Primate Murder
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This version of the subrace introduces 'Tactics' skills. Each skill lasts for 3 rounds, and while it is active, you cannot change armors or use another Tactics skill. Dracopyre of the Night Basic subrace armor. FO dark/fire armor Average MRM with a focus on Magic 2-hit attack at +3 bth lean. Appearance: I'll borrow Zenn's idea of a swanky suit when untransformed, with a dress for the female faces. When Flying, leaps upward off-screen. When Unleashed, brushing up the classics to modern standards should work just fine, with an added corona of power around you. Description: Nightreign has taught you many valuable lessons in exchange for your service. Whether you believe in law and order or simply enjoy the power granted, your new abilities will aid you greatly in taking down any foe you face. Level 0: Dominance - Passive Nightreign taught you many ways to destroy your enemies. None of them rely on Luck. Loose 30 Luck, but gain +30 Physical Potence (your enemies take -30 to saves against Burn, Bleed, Poison, Daze, Blind and Choke statuses). Level 1: Tactics: Command from the Back - Active Fools rush in. Step back and coordinate your forces to strike with maximum precision and force. For the next three rounds, you gain the following effects: - Your armor lean changes to FD and you get a further 25% reduction in damage taken (for a total of *0.6 incoming damage). - All your weapon attacks and specials take -100% additive damage penalty, and spells cost an additional 100% melee sp. - Pet and guest attacks gain +10 bth lean and *1.65x damage. Costs 25% melee mp per turn if your Int>Str, or nothing otherwise. Level 2: Intensity - Passive Your magic supports and sustains your endeavors. You have 25% chance to gain celerity at the end of each turn if you have over a half of your mp remaining. Monster can resist (Int/Luck vs Cha/Luck) with +10 bonus to save. Level 3: Craft Spirit Orb - Passive/Active Craft the blood of your foe into a storage unit for your spiritual power! At the end of each turn, you have (33*Cha/VStat)% chance to create a Spirit Orb from the blood of your foe. Monster can resist (MainStat/Luck vs End/Luck) with +20 bonus to save. (this is treated as a Bleed effect for infliction purposes) Click to consume a Spirit Orb and restore sp worth 75% melee. Quickcast. Level 4: Stay Down - Active Shatter the enemy's resolve with a show of overwhelming might! Spell-type effect. Does no damage, but the monster becomes Dazed (100% chance of inaction; 1 round) and Choked (-10% damage until the end of the battle). Monster can resist both effects with a single save (MainStat/Luck vs Cha/Luck) at -1 penalty. Afterwards, make a second save (MainStat/Luck vs Cha/Luck) with +0 bonus. If you fail, you can't use this skill again during the battle. Costs 25% melee mp if Int>Str, or nothing otherwise. Level 5: Infect - Active Inject your allies with some of your blood, granting them a short-lived might of a dracopyre! Your pet and guest deal +(25*TurnsRemaining)% damage for 4 rounds. Costs 1.2x hp of a standard spell, or 1.4x if Int>Str. Level 6: Tactics: Tactical Withdrawal - Active Leap into the air, bombarding your foe with spells from a safe distance, or focus on restoring hp while your allies keep the monster occupied! For the next three rounds, you gain the following effects: - Your lean changes to Flying (*1.25 damage taken, *1 damage dealt and +21 blocking). - Your weapon attacks and specials take -100% additive damage, but grant you a stacking Focused status (level:1). Afterwards,* the attacks of your pet and guest inflict Blind (-33 and -22 bth respectively) for 1 round; monster can resist (Cha/Luck vs Dex/Luck) with -10 penalty to save. Each time the monster hits you, your Focus level is reduced by 1 (to a min of 0). Once the effect ends, you automatically use the next turn to consume Focused status and heal yourself for (5 + 15*FocusedPower)% of your MaxHP. *Buy Me Some Time! Costs 25% melee mp per turn if your Int>Str, or nothing otherwise. Level 7: Apotheosis - Passive Your experimentation has rendered you all but immune to conventional poisons, while your burns recover and bleeding wounds close in a matter of seconds. You automatically cure Burns, Bleeds or Poisons and replace them with Elemental Empowerment (all) of equal potency. This costs 100% melee sp, except for the first time per battle, which is free. Level 8: Craft Mana Orb - Passive/Active Craft the blood of your foe into a storage unit for your mystical might! At the end of each turn, you have (33*Cha/VStat)% chance to create a Mana Orb from the blood of your foe. Monster can resist (MainStat/Luck vs End/Luck) with +20 bonus to save. (this is treated as a Bleed effect for infliction purposes) Click to consume a Mana Orb and restore mp worth 75% melee. Quickcast. Level 9: Endgame - Active It's time to end this. Requires the monster to have less than half of its hp remaining. Can only be used once per battle. Spell-type effect. Does no damage, but until the end of the battle, your pet and guest gain celerity each round. Costs 50% melee mp (or 75% if Int>Str). Level 10: Tactics: Power Unleashed - Toggle Inject a specialized stimulant to bring out the full might of your form! For a short time, your fire and darkness spells brim with forbidden power as pure energy courses through your veins! For the next three rounds, you gain the following effects: - Your armor lean changes to Spellcaster (*1.25 damage taken, *0.8 damage dealt, your fire and darkness spells gain elecomp bonus to damage). - You gain +100 Intellect. - You heal sp and mp worth 50% melee each. - You loose 6 MRM and take +(10/1.4)% damage from monster attacks. Costs 100% melee hp per turn.
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