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Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:02 pm
by Lord Gadigan
Abilities descend from above based on chat's requested categories. A minimum of 20 are coming.
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:02 pm
by Lord Gadigan
Basic Greatsword Training- (Passive Ability, Swordsman: Dreadknight) Possessor gains +12 Melee Attack while possessor has a Greatsword Equipped.
Requires: Swordsman
Cost: 200,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:02 pm
by Lord Gadigan
Element-Focus Blade- (Technique Ability, Swordsman: Dreadknight) Possessor may use 'Element-Focus Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other Technique is uesed and possessor is wielding a Greatsword weapon. Said action counts the number of distinct times each element appaers on different (as in not the same item from the Shop thread) items equipped by its performer. Its performer then chooses one of the non-Universe elements that appeared the most times (with non-ties resulting in a mandatory element selection). The action then is made solely the chosen element and gains +(the number of different items the element appeared on * 500) Melee Attack.
Requires: Basic Greatsword Training
Cost: 5,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:02 pm
by Lord Gadigan
Basic Lightning Training- (Passive Ability, Controller: Stormsmiter) Possessor gains +12 Ranged Attack and +12 Magical Attack wile possessor has a Lightning equipped.
Requires: Controller
Cost: 200,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:03 pm
by Lord Gadigan
Electrozap- (Technique Ability, Controller: Stormsmiter) Possessor may use 'Electrozap' in conjunction with a 'Ranged Attack', 'Ranged Overdrive', 'Magical Attack', or 'Overdrive' action so long as no other Technique is uesed and possessor is wielding a Lightning weapon. Said action gains +500 Ranged Attack, gains +500 Magical Attack, and gains a 100% chance of inflicting Electrocuted.
Requires: Basic Lightning Training
Cost: 800,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:03 pm
by Lord Gadigan
Basic Missile Training- (Passive Ability, Gunner: Facility Director) Possessor gains +12 Ranged Attack wile possessor has a Missile equipped.
Requires: Gunner
Cost: 200,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:03 pm
by Lord Gadigan
Schedule Launch- (Technique Ability, Gunner: Facility Director) Possessor may use 'Schedule Launch' in conjunction with a 'Ranged Attack' action so long as no other Technique is uesed and possessor is wielding a Missile weapon. Said action is delayed 1-5 rounds and may target entities in other battlespaces who are lower Level than its performer. Entities in any battlespace in which an entity is being targeted by its performer, may, on the round the action is initially declared, any round the action is delayed, the round the action occurs on, and the round immediately following the round on which the action occurred on, target said action's performer while in other battlespaced.
Requires: Basic Missile Training
Cost: 2,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:14 pm
by Lord Gadigan
Basic Jump Armor Mastery- (Passive Ability, Power Trooper: Drop-Trooper) Possessor gains +20 Defense and +20 AGI while possessor has a Jump Armor equipped.
Requires: Power Trooper
Cost: 200,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:14 pm
by Lord Gadigan
Flanking Jump- (Technique Ability, Power Trooper: Drop-Trooper) Possessor may use 'Flanking Jump' in conjunction with a 'Switch Rows' action so long as no other Technique is used and possessor is wearing a Jump Armor armor. Said action creates a new row in target opposing row-order formation called the Rear-Flanking row if it does not already exist. The Rear-Flanking row is a Front Row, but it cannot be entered by normal means (although it can be exited normally). The Rear-Flanking Row does not suffer from row-order imbalance. Entities in the Rear-Flanking Row deal 20% additional Damage to individuals in the same row-order formation (to a max of 100,000,000 additional Damage), deal 50% less Damage (to a max of 100,000,000 less Damage) to entities in other row-order formations, and count as being in the Back Row for purposes for entities that are in other row-order formations so long as at least one entity is in the normal Front Row of the row-order formation that the Rear Flanking Row is a part of. This action's performer enters the Rear-Flanking Row for the chosen row-order formation.
Requires: Basic Jump Armor Mastery
Cost: 1,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:17 pm
by Lord Gadigan
Sweeping Strike- (Technique Ability, Swordsman: Dreadknight) Possessor may use 'Sweeping Strike' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other Technique is used and possessor is wielding a Greatsword weapon. The action then gains +250 Melee Attack and '1 hit against 30 targets in the front row'.
Requires: Basic Greatsword Training
Cost: 500,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:37 pm
by Lord Gadigan
Blood-Tinged Blade- (Technique Ability, Swordsman: Dreadknight) Possessor may use 'Blood-Tinged Blade' in conjunction with a 'Melee Attack' or 'Melee Overdrive' action so long as no other Technique is uesed and possessor is wielding a Greatsword weapon. Said action's performer spends up to 50,000 HP and adds one tenth the spent amount, rounded down, of Melee Attack bonus to the action.
Requires: Basic Greatsword Training
Cost: 3,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:42 pm
by Lord Gadigan
Overwield- (Passive Ability, Swordsman: Dreadknight) Possessor may equip Greatsword weapons in more weapon slots than the minimum number required, to a max of one more such slot. Possessor multiples the Melee Attack and STR bonuses provided by (1 + the number of additional slots occupied by said weapon)
Requires: Basic Greatsword Training
Cost: 15,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:49 pm
by Lord Gadigan
Apprentice Greatsword Training- (Passive Ability, Swordsman: Dreadknight) Possessor gains +100 Melee Attack while possessor has a Greatsword Equipped.
Requires: Basic Greatsword Training, 3 other Dreadknight abilities
Cost: 1,250,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 7:53 pm
by Lord Gadigan
Sweeping Backslam- (Passive Ability, Swordsman: Dreadknight) When possessor uses the 'Sweeping Strike' Technique, possessor may choose up to 5 of the front-row targets hit by an attack incorporating it who are in the front row whose CON is lower than both (possessor's STR and the Melee Attack bonus provided by one of possessor's equipped Greatsword weapons), then choose an equal number of entities in the back rows corresponding to the front rows of the front-row targets selected, provided said back-row entities possess a CON value that is lower than both (possessor's STR and the Melee Attack bonus provided by one of possessor's equipped Greatsword weapons), with none of the selected entities being allowed to be specifically immune to Fatigued: Stun (with Immunity to Fatigued not preventing selection), and swap the positions of the selected front-row entities and their corresponding back-row entities.
Requires: Apprentice Greatsword Training, Sweeping Strike
Cost: 3,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 8:07 pm
by Lord Gadigan
Thrust-Booster Mode- (Stance Ability, Power Trooper: Drop-Trooper) When entering this stance, possessor chooses an equipped Jump Armor, and, while possessor remains in this Stance, as an effect of this stance that is monitored by this Stance but not by a buff, said Jump Armor provides double the bonuses to AGI and to turn-order-determining-stat-sums-for-turn-order-determining-purposes, to a max of an additional 20,000 points of either.
Requires: Basic Jump Armor Mastery
Cost: 3,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 8:09 pm
by Lord Gadigan
Skyward Boost- (Technique Ability, Power Trooper: Drop-Trooper) Possessor may use 'Skyward Boost' in conjunction with a 'Switch Rows' action so long as no other Technique is used and possessor is wearing a Jump Armor armor. Said action's performer gains a buff that lasts 2 rounds that causes its possessor to be dealt Damage as though in the back row regardless of what row its possessor is in and that allows its possessor to deal full Damage with attacks that incorporate its possessor's Ranged Attack bonus to targets in the back row.
Requires: Basic Jump Armor Mastery
Cost: 800,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 8:56 pm
by Lord Gadigan
Fire Upon Arrival- (Passive Ability, Power Trooper: Drop-Trooper) Possessor, up to a max of once per round, may, when entering a battlespace (not including at the start of battle) while wearing a Jump Armor immediately gain a bonus action that may only be used to make a 'Ranged Attack' or 'Point Blank' action.
Requires: Basic Jump Armor Mastery
Cost: 7,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 8:56 pm
by Lord Gadigan
Boost Dash- (Technique Ability, Power Trooper: Drop-Trooper) Possessor may use 'Boost Dash' in conjunction with a 'Switch Rows' action so long as no other Technique is used and possessor is wearing a Jump Armor armor. Said action's performer gains a buff that lasts 2 rounds that provides +25% Dodge and +25% To Hit while its possessor is wearing at least one Jump Armor.
Requires: Basic Jump Armor Mastery
Cost: 2,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 8:58 pm
by Lord Gadigan
Circle-Strafe- (Passive Ability, Power Trooper: Drop-Trooper) Possessor may take bonus actions granted by Fire Upon Arrival upon entering the Rear-Flanking Row as though entering a battlespace, offensively targeting solely targets within the row-order formation possessor entered and non-offensively targeting only itself with said actions when doing so.
Requires: Apprentice Jump Armor Mastery, Boost Dash, Flanking Jump, Fire Upon Arrival
Cost: 2,000,000 Gold, 2 Weeks
Re: Abilities for New Weapon and Armor Classes
Posted: Mon Dec 23, 2024 8:58 pm
by Lord Gadigan
Constant-Thrust Mode- (Technique Ability, Power Trooper: Drop-Trooper) Possessor, if wearing a Jump Armor, gains a bonus action before possessor's first standard action in turn-order each round, to a max of one such bonus action per round, with this bonus action only being usable to perform a 'Switch Rows' action.
Requires: Apprentice Jump Armor Mastery, Boost Dash, Thrust-Booster Mode
Cost: 2,000,000 Gold, 2 Weeks