Post by Ichibey on Mar 11, 2022 15:48:42 GMT
CHARACTER CLASSES
The gang's all here.
The gang's all here.
ORIGINS serve as the broad foundational template for how your magic works.
But within these Origins, Classes go deeper and expound on the specifics of how you use your Origin's magic. Are you the type to get in up close and personal, or fire away with your pink sparkly beams? Do you prefer blasting things, or protecting others? Is your method of combat more direct, or indirect?
Your class of choice will determine much of your playstyle. Game-wise, these Character Classes reflect the traditional MMO arcehtypes of Tank, DPS, Support, with each Origin having one class for each.
CLASS TRAIT
A basic boon that sets your Class apart from the others, reflecting its fundamental properties. Depending on your Class and Origin, they may or may not come with drawbacks.
A basic boon that sets your Class apart from the others, reflecting its fundamental properties. Depending on your Class and Origin, they may or may not come with drawbacks.
CLASS SKILLS
A set of abilities unique to each character class, Class Skills give their users bonuses that further augment their class' playstyle, as well as some variety within the class itself. Players start with a single Class Skill of their choice, getting their play style started up. As you gain levels, you unlock more Class Skill slots, as well as access to higher tiers of Class Skills. Skill slots and tiers are unlocked every 5 levels up to Level 20, which is your 5th and final slot. The highest tier of Skill is unlocked at Level 15, however.
A set of abilities unique to each character class, Class Skills give their users bonuses that further augment their class' playstyle, as well as some variety within the class itself. Players start with a single Class Skill of their choice, getting their play style started up. As you gain levels, you unlock more Class Skill slots, as well as access to higher tiers of Class Skills. Skill slots and tiers are unlocked every 5 levels up to Level 20, which is your 5th and final slot. The highest tier of Skill is unlocked at Level 15, however.
For MOBILE USERS ONLY, click one of the symbols below to jump to the appropriate post. DESKTOP/LAPTOP USERS can scroll a bit further down to see the available classes in a tabbed fashion.
For DESKTOP/LAPTOP users, click one of the following symbols to inspect your class of choice, as well as their available skills.
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Technically the Infinity Library is about gathering intelligence rather than learning spells, but it gets the point across
Due to the nature of Magitek as a form of information technology, it is extensively documented. Spells exist as libraries and directories full of source files and compiled executables. Although it is nearly impossible to learn a spell by simply copy-pasting it due to the unique intricacies of each individual, it is entirely possible to study the source code of a spell and modify it to suit one's own personal needs. This is reflected in the Techmage General Skill Pool, which can be learned by Techmages of any Class.
Their benefits tend to be generic, however, rather than the specialised bonuses that can be found within one's own Class Skill tree. Also, since they are outside of one's specific field, they can only be learned at Level 5 and up.
Across the Board
Action: None (Passive)
Effect: You gain +10 stat points to Body, Mind, and Soul
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: You gain +10 stat points to Body, Mind, and Soul
Uses: Indefinite
Requirement: None
Shot Enhancer
Action: None (Passive)
Effect: Your shots gain a +3 modifier to their damage roll.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: Your shots gain a +3 modifier to their damage roll.
Uses: Indefinite
Requirement: None
Reinforced Device Frame
Action: None (Passive)
Effect: When equipped with a Device, gain +3 DR when using Guard. Does not apply to Electromagnetic Armaments.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: When equipped with a Device, gain +3 DR when using Guard. Does not apply to Electromagnetic Armaments.
Uses: Indefinite
Requirement: None
Weaponised Device Frame
Action: None (Passive)
Effect: When equipped with a Device, your Strikes gain a +3 modifier to their damage roll. Does not apply to Electromagnetic Armaments.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: When equipped with a Device, your Strikes gain a +3 modifier to their damage roll. Does not apply to Electromagnetic Armaments.
Uses: Indefinite
Requirement: None
Device Offensive Precision Upgrade
Action: None (Passive)
Effect: When equipped with a Device, Status Effects inflicted by you deal an increased +2 Status Damage. Does not apply to Electromagnetic Armaments.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: When equipped with a Device, Status Effects inflicted by you deal an increased +2 Status Damage. Does not apply to Electromagnetic Armaments.
Uses: Indefinite
Requirement: None
Mana Conversion Affinity
Action: Passive/At-Will.
Effect: Upon taking this skill, select one Standard Status Effect except Curse and Doom. All of your attack spells now gain 1 stack of Mana Conversion (MC) by default. Each stack gives your attack a +1 damage modifier and a 5% chance to inflict your selected status effect. As an At-Will Action, you may spend 2 Mana to generate 1 reserved stack of MC per turn, up to a maximum of 5 stacks. Reserved stacks may be applied to your attack of choice at any given count of Reserved stacks, up to a maximum of six (6). You may not reserve and apply stacks on the same turn. You may not learn or use any spell, skill, or item that allows your attacks to inflict a different Standard Status Effect from your Mana Conversion Affinity choice.
Uses: Indefinite/Once per Turn
Requirement: None
Action: Passive/At-Will.
Effect: Upon taking this skill, select one Standard Status Effect except Curse and Doom. All of your attack spells now gain 1 stack of Mana Conversion (MC) by default. Each stack gives your attack a +1 damage modifier and a 5% chance to inflict your selected status effect. As an At-Will Action, you may spend 2 Mana to generate 1 reserved stack of MC per turn, up to a maximum of 5 stacks. Reserved stacks may be applied to your attack of choice at any given count of Reserved stacks, up to a maximum of six (6). You may not reserve and apply stacks on the same turn. You may not learn or use any spell, skill, or item that allows your attacks to inflict a different Standard Status Effect from your Mana Conversion Affinity choice.
Uses: Indefinite/Once per Turn
Requirement: None
Linker Core Upgrade
Action: None (Passive)
Effect: You gain +20 Max Mana
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: You gain +20 Max Mana
Uses: Indefinite
Requirement: None
Device Optimiser
Action: None (Passive)
Effect: You gain +3 Gauge Points at the end of each turn.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: You gain +3 Gauge Points at the end of each turn.
Uses: Indefinite
Requirement: None
Medical Subroutine
Action: At-Will
Effect: As an At-Will Action, spend three (-3) Mana to regenerate five (+5) HP at the end of each turn.
Uses: Once per turn
Requirement: None
Action: At-Will
Effect: As an At-Will Action, spend three (-3) Mana to regenerate five (+5) HP at the end of each turn.
Uses: Once per turn
Requirement: None
Full Drive
Action: At-Will
Effect: As an At-Will Action, sacrifice ten (-10) HP to gain one (1) of the following effects:
Uses: Thrice per thread
Requirement: None
Action: At-Will
Effect: As an At-Will Action, sacrifice ten (-10) HP to gain one (1) of the following effects:
- +2 Damage Die for your next attack
- +15 DR for your next DR-increasing spell
- +2 Damage Tier to your next attack
Uses: Thrice per thread
Requirement: None
I’m the Captain Now
Action: None (Passive)
Effect: Requisition Standing becomes Paragon regardless of Total Requisition Points. All Requisitions cost five less (-5) RP.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: Requisition Standing becomes Paragon regardless of Total Requisition Points. All Requisitions cost five less (-5) RP.
Uses: Indefinite
Requirement: None
Gauge Remainder
Action: None (Passive)
Effect: Usage of Gauge Spells and Skills will only subtract the appropriate amount of Gauge points, rather than resetting the entire Gauge meter. For example, using a 25% Gauge Spell while you are at 40% Gauge will leave you with 15% Gauge, rather than 0.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: Usage of Gauge Spells and Skills will only subtract the appropriate amount of Gauge points, rather than resetting the entire Gauge meter. For example, using a 25% Gauge Spell while you are at 40% Gauge will leave you with 15% Gauge, rather than 0.
Uses: Indefinite
Requirement: None
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Friendship through Superior Firepower
The cream of the crop. The term “Elite” speaks for itself: A talented techmage who found their way into the Bureau’s employ. Elites represent the greatest magical potential at the TSA’s disposal. Most Elites have either powerful Linker Cores or a sharp grasp of the mathematics necessary to perform the most advanced and devastating spells. Some have both. Whether the result of augmentation, a gifted bloodline, or just a plain lucky birth, their power and talent is through the roof.
Combined with Bureau training, these gifts allow Elites to blaze through the Mage Rank tests, opening up more career opportunities. Elites are promoted sooner and faster. It is not surprising to see a 12-year-old Elite earn the wings of an Enforcer, the Bureau’s top special agent, for example. Some Elites can also pursue an Armaments Service career, and frequently end up outranking normals with decades of seniority. Needless to say, this is a sore spot for those in the Bureau who have no magical potential.
The greatest Elites go on to become either Enforcers trained to capture their targets for arrest, or Aces who can unleash devastating power. The latter are so-named after a legendary group of very young Elites known as the Three Aces. Much like their predecessors, Aces tend to do more than just enjoy an excellent career. They leave a mark on history.
Because of their incredible magical talents, and the excellent education the Bureau provides them with, Elites are expert tacticians with impressive firepower to back up their skills. MIND is their primary stat, representing this package of great power and responsibility.
Elites who volunteered to serve in Hex Hammer can be expected to lead Line Teams of combat personnel to engage Hexes and prevent the spread of their familiars while minimising civilian casualties. Additionally, they are to investigate the small population of native magic users to analyse their use of a highly esoteric undocumented magical system.
Standby Ready
For every five (5) Mana spent, gain one (+1) additional Gauge point. Stacks with other Gauge point bonuses.
+2 Damage Modifier to Basic Attacks when using an Intelligent or Storage Device
Elite Beat Agent
Action: None (Passive)
Effect: All spells using Mind as their main stat gain +10 to their Success and Accuracy Rolls
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: All spells using Mind as their main stat gain +10 to their Success and Accuracy Rolls
Uses: Indefinite
Requirement: None
Striker
Action: None (Passive)
Effect: All spells using Mind as their main stat gain +3 to their Damage Roll
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: All spells using Mind as their main stat gain +3 to their Damage Roll
Uses: Indefinite
Requirement: None
Math Genius
Action: None (Passive)
Effect: For every five (5) Mana spent, gain one (+1) additional Gauge point. Stacks with other Gauge point bonuses.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: None (Passive)
Effect: For every five (5) Mana spent, gain one (+1) additional Gauge point. Stacks with other Gauge point bonuses.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Bombardier
Action: None (Passive)
Effect: Bombardment spells can be cast at 35% Gauge.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: None (Passive)
Effect: Bombardment spells can be cast at 35% Gauge.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Starlight Chaser
Action: None (Passive)
Effect: Breaker spells gain one additional (+1) Damage Tier and cost five less (-5) Mana. If DT is already at 10, gain one additional (+1) Damage Die.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Zanber Collector.
Action: None (Passive)
Effect: Breaker spells gain one additional (+1) Damage Tier and cost five less (-5) Mana. If DT is already at 10, gain one additional (+1) Damage Die.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Zanber Collector.
Zanber Collector
Action: None (Passive)
Effect: Regain 20 Gauge Points after using a Breaker spell.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Starlight Chaser.
Action: None (Passive)
Effect: Regain 20 Gauge Points after using a Breaker spell.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Starlight Chaser.
Enforcer Candidate
Action: None (Passive)
Effect: Eliminates the negative effects of using a Storage Device. Shot gains one (+1) Damage Tier.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: None (Passive)
Effect: Eliminates the negative effects of using a Storage Device. Shot gains one (+1) Damage Tier.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Enforcer
Action: At-Will
Effect: As an At-Will Action, spend 5 (-5) Mana to convert your next Basic Attack to Restrain. Restrain does one less (-1) Damage Tier compared to its base form, but has a 25% chance to inflict Bind on its target.
Uses: Once per Turn
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Ace.
Action: At-Will
Effect: As an At-Will Action, spend 5 (-5) Mana to convert your next Basic Attack to Restrain. Restrain does one less (-1) Damage Tier compared to its base form, but has a 25% chance to inflict Bind on its target.
Uses: Once per Turn
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Ace.
Ace
Action: None (Passive)
Effect: Breaker spells cost five less (-5) Mana and can be fired at 75% Gauge.
Uses: Indefinite
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Enforcer.
Action: None (Passive)
Effect: Breaker spells cost five less (-5) Mana and can be fired at 75% Gauge.
Uses: Indefinite
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Enforcer.
[PTab=
They signed a different kind of contract.
Techmages form the bulk of the Administered Multiverse’s magic user population. And a Freelancer is, as their designation implies, an outsider techmage specially sanctioned to assist in Bureau operations. Because it is a contractual, and thus temporary, position, screening is rigid. After all, outside help must meet Bureau standards to be able to help out.
A potential Freelancer must pass a challenging exam to earn their place, and once they do, they are taken onboard for the length of their specific contract. They might even enjoy significant benefits during this time. Freelancers run the gamut from grizzled mercenaries to particularly talented clerks. If your skill with magic is at a certain high tier, there’s plenty of work you can find at the Bureau. Their flexibility allows them to use Utility and Defensive Spells more often than normal. They might also have more inventory slots than usual. Alternatively, they might even use some time magic to gain more actions.
The Bureau commissions a large number of Freelancers of various stripes. After all, Midchildan society has a great variety of techmages to offer. Owing to their careers revolving around the use of Magic and the sheer diversity of abilities they represent, Freelancers focus on Soul.
Freelancers who volunteered to serve in Hex Hammer can be assigned any sort of diverse combat or support role, depending on their personal skill set. From the dedicated hangar personnel maintaining the Expeditionary Force’s tactical aerospacecraft, to frontline combat mages, medics, or even bounty hunters, there is no shortage of work for a Freelancer competent enough to be selected for this mission.
Mage of Many Talents
All spells using Soul as their main stat gain +10 to their Success Roll.
Boost and Combat Devices reduce Defensive/Utility Mana cost by two (-2) more than normal (i.e. -5 for Boost, -2 for Combat), to a minimum of 1 Mana.
Dimensional Vault
Action: None (Passive)
Effect: You gain three (3) extra inventory slots. These slots can hold up to one (1) Accessory and two (2) Consumables, or up to three (3) Consumables, in addition to Standard inventory limits. Standard inventory rules apply: no duplicates of any item are allowed.
Uses: Indefinite.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Action: None (Passive)
Effect: You gain three (3) extra inventory slots. These slots can hold up to one (1) Accessory and two (2) Consumables, or up to three (3) Consumables, in addition to Standard inventory limits. Standard inventory rules apply: no duplicates of any item are allowed.
Uses: Indefinite.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Magical Flexibility
Action: None (Passive)
Effect: At the start of each battle, choose one (1) non-basic Utility or Defensive Spell from your sheet. That spell now has one additional (+1) use.
Uses: Indefinite.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Action: None (Passive)
Effect: At the start of each battle, choose one (1) non-basic Utility or Defensive Spell from your sheet. That spell now has one additional (+1) use.
Uses: Indefinite.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Time Expansion
Action: At-Will
Effect: As an At-Will Action, you may use up to two (2) Utility or Defensive spells in a single Reaction.
Uses: Once per Thread.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Action: At-Will
Effect: As an At-Will Action, you may use up to two (2) Utility or Defensive spells in a single Reaction.
Uses: Once per Thread.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Support Specialist
Action: None (Passive)
Effect: All spells that can be used to assist allies cost two less (-2) Mana.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: None (Passive)
Effect: All spells that can be used to assist allies cost two less (-2) Mana.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Mana Tuning
Action: None (Passive)
Effect: Regenerate +3 Mana per turn
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: None (Passive)
Effect: Regenerate +3 Mana per turn
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Medic
Action: None (Passive)
Effect: You gain access to the Defensive spell Guarder. This spell does not take up a spell slot. Spells that restore HP cost two (-2) less Mana and can be used one additional (+1) time.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: None (Passive)
Effect: You gain access to the Defensive spell Guarder. This spell does not take up a spell slot. Spells that restore HP cost two (-2) less Mana and can be used one additional (+1) time.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Jumper
Action: None (Passive)
Effect: You gain access to the Utility spell Transporter. This spell costs five less (-5) Mana, can be used one (1) additional time, and does not take up a spell slot.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: None (Passive)
Effect: You gain access to the Utility spell Transporter. This spell costs five less (-5) Mana, can be used one (1) additional time, and does not take up a spell slot.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Summoner
Action: None (Passive)
Effect: You gain access to the Utility spell Professional Summon. This spell and its overlapping counterparts cost five less (-5) Mana and do not take up a spell slot.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: None (Passive)
Effect: You gain access to the Utility spell Professional Summon. This spell and its overlapping counterparts cost five less (-5) Mana and do not take up a spell slot.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Mercenary
Action: None (Passive)
Effect: When using a Combat Device, gain one additional (+1) Damage Tier for your attacks. If your DT is already at Tier 10, add one (+1) Damage Die instead.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: None (Passive)
Effect: When using a Combat Device, gain one additional (+1) Damage Tier for your attacks. If your DT is already at Tier 10, add one (+1) Damage Die instead.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Expanded Vault
Action: None (Passive)
Effect: Items in your special slots gained from Dimensional Vault can be used one additional (+1) time.
Uses: Indefinite.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually Exclusive with Enduring Repertoire
Action: None (Passive)
Effect: Items in your special slots gained from Dimensional Vault can be used one additional (+1) time.
Uses: Indefinite.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually Exclusive with Enduring Repertoire
Enduring Repertoire
Action: None (Passive)
Effect: Choose three (3) non-basic spells from your sheet that are either Utility or Defensive. Your spells of choice gain one additional (+1) use. These spells cannot be enhanced by Magical Flexibility.
Uses: Indefinite.
Requirement: Requires at least one (1) Level 5 Skill in use. Spells can only be chosen when the Skill is taken. You may select new spells after Respeccing your character should you decide to take this skill again. Mutually exclusive with Expanded Vault and Time Alteration.
Action: None (Passive)
Effect: Choose three (3) non-basic spells from your sheet that are either Utility or Defensive. Your spells of choice gain one additional (+1) use. These spells cannot be enhanced by Magical Flexibility.
Uses: Indefinite.
Requirement: Requires at least one (1) Level 5 Skill in use. Spells can only be chosen when the Skill is taken. You may select new spells after Respeccing your character should you decide to take this skill again. Mutually exclusive with Expanded Vault and Time Alteration.
Time Alteration
Action: At-Will
Effect: As an At-Will Action, you may use up to two (2) spells in a single Action.
Uses: Twice per Thread.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Expanded Vault and Enduring Repertroire.
Action: At-Will
Effect: As an At-Will Action, you may use up to two (2) spells in a single Action.
Uses: Twice per Thread.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Expanded Vault and Enduring Repertroire.
Bounty Hunter
Action: None (Passive)
Effect: You gain three additional (+3) uses for the Utility spell Bind (Maximum of 6) and a +10% Success Chance when casting it.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: None (Passive)
Effect: You gain three additional (+3) uses for the Utility spell Bind (Maximum of 6) and a +10% Success Chance when casting it.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use.
Dimensional Foundry
Action: At-Will
Effect: You restore one (1) use to a single item in your special slots gained from Dimensional Vault. Higher gauge levels allow multiple items to be restored at once.
33% = 1 Item
66% = 2 Items
100% = 3 Items
Overgauge: For each 50% of Overgauge, restore one (1) use to a single expended item in your normal item slots.
Uses: Once per turn.
Requirement: Can only restore uses to items completely consumed. Mutually exclusive with Uomo Universale and Chronos Dominator.
Action: At-Will
Effect: You restore one (1) use to a single item in your special slots gained from Dimensional Vault. Higher gauge levels allow multiple items to be restored at once.
33% = 1 Item
66% = 2 Items
100% = 3 Items
Overgauge: For each 50% of Overgauge, restore one (1) use to a single expended item in your normal item slots.
Uses: Once per turn.
Requirement: Can only restore uses to items completely consumed. Mutually exclusive with Uomo Universale and Chronos Dominator.
Uomo Universale
Action: At-Will
Effect: You restore one (1) use to a single non-Legendary Utility or Defensive Spell of your choice for yourself or an ally. Your Gauge Level determines which Tier of Spell can be restored.
25% = Tier 1
50% = Tier 2
75% = Tier 3
100% = Tier 4
Overgauge: Restore use to a second non-Legendary Utility or Defensive spell of your choice for yourself or an ally. Your Gauge Level determines which Tier of Spell can be restored.
25% = Tier 1
50% = Tier 2
75% = Tier 3
100% = Tier 4
Uses: Once per turn.
Requirement: Can only restore uses to spells completely consumed. Mutually exclusive with Dimensional Foundry and Chronos Dominator.
Action: At-Will
Effect: You restore one (1) use to a single non-Legendary Utility or Defensive Spell of your choice for yourself or an ally. Your Gauge Level determines which Tier of Spell can be restored.
25% = Tier 1
50% = Tier 2
75% = Tier 3
100% = Tier 4
Overgauge: Restore use to a second non-Legendary Utility or Defensive spell of your choice for yourself or an ally. Your Gauge Level determines which Tier of Spell can be restored.
25% = Tier 1
50% = Tier 2
75% = Tier 3
100% = Tier 4
Uses: Once per turn.
Requirement: Can only restore uses to spells completely consumed. Mutually exclusive with Dimensional Foundry and Chronos Dominator.
Chronos Dominator
Action: At-Will
Effect: As an At-Will Action, restore a single use to Time Expansion or Time Alteration. Your Gauge Level determines which Skill can be restored.
50% = Time Expansion
100% = Time Alteration
Overgauge: At 25% Overgauge, choose a single ally. Grant them a single use of Time Expansion. At 50% Overgauge, choose a single ally. Grant them a single use of Time Alteration. At 75% Overgauge, choose a single enemy. Remove their next Reaction. At 100% Overgauge, choose a single enemy. Remove their next Action.
Uses: Once per turn.
Requirement: Mutually exclusive with Dimensional Foundry and Uomo Universale.
Action: At-Will
Effect: As an At-Will Action, restore a single use to Time Expansion or Time Alteration. Your Gauge Level determines which Skill can be restored.
50% = Time Expansion
100% = Time Alteration
Overgauge: At 25% Overgauge, choose a single ally. Grant them a single use of Time Expansion. At 50% Overgauge, choose a single ally. Grant them a single use of Time Alteration. At 75% Overgauge, choose a single enemy. Remove their next Reaction. At 100% Overgauge, choose a single enemy. Remove their next Action.
Uses: Once per turn.
Requirement: Mutually exclusive with Dimensional Foundry and Uomo Universale.
[PTab=
These aren't your grandma's Sailor Scouts.
The Ancient Belkan Empire is long gone. Only a few of its scattered Great Houses have fought to preserve their way of life. However, its legacy remains. Knowledge of their culture and magical skills survives in the Church of the Sanktkaiser, and in the Great Houses that remain. There are also those who seek to use Midchildan methods to replicate Belkan effects.
While Midchildan magic focuses on firing Mana as beams or energy projectiles, Belkan magic focuses on either creating mass-based projectiles, or cycling Mana through one's body and Device to enhance their performance. As such, Old Belkan and its modern variants focus more on close quarters combat. Those who wield it are dubbed Knights. In the olden days, they served as the elite vanguard of the Sanktkaiser Alliance. Today, many of them serve the Church erected in honour of the Last Sanktkaiser, sworn to keep the peace on worlds that the Bureau considers far too distant and backward to bring under their Administration.
Due to the Archbishop holding a seat on the Board of Directors, relations between the Church and Administrative Bureau are very good. As such, Knights may lend their services to the Bureau should the need arise.
The Sanktkaisers began their conquest soon after learning to magically enhance their bodies. This practise has been adapted by their Knights, in addition to their intense combat magic training. Unsurprisingly, their main stat is Body. Their mana efficiency is impressive, and they have certain abilities that allow them to deliver a blow from the proverbial Kaiser's Sword at small mana cost, use their grit as a Guardian Knight to protect themselves, or turn the tables with the techniques used none other than the Kaiser's Fist.
Knights who volunteered to serve in Hex Hammer are some of the most powerful warriors fielded by the Expeditionary Force. Having trained in their martial art from childhood, their close combat prowess is exceeded by no other class of Volunteer. As such, they are deployed to eliminate the greatest known threats, sometimes even without Personnel support. When you need something destroyed, the most effective way is the Belkan way.
Ritter des Belka
At the start of the battle, choose one non-Basic Defensive Spell. Gain an extra use of that spell.
-3 Mana cost to Defensive spells when equipped with an Armed Device.
Manenserhöhtenangriff
Action: None (Passive)
Effect: The Damage Tier of your Strikes is boosted by one (+1), and they do +2 damage.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: The Damage Tier of your Strikes is boosted by one (+1), and they do +2 damage.
Uses: Indefinite
Requirement: None
Zeughaus
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
Kaiserhammer
Action: At-Will
Effect: As an At-Will Action, spend three (3) Mana to add one (+1) Damage Die to your next Body attack.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: At-Will
Effect: As an At-Will Action, spend three (3) Mana to add one (+1) Damage Die to your next Body attack.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Rock Your Body Right
Action: None (Passive)
Effect: All spells using Body as their main stat gain +15 to their Success Roll.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: None (Passive)
Effect: All spells using Body as their main stat gain +15 to their Success Roll.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Strike Arts
Action: Reaction
Effect: As a Reaction, choose an attack that missed against you. Inflict its damage roll on your attacker.
Uses: Thrice per thread.
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: Reaction
Effect: As a Reaction, choose an attack that missed against you. Inflict its damage roll on your attacker.
Uses: Thrice per thread.
Requirement: Requires at least one (1) Level 1 Skill in use.
Gegenangriff
Action: At-Will
Effect: As an At-Will Action, convert half of the total damage received in the previous turn into a damage modifier for your next attack. Effect applies prior to use of DR and Armour. (for example, if you received 30 damage on your last turn, your next attack will gain +15 damage, in addition to any other damage modifiers you might have).
Uses: Twice per battle.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Panzergeist
Action: At-Will
Effect: As an At-Will Action, convert half of the total damage received in the previous turn into a damage modifier for your next attack. Effect applies prior to use of DR and Armour. (for example, if you received 30 damage on your last turn, your next attack will gain +15 damage, in addition to any other damage modifiers you might have).
Uses: Twice per battle.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Panzergeist
Panzergeist
Action: Passive/At-Will
Effect: As an At-Will Action, gain +3 Armour at the end of each turn. Negate 2 damage from each attack that hits you.
Uses: Indefinite.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Gegenangriff
Action: Passive/At-Will
Effect: As an At-Will Action, gain +3 Armour at the end of each turn. Negate 2 damage from each attack that hits you.
Uses: Indefinite.
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Gegenangriff
Ritterschild
Action: At-Will
Effect: As an At-Will action, convert 15 Gauge Points into one (1) Stack of Ritterschild. Each stack of Ritterschild negates one (1) stack of any Status Effect that is successfully inflicted against you. You may have up to 3 stacks of Ritterschild active at any given time. Ritterschild can only prevent Status Effect infliction, not remove what you are already afflicted with.
Uses: Up to 3 Stacks of Ritterschild per turn.
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: At-Will
Effect: As an At-Will action, convert 15 Gauge Points into one (1) Stack of Ritterschild. Each stack of Ritterschild negates one (1) stack of any Status Effect that is successfully inflicted against you. You may have up to 3 stacks of Ritterschild active at any given time. Ritterschild can only prevent Status Effect infliction, not remove what you are already afflicted with.
Uses: Up to 3 Stacks of Ritterschild per turn.
Requirement: Requires at least one (1) Level 5 Skill in use.
Counter Arts
Action: Reaction
Effect: As a Reaction, choose an incoming attack. Inflict its damage roll on your attacker.
Uses: Thrice per thread.
Requirement: Requires at least one (1) Level 5 Skill in use.
Action: Reaction
Effect: As a Reaction, choose an incoming attack. Inflict its damage roll on your attacker.
Uses: Thrice per thread.
Requirement: Requires at least one (1) Level 5 Skill in use.
Kaiserschwert
Action: At-Will
Effect: Add one (+1) Damage Die to your next Strike in exchange for reducing your Damage Tier by one (-1). Your Gauge determines how many Dice you can add:
20% = +1 Die, -1 DT
40% = +2 Die, -2 DT
60% = +3 Die, -3 DT
80% = +4 Die, -4 DT
100% = +5 Die, -5 DT
You cannot go below DT 1 using this skill. If using the skill will take you below DT 1, it will instead default to the nearest bonus tier that keeps you at DT1 and give you +1 Damage for each die you would have gained going under DT 1. (For example, using the skill at 100% while you are at DT5 will give you +4 Die, and +1 Damage. If you use it at 80% while you are at DT3, you will get +2 Die and +2 Damage.)
Overgauge: Each 25% Overgauge results in an additional Tier 2 Damage Die.
Uses: Once per turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Wächterritter and Kaiserfaust
Action: At-Will
Effect: Add one (+1) Damage Die to your next Strike in exchange for reducing your Damage Tier by one (-1). Your Gauge determines how many Dice you can add:
20% = +1 Die, -1 DT
40% = +2 Die, -2 DT
60% = +3 Die, -3 DT
80% = +4 Die, -4 DT
100% = +5 Die, -5 DT
You cannot go below DT 1 using this skill. If using the skill will take you below DT 1, it will instead default to the nearest bonus tier that keeps you at DT1 and give you +1 Damage for each die you would have gained going under DT 1. (For example, using the skill at 100% while you are at DT5 will give you +4 Die, and +1 Damage. If you use it at 80% while you are at DT3, you will get +2 Die and +2 Damage.)
Overgauge: Each 25% Overgauge results in an additional Tier 2 Damage Die.
Uses: Once per turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Wächterritter and Kaiserfaust
Wächterritter
Action: At-Will
Effect: Convert 1 Gauge Point into 1 Armour Point.
Overgauge: Every 2 Overgauge Points is converted into 1 DR
Uses: Up to 50 Armour per Turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Kaiserfaust
Action: At-Will
Effect: Convert 1 Gauge Point into 1 Armour Point.
Overgauge: Every 2 Overgauge Points is converted into 1 DR
Uses: Up to 50 Armour per Turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Kaiserfaust
Kaiserfaust
Action: At-Will
Effect: As an At-Will Action, choose an incoming attack. Inflict a portion of its damage roll on the attacker. Gauge determines how much.
25% = 25%
50% = 50%
75% = 75%
100% = 100%
Overgauge: Every 3 Overgauge points is converted into a +1 Damage Mod
Uses: Once per Turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Wächterritter
Action: At-Will
Effect: As an At-Will Action, choose an incoming attack. Inflict a portion of its damage roll on the attacker. Gauge determines how much.
25% = 25%
50% = 50%
75% = 75%
100% = 100%
Overgauge: Every 3 Overgauge points is converted into a +1 Damage Mod
Uses: Once per Turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Wächterritter
[PTab=
You need her.
Sometimes for some people the Contract itself is their Wish. Being a Wishmaker inspires a deep yearning passion, a desire to be someone, a paragon, a champion, a deliverer of justice. Heroes are those whose wishes were made selflessly and often thoughtlessly, an honest, impulsive desire to help their friends, their loved ones, or the world at large.
As such, their powers tend to focus as direct expressions of that desire to attack or to defend. In RPG terms, the Hero is the Tank, a front-liner with high Body points whose EP costs for offensive and defensive actions are heavily discounted.
The Doppels they have to choose from are equally spectacular, often powerful AOE attacks or defensive spells designed to help them really save the day.
Fallen Heroes however, make for the very worst Hexes. A Hero pushed to their breaking point and beyond can manifest as a truly dangerous entity indeed, and so it is up to their friends to try to keep them from expending themselves too recklessly.
I Need a Hero
Attacks and Defensive Reactions raise EP by only half as much (50%).
Start with +10 Body
Bone of My Sword
Action: At-Will
Effect: As an At-Will Action, the Hero may freely enhance their attack rolls at 0 EP toll but triple Grief toll.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Hero may freely enhance their attack rolls at 0 EP toll but triple Grief toll.
Uses: Once per battle
Requirement: None
Brothers in Arms
Action: At-Will
Effect: As an At-Will Action, the Hero may take on the EP toll of an ally’s spell but at a triple Grief toll of their own.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Hero may take on the EP toll of an ally’s spell but at a triple Grief toll of their own.
Uses: Once per battle
Requirement: None
Combo Breaker
Action: At-Will
Effect: As an At-Will Action, if an enemy has made 3 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails.
Uses: Once per battle
Requirement: Requires at least one (1) Level 1 Skill in use.
Action: At-Will
Effect: As an At-Will Action, if an enemy has made 3 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails.
Uses: Once per battle
Requirement: Requires at least one (1) Level 1 Skill in use.
Combo Maker
Action: At-Will
Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits
Uses: Once per battle
Requirement: None
Power of Friendship
Action: At-Will
Effect: As an At-Will Action, the Hero may reduce the Grief toll of an ally’s spell by paying it themselves, however high it is.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Hero may reduce the Grief toll of an ally’s spell by paying it themselves, however high it is.
Uses: Once per battle
Requirement: None
In Justitiam Credens
Action: At-Will
Effect: As an At-Will Action, the Hero may take a successful damage roll aimed at an ally on themselves, at no EP or grief toll.
Uses: Twice per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Hero may take a successful damage roll aimed at an ally on themselves, at no EP or grief toll.
Uses: Twice per battle
Requirement: None
Even in Death I still Serve
Action: At-Will
Effect: As an At-Will Action, if the Hero’s health falls below 10% of its original level, the Hero may freely re-use in the same battle any of their other skills to aid an Ally or themselves.
Uses: Twice per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if the Hero’s health falls below 10% of its original level, the Hero may freely re-use in the same battle any of their other skills to aid an Ally or themselves.
Uses: Twice per battle
Requirement: None
Valar Morghulis
Action: At-Will
Effect: As an At-Will Action, if any of the Hero’s allies' health falls below 10% of its original level, the Hero may freely restore their ally’s health to full at a toll of 25 Grief.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if any of the Hero’s allies' health falls below 10% of its original level, the Hero may freely restore their ally’s health to full at a toll of 25 Grief.
Uses: Once per battle
Requirement: None
[/PTab]
[PTab=
He wants revenge on the Hexes for killing his mother... or something.
Narcissists come in many flavours, and are arguably the most common type of Wishmaker. For most, the opportunity of a Wish is simply too good to pass up. Riches. Love. Beauty. Power. Strength. Adoration. Revenge. Whatever the exact wording, Narcissists are those who wished for something for themselves, first and foremost.
As such, their powers tend to manifest in the realm of the Mind, powers arising from within themselves to work their will on the world at large.
Narcissists frequently are DPS or Casters, channelling their emotional power directly and quickly to effect the most spectacular and incredible effects on the world around them. Maybe they shower the area in a storm of bullets. Maybe they fire beams of pure love from their hands. Whatever the manifestation, it is always flashy and always powerful, but it is also very costly.
The Narcissist got everything they thought they wanted. But they most often find that what they need is friends. Without them, falling to Grief is even easier than for Heroes.
It's Gonna Be Me
Attacks using Mind as their main stat gain +1 Damage Tier. If DT is at 10, add one (+1) Damage Die instead.
Actions using Mind as their main stat gain +10 to their success rolls
For every 5 EP gained, add one (+1) Grief point to your Grief meter.
I Reject Your Reality
Action: At-Will
Effect: As an At-Will Action, a Narcissist may retroactively reduce the Accuracy of an attack directed at them by -15. If it falls below their Defence, it is considered a miss.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, a Narcissist may retroactively reduce the Accuracy of an attack directed at them by -15. If it falls below their Defence, it is considered a miss.
Uses: Once per battle
Requirement: None
All for One and One for All
Action: At-Will
Effect: As an At-Will Action, a Narcissist may take an Enemy or Ally’s healing spell and use it to heal themselves as well.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, a Narcissist may take an Enemy or Ally’s healing spell and use it to heal themselves as well.
Uses: Once per battle
Requirement: None
We Have Reserves
Action: At-Will
Effect: As an At-Will Action, a Narcissist may freely halve (-50%) the EP toll of a single action of any kind.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, a Narcissist may freely halve (-50%) the EP toll of a single action of any kind.
Uses: Once per battle
Requirement: None
Be the Invisible, Do the Impossible
Action: At-Will
Effect: As an At-Will Action, if you have made 3 or more successful defensive rolls, you may automatically succeed at your next damage action.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if you have made 3 or more successful defensive rolls, you may automatically succeed at your next damage action.
Uses: Once per battle
Requirement: None
Oh, you are Approaching Me?
Action: At-Will
Effect: As an At-Will Action, if you have been attacked 3 or more times consecutively, you may automatically block one single damage action targeted at you.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if you have been attacked 3 or more times consecutively, you may automatically block one single damage action targeted at you.
Uses: Once per battle
Requirement: None
Life is but the Meanest Shadow
Action: At-Will
Effect: As an At-Will Action, if you have been damaged three times consecutively, you may freely replenish the lost health of the last attack in exchange for a +10 Grief toll.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if you have been damaged three times consecutively, you may freely replenish the lost health of the last attack in exchange for a +10 Grief toll.
Uses: Once per battle
Requirement: None
Ring Around the Roses
Action: At-Will
Effect: As an At-Will Action, if you have been damaged three times consecutively, you may automatically reduce your Grief by twenty (-20) in exchange for guaranteeing the success of your enemy’s next attack.
Uses: Once per battle
Action: At-Will
Effect: As an At-Will Action, if you have been damaged three times consecutively, you may automatically reduce your Grief by twenty (-20) in exchange for guaranteeing the success of your enemy’s next attack.
Uses: Once per battle
Venari Strigas
Action: At-Will
Effect: As an At-Will Action, if your EP toll is over 90%, you may use an automatically successful Drain effect on an Enemy or an Ally to reduce your EP.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if your EP toll is over 90%, you may use an automatically successful Drain effect on an Enemy or an Ally to reduce your EP.
Uses: Once per battle
Requirement: None
Key of the Twilight
Action: At-Will
Effect: As an At-Will Action, the Narcissist may reduce their Grief meter by 20 for a toll of 5 EP. This cannot be used to remove Permanent Grief if Grief exceeds 100% in a single battle.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Narcissist may reduce their Grief meter by 20 for a toll of 5 EP. This cannot be used to remove Permanent Grief if Grief exceeds 100% in a single battle.
Uses: Once per battle
Requirement: None
[/PTab]
[PTab=
She should have wished for the moon to never be sad, rather than just "not always".
A Wish for anything can sometimes take even the Incubators by surprise. Sometimes a prospective girl is placed in a strange situation, or has a strange mind, or thinks that she can out-smart the contract by making a cleverly worded request.
Outsiders are those who fell through the system, whose emotional or mental states were strange and difficult for even other humans to comprehend.
Maybe they wished that the Moon was not always sad, or that nobody ever needed to make Wishes at all, or that the voices in their head would stop screaming.
Whatever the wording, the outcome has been something…odd. Strong in Soul, the Outsider’s powers typically manifest as buffs, debuffs or support effects for themselves and their allies.
Whether they restrain enemies with tentacle-like Ribbons, or enhance their allies with Armour made of Moon’s Tears, or slow time by the ticking of an old fob watch, an Outsider always has an effect on the world around them, even if it's not always what their friends might desire, or their enemies might expect.
Outsiders are the slowest to max Grief, and their Doppels can last surprisingly longer than expected. But when they fall, they fall into places more terrible and strange than any dare imagine.
Fly Me to the Moon
For every four EP gained (+4), reduce Grief meter by one (-1) point, for a net Grief toll of +3.
When activating your Doppel, roll 1d100. If your result is 25 or lower, gain one extra (+1) turn of Doppel activity.
Each level of Permanent Grief accumulated reduces all success rolls by ten (-10)
Rule of Three
Action: At-Will
Effect: As an At-Will Action, the Outsider may make two (2) success rolls for any Status Effect Infliction and take the better of the two (2) rolls.
Uses: Three times per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Outsider may make two (2) success rolls for any Status Effect Infliction and take the better of the two (2) rolls.
Uses: Three times per battle
Requirement: None
Cursed Luck
Action: At-Will
Effect: As an At-Will Action, the Outsider may change a successful Accuracy roll into a successful Status Effect roll.
Uses: Three times per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Outsider may change a successful Accuracy roll into a successful Status Effect roll.
Uses: Three times per battle
Requirement: None
Toil and Trouble
Action: At-Will
Effect: As an At-Will Action, the Outsider may add a 25% Poison status effect to any one damage attack even if it would not otherwise have one. Regular rules for rolling still apply.
Uses: Three times per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Outsider may add a 25% Poison status effect to any one damage attack even if it would not otherwise have one. Regular rules for rolling still apply.
Uses: Three times per battle
Requirement: None
It is a Good Pain
Action: At-Will
Effect: As an At-Will Action, the Outsider may willingly fail a status effect roll directed at them. In exchange, they may take the higher of two (s) success rolls on a single future Status Effect Infliction of their choice.
Uses: Three times per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Outsider may willingly fail a status effect roll directed at them. In exchange, they may take the higher of two (s) success rolls on a single future Status Effect Infliction of their choice.
Uses: Three times per battle
Requirement: None
In Lilium
Action: At-Will
Effect: As an At-Will Action, the Outsider can willingly fail a damage attack roll directed at them in exchange for reducing their Grief Gauge by 10%.
Uses: Three times per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, the Outsider can willingly fail a damage attack roll directed at them in exchange for reducing their Grief Gauge by 10%.
Uses: Three times per battle
Requirement: None
Sagitta Luminis
Action: At-Will
Effect: As an At-Will Action, if the Outsider’s Grief Gauge is over 50%, they may use an automatically successful Drain effect on an Enemy or Ally’s Grief/Gauge to lower their Grief at least partially.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if the Outsider’s Grief Gauge is over 50%, they may use an automatically successful Drain effect on an Enemy or Ally’s Grief/Gauge to lower their Grief at least partially.
Uses: Once per battle
Requirement: None
What the Dormouse Said
Action: At-Will
Effect: As an At-Will Action, if the Outsider’s Grief Gauge is under 50%, they may automatically take the Grief toll of an Ally’s actions, even if it causes them to max out their Grief Gauge and take a Permanent Grief point.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if the Outsider’s Grief Gauge is under 50%, they may automatically take the Grief toll of an Ally’s actions, even if it causes them to max out their Grief Gauge and take a Permanent Grief point.
Uses: Once per battle
Requirement: None
Out of the Cuckoo’s Nest
Action: At-Will
Effect: As an At-Will Action, if any of the Outsider’s Ally’s Grief Gauges are over 50%, the Outsider may reset that Ally’s Grief Gauge to 0%, at a cost of adding whatever amount is reduced- be it 50% or more- to their own Grief Gauge.
Uses: Once per battle
Requirement: None
Action: At-Will
Effect: As an At-Will Action, if any of the Outsider’s Ally’s Grief Gauges are over 50%, the Outsider may reset that Ally’s Grief Gauge to 0%, at a cost of adding whatever amount is reduced- be it 50% or more- to their own Grief Gauge.
Uses: Once per battle
Requirement: None
[/PTab]
[/PTabbedContent]