Primate Murder
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Swashbuckler's Raiment Pirate class armor. FO water armor with good wind and dark secondaries; weak to the rest of the elements to maximize MRM MRM reasonably high, with a weakness to Magic 2 hit attack at -3 bth lean. Appearance: The original look brough up to modern standards, has a parrot either flying above or on the shoulder. Description: Arr! Sail the high seas as a freedom-loving pirate, and learn abilities such as Keelhaul, Walk the Plank and Davy Jones! Level 0: Roll the Dice - Passive A pirate's life is short, so you might as well enjoy everything it has to offer. Throw caution to the wind, pray to Lady Luck and may Davy Jones have pity on the souls of those that fall short! On all weapon attacks and specials, make a (Luck/MainStat vs Luck/Dex) save with +0 bonus. If you fail, the attack deals 50% damage. If you succeed, it deals 150% damage. Additionally, when you land a Lucky Strike, make a second Luck save. If you succeed, gain 50 Pieces of Eight. Level 1: Keelhaul - Active Show your enemies just who is the master of the high seas! 2-hit weapon-based water skill at -3 bth lean. If you have at least 45 Pieces of Eight, consume them and make a (Luck/MainStat vs Luck/Dex) save with +0 bonus to save. If you succeed, both hits are automatic Lucky Strikes. Costs sp of a standard skill, reduced due to elecomp. Level 2: Petey - Passive Rely on your faithful (and entertaining) parrot Petey to belittle and enrage your foes, making them attack without any care for accuracy or defense. At the beginning of every turn, inflict DefLoss (-6 MRM) and Berserk (-20 bth lean) on the monster for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save. Level 3: Silver Tongue - Toggle Your words can be as cutting as your blade. Pay sp for Cha drive + Mental Potence (random amount between 0 and 20, changes every turn). Level 4: Devil's Gamble - Active The sea is a mercurial mistress - it might float you to safety or drag you to the very bottom. Quickcast, 1/turn. Make a (Luck/MainStat vs Luck/Cha) save with +0 bonus. On success, the monster is Paralyzed for 1 round. On fail, it deals +100% damage. Level 5: Ahoy, Me Hearties! - Active Call upon a greedy, but versatile pirate crew to help you out for a cut of the loot! Calls an sp-costing guest 'Pirate Crew', that has an additional gold upkeep worth 30% melee (150% total damage of a standard guest). MC goes into seeking between water and fire damage, and you can click on the guest to switch between modes: - Grog and Burn! The Crew throws two bottles of burning grog. Deals damage of a standard guest and inflicts Burn (Power 3, element seeks between water and fire) for 2 turns. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus. - Dead Men Tell No Tales. Similar animation to Jolly Rotten Roger. Deals 50% damage of a standard guest and inflicts Fear (100% chance of inaction) for one turn. Monster can resist (Cha/Luck vs Cha/Luck) with +0 bonus to save. - Musket Salvo. The crew shoots the monster with muskets, producing a cloud of smoke. Deals 125% damage of a standard guest and inflicts Blind (-18 bth) for one turn. Monster can resist (Cha/Luck vs End/Luck) with +0 bonus to save. Level 6: Walk the Plank - Active Can you intimidate your foe into giving you everything he has? Perform a normal attack, and make a save (Cha/Luck vs Cha/Luck) with +0 bonus. If the monster fails, you gain 1 hp potion and 1 mp potion. If at least one of the hits is a Lucky Strike, you gain 2 hp and mp potions instead. Costs sp of a standard skill and 20 Pieces of Eight. Level 7: Bribery - Passive A little coin covertly switching hands is quite enough to insure that your pursuers can never seem to catch you. Loose 15% melee gold at the beginning of each turn and make a save (Cha/Luck vs Cha/Luck) with +0 bonus. On success, you gain +24 MRM for one round. Level 8: Devil's Own Luck - Toggle Your enemy's Luck ran out the moment they met you. Pay hp to inflict the monster with Unlucky (a standard toggle's worth, no save). Additionally, while the toggle is active, make a 50/50 save (Luck/MainStat vs Luck/Cha) on all Lucky Strikes. On success, you deal 2x LS damage. On fail, the monster has (100/1.4)% chance of gaining celerity. Level 9: Davy Jones - Active Call forth the spirit of the legendary pirate! Pay 100 Pieces of Eight (125 if Int/2 > Str+Dex) to randomly gain one of the following 5 effects: - 2 hits of water, each worth 20.25% damage of a standard skill. Afterwards, the monster's Hypersalinated for HitsConnected*elecomp rounds. It can resist (MainStat/Luck vs End/Luck) with +0 bonus to save. - 4 hits of darkness, for a total (25*elecomp)% skill damage. You heal hp equal to 2x damage dealt and sp equal to 2.25x damage dealt. - 8 hits, alternating between water and darkness for a total (50*elecomp) skill damage. Afterwards, you gain Luck (+150*elecomp) Luck for 3 rounds. - 12 hits, randomly water or darkness, adding up to a standard spell-based skill. 10% chance of making a 13th hit which deals damage equal to monster's remaining hp.* - You loose 100% melee hp.** *Davy Jones drags (MonsterName) to the bottom of the ocean! **Can't ya see that I'm busy, ya sniveling rat! Level 10: Fire the Broadside! - Active Bring out the big guns! You have enough gunpowder to use this skill 5 times per day. 1 hit of ranged fire damage at +10 bth lean. Spell-type skill, does 1.75x damage of a standard one. Has no cost except your turn. (calc: a day's worth of MC is 1250, so /5 is 250)
< Message edited by Primate Murder -- 6/15/2021 23:52:19 >
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