Post by Ichibey on Feb 25, 2023 8:11:02 GMT
PATCH 0.1.3
TLDR version is the list right here. If you want to read the details, scroll down past the bullet points:
- Direct Single Attack at all tiers has been modified to be less broken. In general, the max number of attacks has been reduced, and a cooldown has been implemented.
- Cooldown on Musket of Elegance has been increased to match the Direct Single Attack rebalancing.
- Single Defence Action has been split into two separate spells, each with three tiers and consuming a single slot. These are Single Evasive Action and Single Protective Action, respectively.
- Introduced a new Basic Spell for Techmages: Awareness, which grants an extra Reaction on its turn of use, up to three times per thread. This can only be used when equipped with a Device, rather than Electromagnetic Armaments.
- Electromagnetic Armaments have been slightly buffed to compensate for their lack of Awareness:
- Strike Cannon now buffs all attacks regardless of Main Stat used.
- Pile Smasher now has more uses and its damage bonus to Strike has been increased.
- Electro-Batteries now restore up to 3 uses for Pile Smasher.
- The Freelancer Class' Time Magic skill tree has been buffed.
- Angst has been completely reworked. It is now a gradually increasing penalty resulting from the accumulation of Grief and EP.
- Permanent Grief limit has been decreased from 10 to 5.
- A couple of ambiguities concerning DR have been clarified.
- We've published a new set of mechanics for what to do with your gains after your character dies, or you decide to modify them for any reason. See the thread Death and Respecs
ANYONE ADVERSELY AFFECTED BY THIS PATCH MAY FREELY RESPEC ACCORDINGLY.
Okay, so you want to read the long story. Fine. Go ahead. It's all down there:
Due to severe balancing issues, Direct Single Attack has been modified.
Previously, it read as such:
Direct Single Attack (B)
A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end.
Type: Basic Attack
Action: Action
Cost: 0 EP/Grief
Effect: This attack can be performed up to three (3) times with a single Action against a single target. Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)
Enhanced: By increasing your EP toll to 1 and raising your Grief toll to 2, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end.
Type: Basic Attack
Action: Action
Cost: 0 EP/Grief
Effect: This attack can be performed up to three (3) times with a single Action against a single target. Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)
Enhanced: By increasing your EP toll to 1 and raising your Grief toll to 2, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Direct Single Attack (I)
A singular magically charged attack aimed at a specific foe. A burning punch or kick, a weapon with heightened sharpness. Harder hitting than the Beginner variant, but somewhat harder to execute, resulting in less attacks per Action.
Type: Intermediate Attack
Action: Action
Cost: 2 EP/Grief
Effect: This attack can be performed up to two (2) times with a single Action against a single target. Can be used to replace up to two (2) instances of Direct Single Attack (B) per Action. Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)+5
Enhanced: By doubling your EP toll and raising your Grief toll to 3, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
A singular magically charged attack aimed at a specific foe. A burning punch or kick, a weapon with heightened sharpness. Harder hitting than the Beginner variant, but somewhat harder to execute, resulting in less attacks per Action.
Type: Intermediate Attack
Action: Action
Cost: 2 EP/Grief
Effect: This attack can be performed up to two (2) times with a single Action against a single target. Can be used to replace up to two (2) instances of Direct Single Attack (B) per Action. Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)+5
Enhanced: By doubling your EP toll and raising your Grief toll to 3, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Direct Single Attack (A)
A singular attack aimed at a specific foe, greatly enhanced with magic. Punch or kick with giant golem limbs, use a truck as a bludgeon, a laser blade that penetrates steel like a hot knife through butter. Harder hitting than the Intermediate variant, but difficult to execute, resulting in one (1) attack per Action.
Type: Advanced Attack
Action: Action
Cost: 5 EP/Grief
Effect: This attack can be performed once (1x) with a single Action against a single target. Can be used to replace up to one (1) instance of Direct Single Attack (B or I) per Action. Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 2 Damage Die (Body)+5
Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
A singular attack aimed at a specific foe, greatly enhanced with magic. Punch or kick with giant golem limbs, use a truck as a bludgeon, a laser blade that penetrates steel like a hot knife through butter. Harder hitting than the Intermediate variant, but difficult to execute, resulting in one (1) attack per Action.
Type: Advanced Attack
Action: Action
Cost: 5 EP/Grief
Effect: This attack can be performed once (1x) with a single Action against a single target. Can be used to replace up to one (1) instance of Direct Single Attack (B or I) per Action. Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 2 Damage Die (Body)+5
Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Now, it reads as:
Direct Single Attack (B)
A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end.
Type: Basic Attack
Action: Action
Cost: 2 EP/Grief
Effect: Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)
Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Direct Single Attack (B), which allows you to perform a second attack using your Action. After use, you must wait for two (2) turns before being able to enhance it again.
A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end.
Type: Basic Attack
Action: Action
Cost: 2 EP/Grief
Effect: Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)
Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Direct Single Attack (B), which allows you to perform a second attack using your Action. After use, you must wait for two (2) turns before being able to enhance it again.
Direct Single Attack (I)
A singular magically charged attack aimed at a specific foe. A burning punch or kick, a weapon with heightened sharpness. Harder hitting than the Beginner variant, but somewhat harder to enhance, resulting in a longer enhancement cooldown.
Type: Intermediate Attack
Action: Action
Cost: 5 EP/Grief
Effect: Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)+5
Enhanced: By doubling your EP toll and raising your Grief toll to 12, you may make an Enhanced Direct Single Attack (I), which allows you to perform a second attack using your Action. After use, you must wait for three (3) turns before being able to enhance it again.
A singular magically charged attack aimed at a specific foe. A burning punch or kick, a weapon with heightened sharpness. Harder hitting than the Beginner variant, but somewhat harder to enhance, resulting in a longer enhancement cooldown.
Type: Intermediate Attack
Action: Action
Cost: 5 EP/Grief
Effect: Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 1 Damage Die (Body)+5
Enhanced: By doubling your EP toll and raising your Grief toll to 12, you may make an Enhanced Direct Single Attack (I), which allows you to perform a second attack using your Action. After use, you must wait for three (3) turns before being able to enhance it again.
Direct Single Attack (A)
A singular attack aimed at a specific foe, greatly enhanced with magic. Punch or kick with giant golem limbs, use a truck as a bludgeon, a laser blade that penetrates steel like a hot knife through butter. Harder hitting than the Intermediate variant, but even difficult to enhance, resulting in an even longer cooldown time.
Type: Advanced Attack
Action: Action
Cost: 7 EP/Grief
Effect: Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 2 Damage Die (Body)+5
Enhanced: By tripling your EP toll and raising your Grief toll to 18, you may make an Enhanced Direct Single Attack (A), which allows you to perform up to two (2) additional attacks using your Action. This can only be done once (1x) per combat thread.
A singular attack aimed at a specific foe, greatly enhanced with magic. Punch or kick with giant golem limbs, use a truck as a bludgeon, a laser blade that penetrates steel like a hot knife through butter. Harder hitting than the Intermediate variant, but even difficult to enhance, resulting in an even longer cooldown time.
Type: Advanced Attack
Action: Action
Cost: 7 EP/Grief
Effect: Does not take up a Spell Slot.
Accuracy: Roll 1d100+Body
Damage: Roll 2 Damage Die (Body)+5
Enhanced: By tripling your EP toll and raising your Grief toll to 18, you may make an Enhanced Direct Single Attack (A), which allows you to perform up to two (2) additional attacks using your Action. This can only be done once (1x) per combat thread.
MUSKET OF ELEGANCE
Musket of Elegance
This beautifully-crafted ivory percussion lock rifled musket glows with a golden sheen. And yet, it invokes feelings of loneliness in those who wield it.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, you may now use Ranged attacks up to three (3) times per Action. Ranged attacks' damage penalty is waived for when this effect is in use.
Secondary Effect: As a Passive Effect, you gain a special Inventory Slot reserved for the item Silken Biwa. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once every two Turns. Secondary Effect: Indefinite
This beautifully-crafted ivory percussion lock rifled musket glows with a golden sheen. And yet, it invokes feelings of loneliness in those who wield it.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, you may now use Ranged attacks up to three (3) times per Action. Ranged attacks' damage penalty is waived for when this effect is in use.
Secondary Effect: As a Passive Effect, you gain a special Inventory Slot reserved for the item Silken Biwa. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once every two Turns. Secondary Effect: Indefinite
Cooldown has been increased to align its performance with Single Direct Attack.
Musket of Elegance
This beautifully-crafted ivory percussion lock rifled musket glows with a golden sheen. And yet, it invokes feelings of loneliness in those who wield it.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, you may now use Ranged attacks up to three (3) times per Action. Ranged attacks' damage penalty is waived for when this effect is in use.
Secondary Effect: As a Passive Effect, you gain a special Inventory Slot reserved for the item Silken Biwa. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once every three Turns. Secondary Effect: Indefinite
This beautifully-crafted ivory percussion lock rifled musket glows with a golden sheen. And yet, it invokes feelings of loneliness in those who wield it.
Origin: Wishmaker
Type: Accessory
Cost to Quest: ₲100,000, 1000 words
Action: At-Will/Passive
Primary Effect: As an At-Will Action, you may now use Ranged attacks up to three (3) times per Action. Ranged attacks' damage penalty is waived for when this effect is in use.
Secondary Effect: As a Passive Effect, you gain a special Inventory Slot reserved for the item Silken Biwa. This does not take up any of your normal Inventory Slots.
Uses: Primary Effect: Once every three Turns. Secondary Effect: Indefinite
SINGLE DEFENCE ACTION
Due to severe balancing issues, SINGLE DEFENCE ACTION has been modified.
Previously, it read as such:
Single Defence Action (B)
A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Basic Defensive
Action: Reaction
Cost: +5 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Basic Defensive
Action: Reaction
Cost: +5 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
- Gain 10 DR
- Gain 10 Armour
- Reduce the incoming Damage by half (-50%)
- Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical..
- Gain 20 DR
- Gain 20 Armour
- Reduce the incoming Damage by two thirds (-66%)
- Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5
Single Defence Action (I)
A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Intermediate Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Intermediate Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
- Gain 15 DR
- Gain 15 Armour
- Reduce the incoming Damage by two thirds (-66%)
- Calculate for Evasion with Defence+50% of Body+15. If it is higher than the attack's Accuracy rolls and the attacks are non-critical, avoid them.
- Gain 30 DR
- Gain 30 Armour
- Reduce the incoming Damage by three fourths (-75%)
- Avoid a single non-critical attack without having to calculate for Evasion. Raise Defence by +10
Single Defence Action (A)
A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Advanced Defensive
Action: Reaction
Cost: +9 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage.
Type: Advanced Defensive
Action: Reaction
Cost: +9 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally:
- Gain 20 DR
- Gain 20 Armour
- Reflect two thirds (66%) of incoming damage. Sustain the remaining one third (33%)
- Calculate for Evasion with Defence+50% of Body+20. If it is higher than the attack's Accuracy rolls, avoid the non-critical attacks.
- Gain 20 DR and 10 Armour
- Gain 20 Armour and 10 DR
- Reflect the incoming Damage by three fourths (-75%). Sustain the remaining quarter (25%)
- Avoid a single non-critical attack without having to calculate for Evasion. Raise Defence by +10 and raise Critical Range on your next turn by +10
It has now been modified into two separate spells, each one consuming a single slot:
Single Evasive Action (B)
A singular action taken to avoid damage. Dodging, enhancing your reflexes, neutralising an attack with a burst of magical energy, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself:
Uses: Once every three (3) turns.
A singular action taken to avoid damage. Dodging, enhancing your reflexes, neutralising an attack with a burst of magical energy, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself:
- Calculate for Evasion: Defence+50% of Body. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.
- Avoid a single non-Critical attack with a total damage roll of 3 and below.
- Calculate for Evasion: Defence+50% of Body+5. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.
- Avoid a single non-Critical attack with a total damage roll of 5 and below.
Uses: Once every three (3) turns.
Single Evasive Action (I)
A singular action taken to avoid damage. Dodging, enhancing your reflexes, neutralising an attack with a burst of magical energy, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +9 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself:
Uses: Once every three (3) turns.
A singular action taken to avoid damage. Dodging, enhancing your reflexes, neutralising an attack with a burst of magical energy, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +9 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself:
- Calculate for Evasion: Defence+60% of Body. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.
- Avoid a single non-Critical attack with a total damage roll of 5 and below.
- Calculate for Evasion: Defence+60% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.
- Avoid a single non-Critical attack with a total damage roll of 10 and below.
Uses: Once every three (3) turns.
Single Evasive Action (A)
A singular action taken to avoid damage. Dodging, enhancing your reflexes, neutralising an attack with a burst of magical energy, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +11 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself:
Uses: Once every three (3) turns.
A singular action taken to avoid damage. Dodging, enhancing your reflexes, neutralising an attack with a burst of magical energy, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +11 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself:
- Calculate for Evasion: Defence+70% of Body. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.
- Avoid a single non-Critical attack with a total damage roll of 7 and below.
- Calculate for Evasion: Defence+70% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.
- Avoid a single non-Critical attack with a total damage roll of 15 and below.
Uses: Once every three (3) turns.
Single Protective Action (B)
A singular action taken to brace against incoming damage. Raising a shield, getting behind a wall, taking an enemy as a human shield, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself for an ally:
Uses: Once every three (3) turns.
A singular action taken to brace against incoming damage. Raising a shield, getting behind a wall, taking an enemy as a human shield, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +7 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself for an ally:
- Gain 10 DR
- Reduce an incoming attack's damage by 25%
- Gain 20 DR
- Reduce an incoming attack's damage by 40%
- Gain 10 Armour
Uses: Once every three (3) turns.
Single Protective Action (I)
A singular action taken to brace against incoming damage. Raising a shield, getting behind a wall, taking an enemy as a human shield, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +9 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself for an ally:
Uses: Once every three (3) turns.
A singular action taken to brace against incoming damage. Raising a shield, getting behind a wall, taking an enemy as a human shield, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +9 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself for an ally:
- Gain 15 DR
- Reduce an incoming attack's damage by 35%
- Gain 30 DR
- Reduce an incoming attack's damage by 50%
- Gain 15 Armour
Uses: Once every three (3) turns.
Single Protective Action (A)
A singular action taken to brace against incoming damage. Raising a shield, getting behind a wall, taking an enemy as a human shield, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +11 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself for an ally:
Uses: Once every three (3) turns.
A singular action taken to brace against incoming damage. Raising a shield, getting behind a wall, taking an enemy as a human shield, and so on.
Type: Basic Defensive
Action: Reaction
Cost: +11 EP/Grief
Effect: As a Reaction, apply one of the following defensive effects to yourself for an ally:
- Gain 20 DR
- Reduce an incoming attack's damage by 50%
- Gain 40 DR
- Reduce an incoming attack's damage by 65%
- Gain 20 Armour
Uses: Once every three (3) turns.
AWARENESS
Awareness
Not all Devices possess the intelligence to auto-cast defensive spells. But they're all smart enough to alert you to incoming attacks. Not surprisingly, you'll probably get tired of the incessant warnings and decide to just turn it off.
Type: Basic Utility - Tier NA
Action: At-Will
Cost: 5 Mana
Effect: As an At-Will Action, gain a single (+1) Reaction.
Limit: Thrice per thread. Cannot be used when your Armament Slot is equipped with Strike Cannon or Pile Smasher
Not all Devices possess the intelligence to auto-cast defensive spells. But they're all smart enough to alert you to incoming attacks. Not surprisingly, you'll probably get tired of the incessant warnings and decide to just turn it off.
Type: Basic Utility - Tier NA
Action: At-Will
Cost: 5 Mana
Effect: As an At-Will Action, gain a single (+1) Reaction.
Limit: Thrice per thread. Cannot be used when your Armament Slot is equipped with Strike Cannon or Pile Smasher
ELECTROMAGNETIC ARMAMENTS
Attempt to add appeal to Electromagnetic Armaments due to missing out on Awareness. Strike Cannon modified to appeal to more than just Elites. Added more uses to Pile Smasher and boosted passive effect. Batteries modified to have more uses with Pile Smasher.
Strike Cannon
A hybrid Electromagnetic Armament designed to use Mana as a power source in lieu of batteries. Fires concentrated blasts of Electromagnetic Force at the cost of increased Mana expense.
Cost: ₡30,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, Spend three (-3) Mana to add one (+1) Damage Die to your next Mind attack. Can be used in conjunction with Cartridges.
Uses: Once per Turn
A hybrid Electromagnetic Armament designed to use Mana as a power source in lieu of batteries. Fires concentrated blasts of Electromagnetic Force at the cost of increased Mana expense.
Cost: ₡30,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, Spend three (-3) Mana to add one (+1) Damage Die to your next Mind attack. Can be used in conjunction with Cartridges.
Uses: Once per Turn
Pile Smasher
A powerful Electromagnetic Armament used by the Bureau as field artillery. Fires devastating blasts of Electromagnetic Force at the cost of a limited number of uses. Must be fired from a stationary position. Doubles as a Bludgeon.
Cost: ₡30,000
Action: Action/Passive
Effect: As an Action, perform an attack that rolls for 1d100+20 Accuracy and deals 4d8+3 damage with the Pierce Major Effect. Defence is lowered by 20 on this turn. Cannot be used with Cartridges. Passively increases Strike damage by three (+3).
Uses: Twice per Thread/Indefinite
A powerful Electromagnetic Armament used by the Bureau as field artillery. Fires devastating blasts of Electromagnetic Force at the cost of a limited number of uses. Must be fired from a stationary position. Doubles as a Bludgeon.
Cost: ₡30,000
Action: Action/Passive
Effect: As an Action, perform an attack that rolls for 1d100+20 Accuracy and deals 4d8+3 damage with the Pierce Major Effect. Defence is lowered by 20 on this turn. Cannot be used with Cartridges. Passively increases Strike damage by three (+3).
Uses: Twice per Thread/Indefinite
Electro-Batteries
Bulky high-performance electrical batteries. Used to power Electromagnetic Armaments. Watch your feet when ejecting them!
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action, negates the Mana Cost for using a Strike Cannon. Alternatively, as an At-Will action, restores one (+1) use to a Pile Smasher after it has been used up.
Uses: Thrice per thread for Strike Cannons. Once per thread for Pile Smashers.
Bulky high-performance electrical batteries. Used to power Electromagnetic Armaments. Watch your feet when ejecting them!
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action, negates the Mana Cost for using a Strike Cannon. Alternatively, as an At-Will action, restores one (+1) use to a Pile Smasher after it has been used up.
Uses: Thrice per thread for Strike Cannons. Once per thread for Pile Smashers.
Strike Cannon
A hybrid Electromagnetic Armament designed to use Mana as a power source in lieu of batteries. Fires concentrated blasts of Electromagnetic Force at the cost of increased Mana expense.For close quarters combat, it generates an EMF Bayonet.
Cost: ₡30,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, Spend three (-3) Mana to add one (+1) Damage Die to your next attack. Can be used in conjunction with Cartridges.
Uses: Once per Turn
A hybrid Electromagnetic Armament designed to use Mana as a power source in lieu of batteries. Fires concentrated blasts of Electromagnetic Force at the cost of increased Mana expense.For close quarters combat, it generates an EMF Bayonet.
Cost: ₡30,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, Spend three (-3) Mana to add one (+1) Damage Die to your next attack. Can be used in conjunction with Cartridges.
Uses: Once per Turn
Pile Smasher
A powerful Electromagnetic Armament used by the Bureau as field artillery. Fires devastating blasts of Electromagnetic Force at the cost of a limited number of uses. Must be fired from a stationary position. Doubles as a Bludgeon.
Cost: ₡30,000
Action: Action/Passive
Effect: As an Action, perform an attack that rolls for 1d100+20 Accuracy and deals 4d8+3 damage with the Pierce Major Effect. Defence is lowered by 20 on this turn. Cannot be used with Cartridges. Passively increases Strike damage by four (+4).
Uses: Thrice per Thread/Indefinite
A powerful Electromagnetic Armament used by the Bureau as field artillery. Fires devastating blasts of Electromagnetic Force at the cost of a limited number of uses. Must be fired from a stationary position. Doubles as a Bludgeon.
Cost: ₡30,000
Action: Action/Passive
Effect: As an Action, perform an attack that rolls for 1d100+20 Accuracy and deals 4d8+3 damage with the Pierce Major Effect. Defence is lowered by 20 on this turn. Cannot be used with Cartridges. Passively increases Strike damage by four (+4).
Uses: Thrice per Thread/Indefinite
Electro-Batteries
Bulky high-performance electrical batteries. Used to power Electromagnetic Armaments. Watch your feet when ejecting them!
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action, negates the Mana Cost for using a Strike Cannon. Alternatively, as an At-Will action, restores one (+1) use to a Pile Smasher after it has been used up.
Uses: Thrice per thread.
Bulky high-performance electrical batteries. Used to power Electromagnetic Armaments. Watch your feet when ejecting them!
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action, negates the Mana Cost for using a Strike Cannon. Alternatively, as an At-Will action, restores one (+1) use to a Pile Smasher after it has been used up.
Uses: Thrice per thread.
FREELANCER TIME MAGIC SKILL PATH
Modified in light of Awareness. Effects made similar to Wishmaker-style "Uses per (Re)Action".
Time Expansion
Action: At-Will
Effect: As an At-Will Action, gain 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, gain a single Reaction.
Uses: Once per Thread.
Requirement: Mutually exclusive with other Level 1 Freelancer Skills
Time Alteration
Action: At-Will
Effect: As an At-Will Action, gain 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, gain 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.
Chronos Dominator
Action: At-Will
Effect: As an At-Will Action, gain a single Action or Reaction. Your Gauge Level determines which type of Action can be gained.
50% = Reaction
100% = Action
Overgauge: At 50% Overgauge, choose a single ally. Grant them a single Reaction. At 100% Overgauge, choose a single enemy. Remove their next Reaction.
Uses: Once per turn.
Requirement: Can only restore uses to spells completely consumed. Mutually exclusive with Dimensional Foundry and Uomo Universale.
Action: At-Will
Effect: As an At-Will Action, gain a single Action or Reaction. Your Gauge Level determines which type of Action can be gained.
50% = Reaction
100% = Action
Overgauge: At 50% Overgauge, choose a single ally. Grant them a single Reaction. At 100% Overgauge, choose a single enemy. Remove their next Reaction.
Uses: Once per turn.
Requirement: Can only restore uses to spells completely consumed. Mutually exclusive with Dimensional Foundry and Uomo Universale.
Modified to...
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
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.
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.
GRIEF, EP, AND ANGST
Previously, ANGST was described in the Combat System Thread as follows:
When a Wishmaker's EP reaches full capacity, they fall into ANGST. This can only be remedied by reducing your EP below full capacity.
When wallowing in ANGST, you sustain a -25 Accuracy penalty.
You will be unable to use RESISTANCE stacks during this time.
Although you can continue to use spells that increase your EP, the toll will instead fill up your GRIEF meter, in addition to your normal Grief toll.
Should your GRIEF meter fill up while you are in ANGST, you will gain 2 PERMANENT GRIEF if your DOPPEL does not activate.
When wallowing in ANGST, you sustain a -25 Accuracy penalty.
You will be unable to use RESISTANCE stacks during this time.
Although you can continue to use spells that increase your EP, the toll will instead fill up your GRIEF meter, in addition to your normal Grief toll.
Should your GRIEF meter fill up while you are in ANGST, you will gain 2 PERMANENT GRIEF if your DOPPEL does not activate.
The effects of ANGST have been modified to be more gradual and cumulative, as well as taking GRIEF into account.
ANGST
As a Wishmaker's GREIF and EP accumulate, the resulting ANGST will gradually affect their performance.
Wishmakers will suffer a penalty of -1 BODY/MIND/SOUL per 20% Threshold of Grief, for a maximum of -5 BODY/MIND/SOUL at 100% Grief.
Grief reduction methods like spells, items, etc. will reduce this penalty accordingly.
Upon reaching 100% Grief and triggering your Doppel, the penalty will be waived while the Doppel is active. Once it deactivates, however, the -5 penalty will remain for the rest of the thread, even with the use of Grief reduction methods.
When afflicted with PERMANENT GRIEF from previous threads, you begin the fight in your current thread with with the maximum penalty of -5 BODY/MIND/SOUL active.
ANGST is also affected by one's EP as follows:
Wishmakers will lose -1 Accuracy per 10% EP Threshold.
You will gain +1 Grief per spell per 20% EP Threshold.
For every 10 SOUL you have, reduce EP gain by 1 for each spell, to a maximum of -5. A spell's cost cannot be reduced to less than 2 EP. THIS BONUS IS NOT AFFECTED BY THE GRIEF PENALTY. At 100% Grief, 30 SOUL still reduces EP gain by 3, instead of 2 from technically being at 25 SOUL.
As a Wishmaker's GREIF and EP accumulate, the resulting ANGST will gradually affect their performance.
Wishmakers will suffer a penalty of -1 BODY/MIND/SOUL per 20% Threshold of Grief, for a maximum of -5 BODY/MIND/SOUL at 100% Grief.
Grief reduction methods like spells, items, etc. will reduce this penalty accordingly.
Upon reaching 100% Grief and triggering your Doppel, the penalty will be waived while the Doppel is active. Once it deactivates, however, the -5 penalty will remain for the rest of the thread, even with the use of Grief reduction methods.
When afflicted with PERMANENT GRIEF from previous threads, you begin the fight in your current thread with with the maximum penalty of -5 BODY/MIND/SOUL active.
ANGST is also affected by one's EP as follows:
Wishmakers will lose -1 Accuracy per 10% EP Threshold.
You will gain +1 Grief per spell per 20% EP Threshold.
For every 10 SOUL you have, reduce EP gain by 1 for each spell, to a maximum of -5. A spell's cost cannot be reduced to less than 2 EP. THIS BONUS IS NOT AFFECTED BY THE GRIEF PENALTY. At 100% Grief, 30 SOUL still reduces EP gain by 3, instead of 2 from technically being at 25 SOUL.
Permanent Grief
The maximum counts of Permanent Grief you can amass before turning into a Hex has been reduced to five.
DR
Some ambiguities with DR have been clarified:
DR
DR can only be applied once per turn per opponent, and does not carry over to the next turn.
DEATH AND RESPECS
New mechanics are now in place dealing with Character Death and Respecs. See here: Death and Respecs
New mechanics are now in place dealing with Character Death and Respecs. See here: Death and Respecs