Dardiel 
		  Member
    		   
    		   
		      
		   
		 | 
	  
	    
		  Suggestions for abilities on the armors just in case function suggestions are also taken - most/all are going to bias toward including a version of the Oversoul energy charge mechanic (skill to spend a turn to gain 1 charge plus 1 per time the skill was used prior, plus a way to spend charges to get an effect). Charges would disappear at end of battle, as would charge gain rate.        Chaos Drakath - To contrast the Chaos Armor and match the character in Oversoul, a defensive lean with no element that can spend a turn to charge up (+1 more charge per use) and spend charges for a damage reduction shield (Take 100/X% damage, X is 110 + Charges spent) or an elemental poison.        Cyber Void - A darkness armor with a skill that spends a turn to charge up (+1 more charge per use) then has an energy imbue/skill that deals like 40% damage +5% per charge spent.        Hunter Berserker - FO Light armor with a skill that spends a turn to charge up (+1 more charge per use) then has a skill that deals like 50% damage +5% or 10% per charge spent.        Seraphim of Ver - Light and/or Darkness armor, spend a turn to charge up and a skill to heal for 50% usual + some amount based on charges like with Cyber Void.        Time Gentleman - FD Energy armor, spend a turn to charge (+1 more charge per use) and a skill to spend all charges to "foresee" damage by planting an energy Spiritual Seed that deals like 50% damage +5% or 10% per charge spent.       Void Awakening - Beastmaster armor, defensive with a skill to charge (+1 mire charge per use) then has a skill to boost Pet/Guest damage by like 50% +5% or 10% per charge spent.        Void Champion - Dark armor, spend a turn to charge up (+1 more charge per use) and a skill to spend all charges to inflict DefLoss equal to charges spent.       And while it's not explicitly an item or spell in the source material, having a spell/misc/tome that does the Oversoul energy charge mechanic would be cool - spend a turn to gain charges, and expend charges for damage or to boost the next spell/attack performed.  
			
			
  < Message edited by Dardiel -- 12/19/2020 22:35:04  >					
			
			
				  
				  		 	
		  
		 |