now compact your armor into a diminutive object you can easily carry around  and conceal, which can then be quickly transformed back into its normal self. You can don or remove your Nano Armor as a move or swift action.


Moon Vanguards know well that many things are better smaller.


Advance Overdrive: At 11th level as an immediate action by expending two uses of Overdrive System you can enter an Advance Overdrive. It works as an Overdrive, except you recover two resources instead of just one and you gain any one [Pilot] feat you qualify for of your choice the duration. At its end, your armor automatically Miniaturizes and you need to wait 5 minutes for it to cooldown so you can use it again.

You may use Advance Overdrive with a single use of Overdrive System if it's your last use remaining for the day.


Reimu prepares to lay down the hurt.


Quick Reconfiguration:  Lunarian technology is extremely advanced, even capable of adapting to unexpected conditions in an almost organic way.  At 13th level 1/day as a swift or move action you can instantly change your Nano Armor and respective arsenal options to any other valid set of choices. At 18th level you can use this 2/day.


The ability to quickly upgrade in the mid of combat is the sign of a great Moon Vanguard


Final Form: At 20th level pick a specific set of Nano Armor options, including an Arsenal Set. You can now change into this form trough Quick Reconfiguration whitout expending uses of that ability, and while on it you gain a +2 bonus to three ability scores of your choice, picked when this ability is gained. You can also choose a Martial Stance you know, and when you enter your Final Form you automatically enter that stance on top of your regular stance whitout need of expending energy. When you exit Final Form you exit that extra stance as well.

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« Last Edit: June 28, 2017, 09:21:07 AM by oslecamo »