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On-Dodge Passives that are kinda bad |
Posted by: Snake - 05-21-2023, 10:48 PM - Forum: Balance Fu
- Replies (8)
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Aeons ago, we received a couple of passives that proc on evade, while some are godly and add to the general gameplay feel of each class, there are some passives that don't quite do anything significantly good or notable when they proc. And given dodging is very hard aside some classes, they could likely do a little more than what they currently do.
So, being a little concrete here, I'll skip over the ones I think are fine for the ones that are not:
Quote:Curate - Grace of God
- It's a miracle you weren't hurt. When you evade an attack, you gain Grace of God for 3 rounds. When you Pray, Grace of God is consumed to guarantee it will activate a bonus effect, and additionally grants Fanatic LV (Scaled FAI) for 4 rounds.
Fanatic: 10 + LV/2% chance any damage will be reduced by LV + Curate LV. Your next instance of non-status, non-bonus, non-field damage will make this status expire, but automatically inflict an injury (depending on the damage type).
- Curates don't go well with dodging in most situations, so Grace of God should be more rewarding. Building Evade on Curates is suicide, compared to building tanky stats.
EDIT: Should be more clear with my original intent. Pacifist Boon but defensive.
Quote:Rogue - Empty Pockets
- Good thing about people attacking you is that they don't notice stuff missing. When you evade an attack, you gain 15% success rate to your next Steal within 3 rounds, and if it's successful, the target cannot use items for 3 rounds.
Trickery: If the enemy has more than 500 Murai on them, and this is the first time you activate this skill against them, you will steal a random amount (1 ~ Rogue LV) of Murai from them, otherwise, you will steal FP instead. (This effect can only happen once per round).
- I never see this being usable in many situations, so this could likely be used as a counter to Bomb spamming that we're very much lacking nowadays. Also a trickery here to make the flavor text more faithful to what this skill is described as. "They didn't look, you swooped them."
EDIT: Is this less busted now?
Quote:Engineer - Security System
It's not nice to play rough. When you evade an attack, if you have any robots active, all will simultaneously fire at your attacker while you distract them. (Each shot's damage will be capped at 5 damage, to a maximum of 15 damage, but will be treated as protection-ignoring bonus damage.)
- This is another one that I never see being used in Engineer, since... Let's be real. A basic hit. From a summon. Come on! We can spice this up a bit more this way here, and further increase the salt against Engineers.
EDIT: This should make it more in pair with Evasive Strike.
Quote:Demon Hunter - Snake Dancer
Dance around your foe's attacks, frustrating them. While in Cobra Stance, when you evade an attack, you will teleport to a random cardinal within 1 range of them and face them (except the front, this movement will not activate field objects or effects).
Trickery: All Cobra skills' Momentum costs are reduced by 1 for 2 rounds. (While the effect is active, it cannot be reapplied.)
- Look how you massacred my girl.... I believe that Trickery limits the role of Snake Dancer, especially when it doesn't really add anything. 'A chance within a chance to reduce momentum' never sees huge use, or people willing to stay in Cobra Stance anymore. Real Demon Hunter users know that nowadays it's best to stay in Matador or Reaver.
EDIT: This should make it at least do something by itself.
Quote:Mage - Static Air
Blah blah blah. Deals 25 lightning damage, once per enemy, per round.
EDIT: Thanks for reminding me of this obscure one, Shujin.
And wow. That's all we have for on-dodge passive skills. We probably need more for other classes.
But alas, now these in particular now more comparable to something like Evasive Strike, Krahenflugel, Brain Freeze and Flottement.
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Ilyas - Special Technique Request |
Posted by: Shade Genkai - 05-21-2023, 09:39 PM - Forum: Approved Characters
- Replies (7)
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Applicable BYOND Key - Angriushexius
Character Name - Ilyas
Discord for DM'ing purposes - something.somewhere (I'd like to remove this after approval/denial, if that's alright)
Request Type - Character Technique: Deceased Soul Binding/Storage
Request Details - This request is for a technique the above character can use to reflavor the possession subtalent as well as to use the souls that they are possessed by in combat in an indirect capacity, such as using the souls to explain how certain strange techniques like Negotiate and Steal function.
That said, the main purpose of this request is to add a source of antagonism for the character, mainly those that would find the act described below as spiritually reprehensible if they become aware of the details of it. Though certainly that distaste could be provoked simply by being aware of the difference between a possession by spirits and a possession by souls (which, as far as I'm aware, the only real difference between the two is that souls have solid identities).
The souls themselves are intended to come from deals made with npc's encountered in the character's day to day life and business affairs, which I would be glad to speak more about in DM's. Though if someone else were to request the character perform this service for them they wouldn't pry particularly deeply into how consensual the deal is between contractor and contractee (That said, if it should ever become the case that a deal of this nature occurs between two PC's I'd require full ooc permission and understanding of the details presented in this request post for all parties involved)
I don't intend for this to occur any mechanical or IC benefit, the main purpose is for plot and character hooks. It could be the case that NPC or player souls could divulge information to the contract holder, but in this case it would only ever be information that the contract holder in question could reasonably be approved to have. In the case of it being an npc then the owner of said npc would have to giver the approval, with the same criteria needing to be met for any PC. I'd also be glad to hear any other stipulations that would be preferred for these contracts to either add a more esoteric touch to them or for balancing purposes if such is desired.
Reason why you are making this request (if applicable) - Hear me out. . . I think it'd be cool and fun to play.
Roleplay & Lore supporting your request - Afterlife Debt
It is often the case that people require certain services or goods to ensure the continued quality, or even the very existence, of their lives. In more fortunate circumstances the cost of these goods and services are rendered up front or immediately after their fulfillment. Otherwise, a debt is accrued upon the recipient's part.
Debt can be a terrible thing to crawl out from under, especially in a world dedicated to value. In some cases it can even prove as disastrous to one's life as if the initial purchase had been entirely forgone. . . simply on a longer, far more looming scale. Some even find themselves with a sort of debt that binds them to the mortal plane even after they should have departed. Foul acts, lingering emotion, unfortunate circumstances; all of these can inflict debts of a spiritual variety. Debts which demand one's memory of even the method of payment as compensation.
There are only a small, though happy, few debtors that may find the end of their days without having their lives marred by what they owe. Though, in this circumstance what hardship may befall those who rendered their services or provided their goods; now forever denied the compensation they were due? Is it fair that their lives are bereft of what they may have gained from a truly even deal?
Making sure that accounts are settled is a foundational necessity for any nation built on trade. To that end, Ilyas has developed a method to ensure that even those who are not able to pay for what they require are able to receive what they need without denying their benefactors what they deserve for providing what was necessary.
By mixing a debtors blood with ink produced from a plant known for draining focus from those that interact with it unprotected as well as other alchemic reagents, and having the debtor sign a contract which outlines the details of the future role of service they are to undertake Ilyas is able to bind the soul of a debtor to the written contract, themself, or a client that has requested the service specifically. This binding functions in much the same way as possession for a normal person or a haunted item, the only difference being that the entity being bound is a fully realized soul with its identity intact, allowing for those with the necessary capability to communicate with the deceased. . . though certainly other uses for souls have come to light in Korvara.
The details of the contract are generally up to the creditor and debtor to decide, though usually a number of years of service are decided upon beforehand. Often based upon the degree of benefit provided to the debtor's life by the creditor's service, or indeed as direct a trade as the number of years lived after services rendered translating to the number of years of service to be provided.
In reality the specifics of the contract are unimportant, as is the material upon which the contract is written. The necessary components of this technique are the ink, the blood of the debtor, and willful act of signing the contract. It is not necessary that the blood be given willingly or that the signed name be the debtors true name, nor is it particularly necessary that the debtor understand the specifics of the contract that they are signing. . . though should a soul find itself bound to someone or something against their will it's to be expected that they're not going to be very happy about it, and while the wording of the contract can have some influence on the departed's behavior any entity with a strong enough will is fully capable of defying the contract holder's desires. Though their main recourse for fully nullifying the contract is to find a way to destroy the physical copy, specifically the portion they signed, the bound soul may also try to take a more manipulative approach to force the contract holder or an outside party to destroy or nullify the contract by other means.
There are, however, other methods of nullifying or ending a contract. The contract holder may also choose to destroy the physical copy, though in many instances a clause is written that the creditor may end the contract by 'willing' it to be void, this action normally involves a short, single phrase invocation of sorts into which the desire of breaking the contract is encoded. In contracts that are designed to be as fair as possible for both parties there are also times in which the bound soul is given the option to nullify the contract by will as well, though this is often quite rare in any instance where a full explanation of the circumstances are explained to the debtor before their death.
Lore Support:
I wasn't able to find much lore at all directly referencing souls specifically, let alone the manipulation of them, I have found a few items which to some degree mention souls being used in similar ways to parts of this technique.
The most obvious would be the Torment Noctis, which mentions being able to use souls in its item text; particularly for the application of curses. While it would be a stretch to call this technique a 'curse' it does at least show that there are applications for souls outside of research into Homunculi.
![[Image: 00bec35c933ad74b5e1f577ce14baf97.png]](https://i.gyazo.com/00bec35c933ad74b5e1f577ce14baf97.png)
Next we have the Valkyrie Ring. While the item itself doesn't claim to have any properties that manipulate souls it does make mention of the mythical figure it is named after. In doing so the text also notes that said figure is capable of directing souls away from Lazarus, a good sign for others intending outside interference in the natural cycle.
![[Image: e3b14b3379b87abb2d8ec184c75314fa.png]](https://i.gyazo.com/e3b14b3379b87abb2d8ec184c75314fa.png)
From here I'll move on to lore supporting the main alchemic ingredient mentioned in the post above, a flower that siphons focus. To start I'll reference the Whynesfelt, which has direct mention of such a flower in its item text.
![[Image: 2ea58e81b4cb5547687d1044327625f3.png]](https://i.gyazo.com/2ea58e81b4cb5547687d1044327625f3.png)
Going forward from that though I should note that the particular flower used in this process is one that belongs to the personal lore of another player's character, which I've gotten permission to use and would be fine with discussing in the details of that in DM's for privacy's sake. The flower in question, though, is assumed to have been crossbred with the flower mentioned in the Whynesfelt description, to note its connection to already existing in-game lore.
Outside of these points I'm unfortunately unaware of any further supporting lore I can use. If there is more to be had I'd be glad to hear of it, and to adjust the details of this technique if necessary to account for any incongruities caused by that lack of knowledge.
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Let's talk Summoner. |
Posted by: Raigen.Convict - 05-21-2023, 02:55 PM - Forum: Balance Fu
- Replies (6)
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So while on my trip to Oregon I had a burst of small ideas for Bonder and Shapeshifter. Before they leave my brain im writing them now on my phone.
Fight as One: so long as bonded youkai are within 5 range of the summoner, the summoner gains 1 + 3 per rank (max 3 ranks) to hit crit evade and crit evade. Youkai themselves gain 10 to these stats per rank. If the summoner only has 1 bonded youkai, the range limit is removed, and the youkai gains instead 5 + 15 per rank.
Synchro Summon: provides 3+rank (3ranks) to all stats for summoned youkai for 3 rounds. If bonded this increases to 5 rounds. If a single bonded youkai, they gain an additional + 4 to all stats and the original bonus applies to the summoner for the same duration.
Healing Discharge: reamains the same except all BONDED and unsummoned or defeated youkai will regain hp at half or 1/4 value respectively.
Bloody Shift: remains the same except while active all youkai evoke costs are reduced to half.
I'm looking forward to seeing what people think of these ideas. My hope is for them all to be implimented even if numbers need tweaks.
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scrollable skill menu |
Posted by: i/o - 05-20-2023, 10:13 PM - Forum: Quality-of-Life (QoL)
- Replies (4)
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hello. i have too many skills. while in combat, the skill menu does not show all of them, and i have to blindly fumble in the dark using the arrow keys to select one of my numerous overflowing abilities.
i think the ideal would be to make it so that pressing down past a certain point scrolls them up to hide the topmost option and reveal one lower, etc etc, but other fixes (i have no idea what's easiest to accomplish technically speaking) would be scroll wheel, or a button combo (like holding shift + up/down), maybe a second column (which you could press right to swap over to), the ability to have multiple pages on the skill menu, maybe just being able to pull up the skill menu to a higher position so more fit.
i dunno. all i know is that i am suffering beneath the terrible weight of my incredible breadth of abilities.
(also i know about the skill icon bar at the bottom but that's just not the same as a fully descript, text menu with all the information)
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Weird interaction with Meld Form and Titan Ghost |
Posted by: SolAndLuna - 05-20-2023, 02:55 AM - Forum: Balance Fu
- Replies (4)
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Since this isn't a bug, technically, I guess this goes here.
Basically, using Meld Form on a youkai that got hit with Titan Gale before lets you "steal" that Titan Ghost in its entirety, as it changes the causer to be you, instead.
Somehow, I feel like this isn't exactly intended, given that it gives a large power boost at no real cost for up to 10 rounds, especially considering that the usual way of getting it to take effect (hit a target without KOing them, then defeat them afterwards) also only gives 5 rounds. Regardless of whatever opinions people may or may not have about Titan Gale, I think it's fair to say that being able to steal that kind of status probably shouldn't be allowed.
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[v2.73d] Haunting your field tiles |
Posted by: SolAndLuna - 05-20-2023, 02:40 AM - Forum: Bug Reports
- Replies (1)
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Fairly simple issue this time - For whatever reason, Haunting just doesn't trigger traps/runes/tile effects.
Steps to replicate:
1. Player 1 places a field tile/trap/rune (Raging Gust Trap was the one I used personally)
2. Player 2 (on the enemy team) uses Haunting to warp into its range.
Based on update notes, it's meant to trigger traps when Haunting reaches its destination, but it just doesn't for whatever reason.
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[v2.73d] Nevarious Riff |
Posted by: Trexmaster - 05-19-2023, 05:00 AM - Forum: Bug Reports
- Replies (1)
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Currently Nevarious Riff doesn't use the Hit of the Electric Axe casting it, is this intentional? (Since it isn't considered the weapon casting it)
As it stands there's no reason to build hit on the weapon if you intend to use it since it'll use a flat 90 instead of your weapon hit.
If this is changed it'd have to be taken into account that it's currently setup to use the Electric Axe's SWA already, to avoid it double dipping if it's altered to use the Electric Axe as the casting tool.
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Officer Base Class Ideas. (BIG WARNING) |
Posted by: Musicka - 05-19-2023, 02:56 AM - Forum: Class/Race Ideas
- Replies (4)
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I thought maybe we can have a more gun friendly starting class and went back to SL1 Days. Let me know what you think, The idea of the Officer and Promoted classes is to be heavy utility based.
Officer Class: Guile, Skill, Faith
INNATE:
- Officer Training: All officers must have apptitude and mental forititude. Gain Rank*2 Resist to Fear, and Hesistation. Passively increases APT and SKI by Rank.(3 RANKS)
- Firearm Drilling: All officers must train with a gun or rifle. Recuding durability cost by 0.5 and Increasing Hit with Rifles by +3
- Law Enforcement: You uphold the law. Increase Grapple chance by Rank in addition your escort ability acts a the protect skill. If you have the protect skill gain +5 Defense.
- Good Cop Bad Cop: You can only be one way or the other. Using certain officer skills grants Karma up to Rank*2. Good Karma increases Faith and Hesitation infliction chance. Bad Karma increases Luck and chance to inflict fear. When you gain a point of karma you lose one on the opposite scale
OFFENSIVE
- Open Fire: Gun Skill. Reduce weapon durability by 3 and fire a shots dealing 30% Weapon Damage +Rank*2 for each shot the amount of rounds fired based on Rank. Excess Force adds an shot *Rank
- Mace: Spray a vile spray in the air that stuns foes and deals Acid DMG based on Rank in a small range. If you have +3 Bad Karma preform a basic attack with your bare hands on all enemies in 1 range. If you have +3 Good Karma gain immunity to blind, and stun.
- Split Shot: Gun Skill Target Two enemies or the same one twice for a basic attack dealing 25% of damage + 15%APT *Rank
PASSIVE
- Behind Cover: When next to a solid field object gain rank*chance for evade and glancing against non melee skills and attacks.
- Everyone Get Down: When you dodge a ranger attack or skill grant the same amount of dodge as the behind cover bonus to all your Allie’s for 1 turn. If you have an escorted ally increase the duration by 2 turns and gain 2 Good Karma.
- Protection Against Bullets: gain evade against guns based on rank.
- Excess Force: increase crit,hit by rank* based on Bad Karma Level.
DEFENSIVE
- Barricade: Create a Barricade in front of you dealing APT+Rank blunt damage if an enemy is in that location pushing them back. Enemy Projectiles can not pass but deal DMG to the Barricade.
- Caution Tape: Create a square zone here te crime scene is going down or has been. Allies gain +5 Regen/Evade+Rank and Enemies who pass are inflicted with hestitation.
- Escort: Target an ally granting them +10 Evade and +10 Armor. When you move next to the ally recover HP based on Rank+Good Karma Level*3
SUPPORT
- Get to Cover: Pull an escorted ally to a battlefield object applying the behind cover passive to them. If you have +3 Good Karma the movement becomes teleport. At +3 Bad Karma preform a basic attack with a gun on a random enemy in +2 Range of the target.
- Pep Talk: In a range of 2+Rank increase ally’s Fp Regen by Rank for 2 turns. If the ally is escorted or an officer class increase their GUI and FAI by rank. If you have at least 3 Good Karma apply these too yourself as well and +5 Luck. If you have +3 Bad Karma increase ally crit damage and your own by +5%
UTILITY
- Cop Shop: A small device holding your officer gear. Change utility skill cost to 1M as long as you are in 3 range.
- Stop Resisting: Target an enemy and throw your good cop away increasing your Bad Karma meter by Rank+3
- Officer Handcuffs: whenever you grapple an enemy, place handcuffs on them with an increased chance by detainment level. When handcuffed, enemies can’t use their main weapon as long as they are grappled. You also are no longer immobilized after a successful grapple. If you have +3 Good Cop increase the duration by +1 if you have +3 Bad Karama inflict Karma*4 damage to the enemy.
- Bulletproof Vest: for Rank turns reduce damage taken from guns Rank*5
- Walkie Talkie: Target an enemy facing them. Upon second use all Allie’s move in the enemies direction by 1 Space. If the ally is an Officer they turn to face the enemy as well. If the ally is escorted they move 2 spaces away from the enemy. If you have +4 Bad Karma every ally in 1 range of the target will perform a basic attack, if you have +4 Good Karma all allies will be cured of confusion and the target will suffer -5 Evade for each ally in 2 range.
- Police Pistol: A backup pistol locked on your hip. Increase hit by 5, and allows you to use gun skills with this weapon. If you already have a gun equipped, basic attacks and handgun skills inflict bleed and increase bleed damage. While under this effect you lose one karma rank every skill used.
I also tried some ideas for what promoted classes would look like below starting with detective.
Detective Class: Gui, Skill, Cel, Luck
INNATE
- Critical Thinking: All good detectives must have critical thinking skills increase Gui and Apt by Rank. At Max Rank increase APT by an additional 3.
- Trigganometry: Increase Hit by 10% of Gui
- Calculated Evasion: Increase Evade by 10% of Gui.
- Detective Training: Being a detective you have to understand the criminal and follow the clues. You gain the ability to gather clues with a keen eye and problem solving. If you have a tome off hand its weight instead counts for 2h bonus for handguns.
OFFENSIVE- Run and Gun: Handgun Skill: What says rogue detective like running and shooting up the place. Dash forward in a selected line firing a single shot at each enemy with a -30 to hit +Rank*2. Gain +2 Bad Karma
- Surelock: A pseudo magical shot named after a famous agent. Incantation/Handgun Skill: Prepare Clues gaining +3 Clues. Increase Damage by Clues if you have +20 Clues ignore evasion. If you have +6 Good Karma Deal a bonus 50% of your wind damage. If you have +6 Bad Karma deal a bonus 50% of your Acid damage.
- Throwing The Book: The Detective is the the who brings you to the judge, and with his big book of clues and information he can put you away. Consume all Clues and deal damage based on Clues consumed*2+Will. If you have a tome equipped and special attack trait deal bonus damage based on weight. And gain a +Clue% Chance for the book to bounce back triggering FP Regen.
- The Magic Bullet: Handgun Skill: Fire a basic attack that has a chance based on Fai+Rank to bounce at hit the next nearest enemy in 5 Range. If the shot hits the same enemy they instead take a % of Wind/Light Damage based on Rank. Grants +1 Good Karma each time an enemy is hit with light damage. Each time an enemy is hit they take 50% less damage.
PASSIVE- Crooked Detective, Heroic Investigator: Increase the Good and Bad Karma Threshold +6
- Eagle Eyed: When you dodge an enemy skill or basic attack gain +1 Clue. If you have Keen Eyes gain bonus Clues based on Rank/2
- Master of Puzzles: When you land a basic hit or detective skill on an enemy gain +1 Clue. If you have problem solving recover FP based on its Rank*2, if you have critical thinking you gain a bonus +2 FP on criticals.
- Know your Enemy: You gain critical resistance and evade based on Clues*4
- Under Cover: While under the effects of Behind Cover gain sneak. While you have sneak gain +2 Clues.
- Detective Revolver: Transform Police Pistol into a stronger version. If you have a tome in hand your handgun deals magical pierce damage instead of physical. You also gain the effects of Police Pistol as if you had a gun if you do not and have a tome instead.
DEFENSIVE- Snapshot: Set Up around the Caution Tape if and if an enemy passes the line you fire a quick shot at them with a minus to hit. If +4 Good Karma deal a bonus +50% Light Damage with a chance to blind. If +4 Bad Karma deal a bonus +50% Acid Damage.
- Read your Enemy: Target an enemy to read, they gain the reading debuff which increases your critical evade against them by Rank*3. You also gain +2 Clues every time they use a non basic attack. If you are attacked, gain a chance by GUI/2 chance to trigger glancing.
SUPPORT- Sharing Clues: Remove Half of your clues to increase all allies critical evade by rank +10. If your allies are Officer or Officer promoted classes increase their Clues and Karma by 3. If they cannot take clues increase their Hit by 3*Rank for 2 turns.
- Covering Tracks: Remove 2 Clues clearing you and allies in 4 range of Hunted, Analyze Weakness and skills alike. If the ally is a rogue or being escorted they gain sneak.
- Further Investigation: If an enemy is under investigation remove 1 Clue per ally and increase their move by +4. If you have +6 Good Karma Increase a random Ally Momentum by +2. If you have +6 Bad Karma remove one buff from the enemy per 6 karma.
UTILITY- Detective Handbook: Reduce Karma by 1-6 and gain that many Clues. If you removed +3 Good Karma gain +8 Skill, if you Removed +3 Bad Karma Gain +5 FP Regen.
- Investigate: Target an area for investigation, while in this area enemies are in this area they suffer from -5 Evade *Rank. At the start of a new round gain +3 Clues for each enemy in the area of investigation and are inflicted with under investigation. If enemies cross the caution tape with this effect increase its duration by 2 Turns.
- Detective Goggles: Cure and Gain Immunity to blind for 1+Rank turns but suffer a weakness to light damage.
- Bullets with Names: Sometimes bullets do have names on them. Increase Weapon damage and Karma based on enemies under investigation +Rank*2 for the same amount of turns.
Lastly I have Retainer and Judge, though I never finished the Judge concept will do sometime. I figure they will set rules like no fire dmg and if a player use it in a zone they lose FP or are fined which stacks up Judge Damage.
Retainer: Gui, Def, Faith, Cel
INNATE- Oath to Protect: Increase Def and Gui by Rank. At Max rank increase HP by 35
- Honor Guard: Good and Bad Karma doesn't matter when it comes to protecting the honey bee. Generating Karma Generates Honor Points as well.
OFFENSIVE- Snipe: Rifle Skill: Gain +1 Range for each Honor Point. If an Escorted ally is in xRank range of the target deal bonus crit damage.
- Moving The Line: If you are behind cover push it forward in a line equal to rank pushing enemies back and stunning them. If you have Bash you move right behind the cover as well. If an escorted ally is in 2 range when you active this they gain +3 Move.
- Stun Grenade: Toss a grenade that unleashes a wave of electric energy shocking and stunning enemies in a small area.
- Iseki: Sword Skill: A powerful attack on an enemy who is in range of an ally. If you have a katana and honor points this skill becomes a star like Aoe instead.
PASSIVE- Security Vest: Increases the effects of the bulletproof vest and grants +10 slash and peirce resistance.
- Flash Grenade: Transform the Stun Grenade into a flash Bang dealing damage based on faith instead and blinding enemies.
- Leap of Faith: When an escorted ally in 2+Honor Points Range is targeted by a ranged attack leap into action using faith as a damage reduction. If protection is triggered you generate +2 Honor points.
- Retainer Box: Upgrades the Cop Shop to Retainer Kit which effects retainer utilities. Also decrease utility cost by preparation rank.
DEFENSIVE- Shunen: Target an escorted ally when they move for 2 turns you move in the same direction. While under this effect if the targeted ally is attacked and you trigger protect you attack back dealing 30% of damage +Honor Points.
- Riot Shield: Conjure a shield of focus in front of you acting as a barricade. This grants you behind cover without the field object but reduces movement.
- Bunker Down: If you have a shield or if you are behind cover slam down into the ground creating a more durable cover increasing Def and Resistance while behind it. If you are in two range of an ally create cover for them also. An Escorted ally will recover both HP and FP.
- Drag To Cover: Target a place for cover and an escorted ally pulling both you and them to the object. If the escorted ally is downed revive them with HP based on your Honor Points.+1 Good Karma
SUPPORT- Aggro: Fire shots in the area hitting one random enemy. Afterwards if they are npcs you become targeted removing targeting effects from allies. An escorted ally will gain sneak.+2 Bad Karma
- Reckless Rescue: Target an ally who is damaged rush recklessly towards them. Once in range generate a healing discharge. If the ally is escorted they gain a bonus amount of health based on Honor Points. If you have the Reckless Rescuer trait reduce this from 5M to 3M and also gain health.
- Junp: Target an ally they become escorted and remove escorted inflicted by you on all other allies. The ally receives the call security command which summons all allies who have inflicted them with escort. If used generate +2 Honor Points
- Rendevo: Allies inside of a caution zone will recover FP based on Rank.
UTILITY- Lunch Box: A good retainer prepares food for both them and their lord. If your escorted ally is in 3 range share a meal together generating a random buff and boosting stat boosting effects from food for a set duration. Increase Regen based on Honor Points in battle. If you have the cooking talent increase this effects duration in and outside of battle based on SR.+3 Good Karma
- Ointment Box: A great retainer prepares medicines for them and their lord. If your escorted ally is in 1 Range + Deliver Rank remove a negative status effect from you both. Grant the ally 1 random potion based on Alchemy rank. If you have +5 honor points remove both potion sickness from you and the escorted ally.
- Earthen Shell: Reset the duration of riot shield by slamming it into the ground generating an earthen case. Also increasing Def and Res by +5. If you are enchanted with an element gain resistance to it. If you have the magical shield skill equipped apply it to yourself regardless of badge.
- Heirloom Case:Requires +8 Honor Points You are entitled to keep your lords heirloom with you. If you are in 1 Range of an escorted ally equip them with their family heirloom based on their main classes' base class generate a buff at random and providing +20 Crit Damage and Crit Chance.
Judge Class: Def, Str, Fai
INNATE- Grandeur Gaval: Increase Power and Hit with axes by rank. Grant Access to Laws.
- Be the Law: Recover Rank FP and HP based on enemies who are fined
- Strong Hammer of Justice: Grant Bonus Weapon Power based on enemies who have broken the law.
OFFENSIVE- Bann Hammer: Slam the ground with your hammer dealing damage in a large AOE and also to enemies with Fines. With a chance to stun them.
- Swift Justice: Target an enemy in 3+Rank Range who has a fine. Dealing Bonus Damage based on the Fine Rank.
- Overruled: Deal bonus damage to enemies with active buffs. With a chance to one .
- Heavy Sentence:
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