Beat Booster

Beat boosters do not attempt to interfere with the Beat of the World, instead choosing to ride alongside it. Their drops, rhythms, and chords are synched to the Beat and amplified along the musical ether. Eventually they are so heavily synched, they can recognize the beats of others and amplify their abilities as well.

Music Master

When you choose this style at 3rd level, you gain proficiency with two additional instruments of your choice.

Swagger Armor

When you choose this style at 3rd level, your body and movements become synched to the world around you. While you are wearing no armor or shields, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, you gain +1 to Performance checks while playing instruments you are proficient with as park of the check.

Booster Beat-down

When you choose this style at 3rd level, you can tap into the Beat to boost your magical focus instrument to attack with righteous riffs and beats. The instrument attacks with a concentrated spear of sound, dealing 1d6 + your Dexterity modifier piercing damage. At 12th Level you can attack twice with your instrument using this action. You are considered proficient with this attack and can spend 1 Hype point per attack to make the attack considered magical for the purposes of overcoming resistances.

Bonus Hype

Because of your passive harmony with the Beat, you can recognize rhythms of extra strength. At 6th level you gain an additional Hype point. This happens again at 12th level, 16th level, and once more at 19th level.

Bars of Adrenaline

Beginning at 6th level, you can use bumping beats or uplifting lyrical goodness to help boost your allies. As an action you use your Hype points to give all allies within 60 feet, that can hear you, temporary hit points. Any ally can use one of their hit dice, if they have one available to use; they add that roll plus a number of Hype points (minimum of 1) you use, to gain temporary hit points equal to the total. This consumes their hit die in the process. The temporary hit points last a number of rounds equal half your synth weaver level + your Charisma modifier (minimum of 1 round). Once you use this ability, you cannot use it again until you have finished a short or long rest.

Drop The Bass

Beginning at 6th level you gain the ability to sync your rhythm to that of your allies. As a reaction, when an ally hits a target with a ranged or melee attack, you can use 2 Hype points to bring the blow down with added force. Both you and your ally roll a d6, if the numbers rolled match, then the ally’s attack is considered a critical hit. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest. The die used to sync your rhythm changes to a to a d4 at 12th level and is automatic at 16th level. You cannot target yourself with this action. If you target an unwilling creature, they must make a Charisma saving throw versus your spell save DC. The effect does not take place if they save, but one use of this ability is still consumed.

Magic Amp

At 12th level you gain the ability to boost the damage your magic does. You do this by synching your rhythm to that of the magical essence of the world and adding your own unique flourishes into it. When using your instrument as a magical focus, you can add your Charisma modifier to the damage or healing of a spell. The damage is added after all normal bonuses are applied to the spell. This only works for offensive or healing spells and does not affect duration, range, or casting times.

At 16th level you may add an additional +1 to the damage or healing done by spells cast this way, at the cost of 1 hype point each. At 19th level this changes to an additional +2 to the damage or healing done by spells cast this way, at the cost of 1 hype point each. You can use this feature a number of times equal to your Charisma modifier (minimum of once) before finishing a long rest.

Hype Wave

At 12th level you can choose to grant Hype points to assist more than one ally at a time. When using synth weaver Hype, you can choose up to two allies to receive the Hype points simultaneously. The chosen creatures must gain Hype points equally, draining you an equal amount of Hype points for each creature. This feature takes an action.

At 16th level this increases to up to three allies and three uses. At 19th level this increases to up to five allies and five uses. You can only target as many allies as you have uses of Synth Weaver Hype for and that your points permit.

Section 15: Copyright Notice

Lasers & Liches: Tales from the Retroverse - Test Wave 3 Player's MTX Creator(s) Chris Lock, Lluis Abadias Copyright 2021

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