|
Post by Blaye on Jun 20, 2010 17:11:52 GMT -8
Main Class Skill index:
Data-Chemist Enigma Hawkeye Psyker Punisher Sphere Bringer Specialist Tech Soldier Titanium Celesti C.O.R.E. Pilot
|
|
|
Post by Alexander Ward on Sept 25, 2010 0:38:26 GMT -8
Data-Chemist:
[Chain Weave] (Passive): The data-chemist strings together Weaves and casts multiple spells at once to a max of three. The chain weave uses as much psy as the three weaves would separately plus an extra 5 psy per level of the spell.
[Overload & Resurgence] (passive): The Elemental Transmuter starts to spark and simulate an overload, the weave starts to seep magic onto the wielder of the Transmuter stimulating his psy. Can only be used once per quest (can not be used in pvp), restores 100% of your Psy.
[Blink](psy-0): Blink can be used a total of three times per quest/job or once in a straight up pvp grudge match. It negates damage delt to you and repositions yourself behind friendly allies or if there are none simply further away from your enemy. For the turn blink is used and through the turn after a data chemist can not take advantage of either of his/her passives.
[Analyze Weaves](psy-3/lvl) The Data chemist can analyze any data weave being cast or the residual effects from data weaves floating around the world. This allows them to learn valuable information like hidden locations, jobs other data weavers had stored or even the spells that are/where being cast.
[Body to mind](psy-0): The data chemist can sacrifice his/her hp to gain psy, the conversion ratio is 1 hp for 1.4 psy rounded up.
[Stance shift: Psyarc](psy-10/lvl): shifting into this stance will force all magic cast through the transmuter to arc from target to target (max num. of arcs 2) the second target takes 75% of the damage and the third target takes 50% of the damage. Your transmuter can only sustain the pressure of this stance for 1 turn per level up to a max of 6 turns. (only 1 stance may be active at a time)
[Stance shift: Psypreservation](psy-5/lvl): shifting into this stance will half the cost of any spell cast but also cut it's damage by half. use this when trying to conserve psy if you're running low. This stance can be sustained until you turn it off it causes no stress to your transmuter at all. (only 1 stance may be active at a time)
[Stance shift: Psyfestival](psy-20/lvl): shifting into this stance results in the transmuter being flung into the air and the caster channaling his psy into it. every turn the transmuter launches a random spell from your spell list at 2x there normal strength, however because it's no longer being directed it targets whatever it comes in contact with friends and foe alike. you have no control over it's targeting. This skill can be sustained for no longer than one turn per two levels up to a max of 3. Your passive skill Chain weave can be used in conjunction with it but you still have no control over who the spells target. once this skill is used it can't be used again that fight. (only 1 stance may be active at a time)
|
|
|
Post by Alexander Ward on Sept 25, 2010 0:38:46 GMT -8
Enigma:
[Stealth] (Passive): An enigma chooses when he wants to be seen, as such he can use his mecha-deck to generate a personal stealth field. The Generator takes time to bring up the stealth field, as such using it in combat will not work. (once combat starts you can no longer use this passive) *see the stealth buff effect*
[Poison Grace] (passive): Any time an Enigma uses a normal attack (non-skill) that connects with the opponent it applys a poison. The poison deals 1 damage per stack a turn and can stack 5 times. If the poison is cured it removes all stacks.
[Backstab](psy-15/lvl): You can only use backstab while in stealth and only from behind. The strike can not miss and always lands critical, the strike also creates a bleed effect on the target.
[Acute vision](psy-3/lvl; Max of 15psy): If you think you are being watched or deceived you can use some of your psy to boost your Orbital Retina's. making it easier to spot other people in stealth and even notice traps or any sleight of hand going on. As a bonus while acute vision is being used you can accurately asses anyone or anything in the room allowing for almost precognitive strikes and plans for attacks. This works for 1 turn and then fades away. can be reactivated at any time.
[Hamstring](10/lvl; Max of 50psy): Enigma's are known to tilt the table in their favor however they can, when in need of escape or a possible turn of the tide they can hamstring there enemy's cutting there agility by half. Hamstring has a 50% chance to work.
[Bluff](5/lvl): Using bluff on an opponent lowers there guard and allows you to make a backstab attempt on them. This backstab unlike using it from stealth has a 50% chance of landing. Also anyone who makes an attack against a bluffed opponent has a higher chance of hitting and deals 1.25x normal damage. an opponent can only be bluffed once every 5 turns.
[Wild Cards](Psy-15/lvl): You charge your mecha-deck with psy causing it to kick up a holographic looking deck of cards, you pull the top 2 cards and toss them both at your opponents. these cards have effects that they can inflict. you can strike the same target with both or two separate targets
1.Stun the target. 2.Confuse the target for 2 turns 3.shatter any weapons your opponent has in his hands. disable vehicles for X turns (X= anywhere from 1 to 3 turns). 4.act as 2 attacks that deal damage based on physical power. 5.Inflict max stacks of Poison Grace with a single throw 6.Do nothing at all
[Ace in the hole](psy-0): Ace in the hole can only be used during a quest, and only once. This skill overclocks the Enigma's personal stealth field generator and makes it so he remains in stealth even while taking hostile actions. it reduces the cost of backstabs by 10/lvl and wild cards but 5/lvl. It remains in effect for a 3 turns. however after using ace in the hole your stealth field generator shorts out and can not be used for the remainder of the quest. This skill can not be using in pvp
|
|
|
Post by Alexander Ward on Sept 25, 2010 0:40:07 GMT -8
Hawkeye:
[Perfect Aim] (Passive): Any cover bonus's that would normally be granted to an enemy do not apply to a hawkeye thanks to his orbital enhancements.
[Dumb Dumb Rounds] (Passive): The bullets of a hawkeye are all hand made by their shooter, a number of these rounds are packed with extra powder to increase the power of the shot. The first shot and every 5th shot after that is considered a critical strike.
[Foresight](Psy-10/lvl): (This skill will take effect the turn after it's use. I.E. Turn 1: use forsight and auto attack. Turn 2: foresight kicks in you make your auto attack and a skill as normal) The enhancement only works when the user sends his psy through the implant. while activated darkness, stealth, and blinds have no effect on the hawkeye he can see through all of it. Foresight last for 1 turn per 5 levels and caps at 10 turns. [Psyshot](psy-5/lvl; max of 50psy): when activated the Hawkeye feeds psy through his gun(s) coating the bullets. for the next 2 turns your skills and normal attacks deal bonus damage based on your psy.
[Spray and Pray](psy-10; max 70): Using your expertise with ranged weaponry and with the help of foresight you start firing shots off at all visable the enemy's in the room. This attack deals normal damage to all enemy targets. if used in conjunction with Foresight you strike each enemy twice. Hawkeyes start being able to fire up to a max of 2 bullets (+1 for level), and gain an additional shot every level up to a max of +10 for a total of 12 shots.
[Tranquilizer Bullet](psy-5/lvl; Max of 25psy) They place a sleep debuff on the enemy. This can limit enemy combatents in a fight or even be used to take out guards standing watch so easy entry. Tranq bullets have 50% chance to effect targets over lvl 10 and a 25% chance to effect targets over lvl 20. While foresite is active you can fire two tranq bullets at seperate targets.
[High ground](psy-10; max of 30psy): using your psy and some fancy foot work you scale smooth surfaces allowing you to reach vantage points safe from attack.
[Stance shift: armor piercing](psy-5/lvl): Shifting to this stance disables the use of the passive [dumb dumb rounds]. you replace your weapon magezines with armor piercing bullets, this reduces the resistance of enemys by 3/lvl. If active while foresite is in use reduce the resistance of enemys by 5/lvl. resistance can not go below 1/lvl no matter what. This stance can be sustained for 5 turns.
|
|
|
Post by Alexander Ward on Sept 25, 2010 0:40:59 GMT -8
Psyker:
[Psy Shield] (passive): The psyker may activate/deactivate this shield at any point during his turn. When this shield is active she/he uses Psy Res for all types of damage they receive as well as losing Psy instead of HP. But they take 1.5 times More damage when this is active.
[Manifest] (passive) The psyker can create weapons out of thin air. What they can manifest grows each time they level. It takes 5 psy to create a weapon and 1 psy per turn to control it with your mind, may have more then one. If he wields a weapon in his hand it takes no psy per turn. A weapon being wielded by the mind deals physical damage but uses the psy power stat. The number of manifest is equal to 1+(lvl/3).
[Psy Control] (Psy-3.lvl): The psyker can control objects with his/her mind. They can lift, move and throw any loose object. As such you can't take anything out of someones hand(s), or say a door off it's hinges. Its also can't be anything heavy like a car or giant boulder. At level 6, however; The weight restriction on objects is lifted, but you still lack the ability to pry things from others hands or use anything well secured.
[Mental Dive] (Psy-1/lvl): The Psyker dives into the mind of his target identifying his fears or desires. This spells success chance depends on the targets Psy Resist.
[Illusion; Fear] (psy-10/lvl): In order to use this skill you must first identify your targets fears. You create an illusion of the targets fears in one way or another, chilling them to the core. The afflicted is unable to attack any other target but the illusion. If the afflicted moves it is either to attack the illusion or to run away from it. This only lasts one round.
[Illusion; Appearance] (Psy-5/lvl): This skill allows the psyker to change the appearance of things around him, only things at first. He can change the look of chairs, rocks and table decor. Or even make it so there is a door where there isn't one (this wont lead anywhere), or isn't a door where there should be one. At level 6 you can change bigger stuff like a house or a car. Once you hit level 8 you can change what ever object you want and you are not limited to just objects. You changed the whole battlefield if you wish, making it so people around you only see what you want them to see. This ability can not harm the opponent only make him think things will, however; you can make it do other effect to them. For example; make it seem that one part of their body is shackled or chained, and other soft ailments like immobilize and slow. You also can not give life to anything with this ability. This skill can be used in conjunction with other skills.
[Illusion; Desires] (Psy-10/lvl): In order to use this you must first identify what it is that your target desires in life. This illusion brings forth your targets desires, making them into a reality for him. Thinking that he has been granted a reprieve from the battle he lets down his guard dropping his weapon. This only lasts for one turn.
[Destructive Manifest] (Psy-15/lvl): This ability is unique to each Psyker. Gathering the Psykers full power he/she unleashes a devastating blow against the target. Weather it looks like a hail of weapons or a fire breathing dragon does not matter. This ability deal damage equal to your current psy power stat. This damage can be divided up to deal damage to multiple targets or focused on one target, just describe accordingly please. You can make this ability deal more damage by spending more psy on it. For every 2 psy extra you spend on this skill it will deal an additional 1 point of damage. Or for 5 extra psy you may attach a status ailment to it. You may only add one status ailment but you may increase the psy cost by an addintion 3 points per level.
|
|
|
Post by Alexander Ward on Sept 25, 2010 0:41:44 GMT -8
Punisher:
[Berserk initiation] (passive): Because of there frontline attitude they always strike first in combat and on the first turn of any fight be in pve or pvp they get 1 extra action point that can be spent on either a skill or just a normal attack
[over tention] (passive): When the body of a punisher gets pushed to the edge his instinctual psy mends and strengthens his muscles increasing his physical power. When a punisher falls below 25% of his max life his physical power increases by 3/lvl
[Bloodlust](psy-10/lvl): The Punisher uses what psy he has to induce a combat drug state, he gains benifits from both the haste buff and the berserk debuff. While he favors enemy's if all enemy's die while bloodlust is active he will turn on his own people. This lasts 1 turn per 5 levels up to 5 turns. After bloodlust ends his resistance goes down by 2/lvl and his psy resistance goes down by 1/lvl and his physical power will go down by 4/lvl.
[Battle Cry](psy-2/5lvls): The Punisher lets out a fierce cry mid battle and decreases the moral of enemy's. this reduces physical power/psy power/agility by one per five levels. this effect lasts till the end of the fight. some enemy's may not be affected by this ability.
[Burning Reflection](psy-2/lvl): The Punisher channels his anger and uses what little control of his psy he has to create a flame that coats his weapon. The weapon is treated as fire property and all strike with it deal one point of fire damage to the enemy and himself. In addition attacks made against the punisher deal 1 point of fire damage to the attacker.
[Full sweep](psy-5/2lvls): The attack deals damage in 360 degrees. Anyone inside the range is hit automatically. Burning Reflection can be used in conjunction with this skill.
[Bull Rush](psy-1/lvl): The Punisher charges an opponent crashing into them sending them to the floor. The opponent is considered immobilized for 1 turn and deals normal damage.
[Stance Shift: Iron defender](psy-3/lvl): Shifting into this stance reduces your physical power by 5/lvl and increases your resistance by 2/lvl and your psy resistance by 3/lvl. if activated this stance lasts till the end of battle no exception.
|
|
|
Post by Alexander Ward on Sept 25, 2010 11:44:49 GMT -8
Sphere Bringer:
[Sphere Contract] (passive): At the beginning of each quest the Sphere Bringer selects one summon. When this summon is active they share a psy pool, allowing them to use each others psy. They can also share damage making it so they can transfer 3/lvl damage, per summon use, to one another, healing received can be transfered the same way. Buffs can also be moved from one another.
[Minds Eye] (passive): The summoner can see and hear what the summon does as well as talk with it mentally.
[Force Combust] (Psy-8/lvl): The Sphere Bringers spell infects the target with a virus that lowers their defensive resolve. Decreases target Resistance and Psy Resistance by 1/lvl for 3 rounds.
[Weaken] (Psy-5/lvl): A sickness that leaves the victims muscles in a weakened state. Reduces targets physical power by 2/lvl for 3 rounds.
[Mental Break] (Psy-5/lvl): This makes the targets mind start to wonder making it hard for them to concentrate. Lowers targets Psy by 2/lvl for 3 rounds.
[Engulfing Flames] (Psy-5/lvl): Covering the target in a blanket of burning embers the target is affect with the burn status ailment. While the target is affected with burn he/she also receives 50% less healing.
[Dispel] (Psy-10/lvl) This ability purges the target of all helpful boosts he has received. Removes one beneficial buff from the target.
[Bio Barrage] (Psy-10/lvl): The Sphere Bringer hurls a powerful toxic ball at his enemy. This spell hits the target with a green sludge. This sludge randomly affects its target with one of these:
1. Target gets randomly effected with Force Combust, Weaken or Mental Break.
2. They get rooted to the ground for 3 turns.
3. The target becomes silenced.
4. The target loses 5 psy/lvl.
5. The target gets -1 to all stats/lvl for 2 turns.
6. The bio leeches 2 health/lvl and 3 psy/lvl back to the summoner.
|
|
|
Post by Alexander Ward on Sept 25, 2010 11:45:33 GMT -8
Specialist:
[Corporate Takeover] (passive): inside buildings is where a specialist take the advantage, they can override all the electrical equipment in the building. Screens, robots, lights, heating and cooling systems, camara's and so forth. (see restrictions below)
[Companion, Repair, Upgrade, Disable] (Passive): Specialists start with a basic servo-bot companion. Specialists who take control of a robot that stays with them (I.E. doesn't blow up) till the end of a mission can choose to make it his personal companion. after he is your selected companion you can repair him at will after combat if he breaks down, upgrade his gear before a mission starts and after, or should you find a robot during a mission that you would like instead you can disable your robot permanently to exchange it. (if the new robot acquired doesn't make it to the end of the mission "alive" you won't be able to repair it so be careful)
[Omni-Tweak](psy-5/lvl): This skill must be acquired before you can take [Stance shift Omni-Merge]. Sending psy through the Specialist omni-tool you begin to act like a 1 man pit crew on your companion. Pumping psy through your robot you unlock a hidden potential of your bot. This skill increases either your P.P. Res or Agi whichever is highest (highest before any enhancement) by double, this effect lasts 2 turns +1 per 5 levels.
[Omni-maximize](psy-5/lvl): This skill must be acquired before you can take [Stance shift Omni-Merge]. Your companion gains +1/lvl to a single stat that lasts till the end of a quest or pvp. Omni-Maximize can only be used once during a quest or on any misc. field for generic role-play.
[Elemental Upgrade](psy-10/lvl): This skill must be acquired before you can take [Stance shift Omni-Merge]. using your omni tool you can feed psy into your companion and change the element of his attacks and the property of his armor.
-Lightening- Shifting your companions element to lightening allows his base attacks to deal lightening based damage
-fire- Shifting your companions element to fire allows his base attacks to deal fire based damage and can be used to burn down wooden objects
-Water- Shifting your companions element to water allows his base attacks to deal water based damage and can quickly put out any fires
-Earth- Shifting your companions element to earth allows his base attacks to deal earth based damage and can be used to reinforce doors and the like
[Arcane understanding](psy-5/lvl): This skill must be acquired before you can take [Stance shift Omni-Merge].when activated this skill allows a specialist to cast magic this skill only last for 2 turns +1 turn per 4 levels. The specialist Spell list is now open to you.
[Companion Mini-hack](psy-5/lvl): This skill must be acquired before you can take [Stance shift Omni-Merge].Using your omni-tool you attach your Scrambler to your companion allowing him to take on many light and instant versions of your hack tool. This allows for opening locked doors in your way without going through the risky and lengthy process. This can also be used to activate any electronic equipment (back up generators or even main power supplies in old city's) or vehicle. nothing larger than a short hallway can be activated. Your companion can be used for mini-hacks as long as you like but during this time your Companion can't hostile actions.
[Stance shift: Omni-Merge](psy-0):This skill can only be attained once all other specialist skills are obtained. The Specialist creatively attaches the omni-tool to himself in some way (arm(s) / chest&back/ leg(s)/ head), this new attachment grants the specialist many different special ability's and boosts based on the slot you attach it to (You may only have this attached to 1 slot at any time but the slot can be changed at will for 2psy/lvl, any bonus's you were receiving disappear when you re-merge with the omni-tool):
-Leg(s)- Once attached to your legs you can burn psy through your omni-tool to first of all increase your agi by 1/lvl for each 10psy/lvl spent this way, This effect will last till the end of an encounter. You also gain permanent use of water-walk and wall-climbing buffs while the omni-merge is effecting leg slots.
-Chest & Back- Once merged with your chest and back The omni tool acts like body armor, with it you can burn psy through your attachment to increase your resistance by 1/lvl for each 10psy/lvl spent this way, This effect will last till the end of an encounter. You will also gain a rank 1 Reflect buff on the first and every third turn there after for the remainder of combat.
-arm(s)- When merging the omni-tool with your arm you create a psy based weapon of your choice. You can burn psy through this weapon to increase your psy power or Physical power by 1/lvl for each 10psy/lvl spent this way (you may also spend 10 psy on psy power and 10 on physical power), This effect will last till the end of an encounter. Whenever you burn psy into this weapon it is stocked and when you're ready you can release the psy stored to deal damage in a cone in front of you. Psy is stored if used in conjunction with spells or for The damage delt is = to the psy burned + psy power + phystical power divided by 1/2, the total damage is then placed equally around to all targets . (The secondary effect can only be used once per battle and only if there is no less then 10psy/lvl invested into it.)
ie. lvl 1, 30psy + 6 (1 psy/lvl inc) + 4 (2 phys/lvl inc.)div. 1/2 = 20/* (rounded up). Star = number of targets. (this is presumed that all psy used was through this attachment.
-Head- This shapes to the head of it's user however they see fit. When psy is burned through it mental blocks are formed in the head, increasing psy res by 1/lvl for each 10psy/lvl spent. The hold breath buff is always active with this attachment, as well between encounters your psy Regen is increased by 1/lvl per turn.
Specialist Rules:
Corporate Takeover:
This ability takes 5 complete turns to gain access to all systems of whatever you're hacking into. The first turn is taken into account On the post after Corporate takeover is used. On the first turn and every turn after till the 5th turn you have a chance of setting off security alarms (in some cases alarms can be silent) in any building you attempt to hack (not all buildings will have security systems you have to bypass). This process can be shortened or in some cases steps skipped if you set up the scrambler on an actual control hub for the building.
Preemptive phase: Using the hexadecimal-Scrambler you are able to compile data that grants access to basic building protocols such as Lighting and temperature changes.
Initial phase: once basic functionality has been established you move onto other basic protocols such as Door locks and Fire hazard systems.
Primary phase: Moving forward once you have control of the door locks and water systems the security camera hub will be at your disposal allowing you to use any security camera in the building as a second set of eyes.
Final Phase: By the end of this phase you will have a complete layout of the building your in, fire exits, elevators, camera positioning, stair cases for every floor, as well as the security barracks location.
Corporate Takeover: Upon Reaching corporate takeover Any information stored in the building can be accessed downloaded and saved to the scrambler for a short period of time generally a few hours. All systems are at your disposal within the building, any drones hooked up to the building at the time can be disabled but not controlled.
Companion, Repair, Upgrade, Disable:
Example: Companion stats: 2+3+3+2 = 10
Hit points: 10/lvl - 2 stat points Physical Power: 3 Resistance: 3 Agility: 2
Each companion is unique to it's specialist, they can be customized to fit exactly how you want it to preform. You have 10 stat points to split up between all the companion stats, no stat can be under 1. For every 1 point you put into hit points you gain 5hp/lvl up to a max of 25/lvl. With the exception of hp no stat may have more then 4 points in it. The lack of a brain reflects the loss of psy resist and psy.
Companion Basic skills:
[Self Destruction] The robot can be forced to use a self destruct protocol focusing it's blast at it's target. If a companion self Destructs there will not be enough of it left to repair.
[Memory](passive): All Companions have the ability to store any information gathered by anyone inside it's hard drive.
These are some basic Robot types commonly found in complexes;
Servo-bot: These are simple servant bots Very easily upgraded. When the time comes to change your companions bot type this bot receives no exp penalty
security-bot: Security bots are Standard first wave response teams, they are formed with much higher grade components then a servo-bot and as such they gain a +1 agi/lvl and +1 P.P./lvl
Medi-bot: Medi-bots are front line medics for the security forces, they carry both repair kits for robots and medikits for humans. Their armor is thicker than your average robots, as such they have +1 res/lvl. They also have a built in protocol. Medi-Bot skill(s):
[fix/patch it]: They can use this once per encounter and only up to a max of three times in a quest, after that it's considered to be out of medi-supplies. This skill heals it's target for 5/lvl hp
|
|
|
Post by Alexander Ward on Sept 25, 2010 11:46:32 GMT -8
Tech Soldier:
[Psy Boost] (passive): When the tech soldier buffs someone he may spend 10 psy to buff a second person with the same buff.
[Psy Regen] (passive) Anyone standing near the tech soldier, including himself, gets an additional 1 psy re gen every 3 rounds.
[Stealth Field] (4 turn cooldown): The Tech Soldier place a device that emits a cloaking field. Everyone in a 360 degrees around the Tech Soldier gets shrouded making it so they can't be seen. They become visible if they use a skill or make an offensive action. Targets in the field can not be targeted by single target skills but area skills still have a chance to hit them. The field only stays in effect for 2 rounds.
[Stim Boost] (6 turn cooldown): This injects the target with an experimental drug that has not gone through complete testing yet. It increases the targets Physical Power and Psy Power by 3/lvl. But it reduces Psy Resistance and Resistance by 1/lvl and you lose 3 health/lvl. This lasts 4 rounds.
[Force Wall] (3 turn cooldown): The Tech Soldier throw out 4 small devices that can stick to a wall or float in mid air, these 4 machines connect with each other creating a wall segment. This wall has a total of 20 health/lvl. Only one such wall my exist at any one time.
[Optimal Injection](2 Turn Cooldown): The Tech Soldier always carries an arsenal of weird fluids and pills. When injected or ingested these have varying effects. The fluid increases one stat of the target by 1, this can be Physical Power, Resistance, Psy Power, Psy Resistance or Agility. This lasts 3 rounds.
[Nano Machines] ( 6 turn cooldown): These machines can be ingested or injected, as long as they get into the body. These machines get to work to rebuild the body from the inside out, removing one debuff every round and heals 3 health/lvl each around. This can not cure psy drain or stone. Lasts 3 turns.
[Medicine] (3 Turn Cooldown): The tech soldier always carries the top of the line medi kit. He can heal any wound that isn't death! with this kit. The target of his medicine heals 6 health/lvl
|
|
|
Post by Alexander Ward on Sept 25, 2010 11:55:39 GMT -8
Titanium Celesti:
[Faith in Sacrifice] (Passive): A Titanium Celesti says a short prayer than sacrifices any number of his hit points doubles that number and than divide the hit points among party members to heal them as he/she see's fit.
[Becon of Celesti] (Passive):At the beginning of combat the Celesti becomes doused in bright white light, and so does any target he chooses, the target then losses 1/lvl to all his stats when attacking anything other than the Titanium Celesti. (no stat can fall below 1/lvl)
[Divine shield](psy-10/lvl): The Celesti creates a bubble effect on the entire party.
[Intercept](psy-1/lvl): The Titanium Celesti dashes to a party members aid and takes a blow for them. Pick a friendly target, if that target is attacked you will take the blow instead. the effect persist until your target is attacked for the first time, no more then one friendly can be effected by intercept at a time.
[Radiant Light](psy-2/lvl): This skill can not be used on the Celesti. The Celesti Says a prayer and his target starts to shine with bright light, opponents who try to strike the target are considered effected by the blind status effect.
[Shield slam](psy-2/lvl; max of 20psy): The Celesti Uses his shield to strike the opponent the blunt force and weight of the shield leave the opponent stunned for 1 turn and at level 10 2 turns.
[Salvation](psy-4/lvl); This skill can't be used on the Celesti. Salvation increases psy regen by 1/lvl and grants hp regen 1.5/lvl in combat.
[Stand True](psy-7/lvl); While active holy light bathes the party, all allies double their psy resistance or their resistance whichever is higher. this stays active for 3 turns.
|
|
|
Post by Alexander Ward on Sept 25, 2010 12:27:10 GMT -8
C.O.R.E. Pilot:
[Double Strike] (passive) because of there training in hand to hand combat Pilots get a second strike with every normal attack they make. The second strike however; gets no bonus's granted by buffs, and if the primary strike is to miss than the secondary takes on the profile of a primary strike granting it the bonus's from buffs.
[Flanking] (passive) If an opponent is being attacked from the front and you start to attack from the back your target will be unable to dodge any attacks made by either person and the Pilot will gain a +1/lvl Physical Power modifier to primary strikes
[Four Palm Strike](psy-5/lvl): The Pilot is trained well in hand to hand combat, four quick strikes is precise area's force the enemy's body to become unresponsive, they are considered Paralyzed. Four Palm Strike can only effect the same target once, Or in PvP once every 3 turns.
[Dragon Triad](psy-5/lvl): The pilot makes three devastating strikes, the third hitting a vital point and counts as an instant critical strike.
[Stone-Tongue Basilisk](psy-5/lvl) This strike can only be used on a target who has been afflicted by both four palm strike and dragon triad. This is a single strike that takes the profiles of both physical power and psy power to deal a large amount of damage, this skill also has a chance to turn the opponents psy against himself and turns his skin to stone. 25% chance of success.
[Disarm](psy-3/lvl): The Pilot uses the pressure points in an enemys arm to disable their hands. the break debuff is applied to the enemy's for 1 turn.
[Stance shift: Iron Fist](psy-3/lvl): Shifting into this stance lowers the Pilots agi by 3/lvl and increases his Physical Power by 3/lvl. The stance can be held for 3 turns. (only 1 stance can be in use at a time)
[Stance shift: Ki strikes](psy-2/lvl): Shifting into this stance changes your damage with normal attacks to psy instead of physical power. (only 1 stance can be in use at a time)
|
|