Darkovian Classes are offense-oriented, so I figured the ultimate Darkovian class should focus primarily on all forms of damage, while retaining a distinct identity.
Basic subrace armor.
FO armor with a fire secondary; dark for Dracopyre of the Night and earth for Graceful
MRM focuses strongly on Melee, being somewhat weak to Ranged and 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. And when Unleashed, brushing up the classics to modern standards should work just fine.
Description: Vampirism, lycanthropy, rage of a thousand dragons - you have absorbed every curse Darkovia has to offer, and in return gained an offensive might that could not be matched by lesser beings.
Level 0: Fervor - Passive
Each new enemy is a chance to test your new strength, be it to protect the innocent or to subjugate them. Alas, few are worthy, and you may quickly find yourself growing bored...
Deal (75 + (Curses)*5)% damage on all armor attacks. Start with 14 Curses and loose one each turn* to a minimum of one. Resets at the end of the battle.
*You find yourself growing bored with your current opponent. All attacks deal x damage.
Level 1: Corruption - Toggle
Distilled so much, dracopyric blood is not enough to change your foe, but still wreaks them with the pain and agony of the transformation.
At the end of your turn, your opponent is inflicted with Poison (weapon element; lasts one round; Power: 2.5 * HitsConnected). Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if the monster is inflicted with Burn.
Costs 25% melee in sp each turn.
Level 2: Wrath of the Slain - Passive
You were not the one who killed a thousand dragons to steal their power, but their fury and burning wrath still resonate through your blood, harming you and anybody around you who is too weak to resist.
At the end of each turn, you loose 15% melee in hp. All your Burns and Poisons deal double damage.
Level 3: Resurgence - Active
Unleash a portion of your curse to regain some interest in the current battle.
Quickcast, usable once per battle. Regain 4 Curses.
Level 4: Overwhelming Power - Active
Flare your aura to show your opponent the difference between the two of you. Those without resolve will find themselves utterly crushed.
Quickcast, usable once per turn. Your opponent is inflicted with Fragile (-50 End) for one round. Monster can resist (Cha/Luck vs Cha/Luck) with +10 bonus to save, or -20 penalty if they're inflicted with Burn or Poison.
Costs 50% melee in mp.
Level 5: Those Who Lead - Passive
Dracopyres are the natural leaders of Darkovia. They're strong, resilient, charismatic - and this allows them to inspire others to follow them into battle with equal fervor.
Your pets and guests get the benefits (and the drawbacks) of Fervor and Unleashed skills.
Level 6: Drain - Active
Drain the blood from your foes to refilling your hp and mp reserves!
Perform a normal attack. Afterwards, the monster makes a save (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if they're inflicted with Burn or Poison. If the monster fails, you regenerate hp equal to damage dealt, and mp equal to 1.5x damage dealt.
Costs sp of a standard skill.
Level 7: Path of Damnation - Passive
As a dracopyre, the curses are in your blood - literally. While this means you're quite succeptible to being cursed, it also means that you can curse others with increased ease and elegance.
Both the player and the monster gain Status Potency (+10). Basically, every status on the field (by player, monster, pet or guest) has increased chances of being inflicted.
Level 8: Arrogance - Passive
Madness of a lycanthrope, combined with the pride of a dragon and the immortality of a vampire, ensure that you fight with little care for personal safety. After all, what's the worst that can happen?
The player takes +(15/1.4)% damage from enemy attacks, and the monster makes a save for each hit done by the player. The save is player's MainStat/Luck vs End/Luck, and the monster gains +10 bonus to save, or -20 penalty if it's inflicted with Burn or Poison. If the monster fails, each hit does +40% damage.
Level 9: Dragon's Breath - Active
Open the battle by searing your foe's flesh with the flames of a thousand dragons, making them 'feel the burn' for a long time to come.
Spell-type fire skill, 1 hit at +10 bth lean with elecomp bonus to damage. Costs double the sp of a standard skill and deals damage of a standard attack (50% skill damage). If the attack hit, the monster's inflicted with fire Burn (Power: 4*elecomp) that lasts for 10 rounds. Monster can resist (MainStat/Luck vs End/Luck) with +10 bonus to save, or -20 penalty if it has MaxHP.
Level 10: Unleash the Curse - Toggle
Supress your humanity and give free reign to the curses hidden in your blood, granting monstrous strength to you and your followers!
Double the damage gained from your Curses, both for the Fervor and Those Who Lead passives.
Costs (ChargesRemaining)*5% melee in hp + (ChargesRemaining)*5% melee in mp.
< Message edited by Primate Murder -- 1/15/2020 11:43:01 >