Updates

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Aeromage
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Re: Updates

Post by Aeromage »

[22:03]The Nottest of Daves: Uh
[22:03]The Nottest of Daves: I just learned Wood and Metal
[22:03]The Nottest of Daves: can I get the Elemental Esotericas refunded?
[22:03]Caelzeph: Cael also has those, haha
[22:03]Gadigan: Oof. How many weeks was each of those?
[22:03]The Nottest of Daves: 30
[22:03]Gadigan: Everyone who got into one of those classes the hard way can get 30 bonus weeks for the class
[22:04]The Nottest of Daves: sweet
[22:04]Draconics: :cosmicuristthink:
[22:04]Gadigan: And keep the esoterica ability since it's potentially useful in combos
I've given everyone with the Esotericas their weeks-rebates.
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Aeromage
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Re: Updates

Post by Aeromage »

That's all now -Updated-

CONGRATULES

I've added the AP-buyables auto-assigned to the Grabbyfest crew to the list of AP-buyables in the Rules thread, albeit separated. Let me know if you don't want them to be initially-buyable, and I'll remove them- they look fairly okay as-is, though, with the more-potent ones being expensive (or outright unreachable) or requiring specific PC-types.
Lord Gadigan
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Re: Updates

Post by Lord Gadigan »

Assigning them as broadly-buyable is good. Thank you!
Lord Gadigan
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Re: Updates

Post by Lord Gadigan »

Here is the big weapon subtype reorganization:

Derivative Subtypes are now a thing. Presently, they are only in Weapons, although I expect to expand them to Armor and Accessories. They likely aren't going to Spells, Elements, Entities, or Transformations at this time, although that could theoretically eventually change. Half of the number of abilities a character possesses in a base subtype apply towards all of its derivative nonbase subtypes for prerequisite purposes. Half of the number of abilities a character possesses in each derivative subtype apply towards all its base subtype for prerequisite purposes. These properties are not transitive, and they do not double-up. This means that one derivative subtype's abilities don't count a quarter of the way toward other derivative subtypes of the same base subtype. Additionally, it means that if a character has an ability that unifies two subtypes for prerequisite purposes, neither of them benefits from the derivative subtype benefit on top of that. Items with derivative subtypes also count as being the subtype they are derivative of in addition to their own subtype (although some abilities may change this for PCs who want to get the base subtypes out of their actions/calculations).

If a character currently has classname in a formerly-base-weapon subtype that became nonbase, that character gets:

Classical Training in Standard Combat Utilizing the <Weapon Subtype>- (Passive Ability, <Classname>) Possessor may treat <Weapon Subtype> as a Base Weapon subtype
Not Available

After a fair bit of work (and some help from chat), the new weapon subtype organization is ready.

There are now no non-Imaginary T2 weapons. There will be an ability gated behind Adept that can serve to increase any T1 nonbase weapon to T2. Once someone has at least one corresponding nonbase weapon to T2, that unlocks the ability to also bring the base weapon to T2 by buying a similar ability.

If a character currently has an ability in a T2 subtype, that character gets:

Peerless Understanding of the True Power of the <Weapon Subtype>- (Passive Ability, <Classname>) Possessor treats <Weapon Subtype> as a Tier 2 Weapon subtype. Other entities treat instances of <Weapon Subtype> wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept <Weapon Subtype> Wielding<, If a Base weapon, also 'Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>'
Cost: 30,000,000 Gold, 30 Weeks

Class entry requirements are not currently changing. If you want to get something that moved from base to nonbase, I encourage you to add it to your training queue before new costs are up. Characters who have it in-queue can keep it in at the old cost/prereqs.

More weapon subtypes are still potentially appearing in the future, given the BA's continual expansion in content, but for now, I am going with the following weapon list/categorization.

Weapons-

Axe - Ravager
T1 Base Weapon
Berserker rage, sacrificing defense for offense, Avoiding penalties for berserk/enraged, increasing user HP, STR, and melee attack, Increasing critical damage/effects

Adze - Laborer
T1 Nonbase Weapon Derivative of Axe
Non-attack actions with Axe, Generalized zone and item manipulation, Anti-Construct, Anti-Plant, Boosting Construct and Plant allies, Passive self-buffs, Completing missions tasked by others

Anchor - Bosun
T1 Nonbase Weapon Derivative of Axe
Slow-but-heavy attacks, Weighing down opponents to be slower / less-able to hit, Anti-Transformation attacks, Stun, Water-synergy

Battle-Ring - Sirocco
T1 Nonbase Weapon Derivative of Axe
Melee AOEs, Wounded, AGI to Axes, Attacks that improve as they target more individuals

Battleaxe - Clanlord
T1 Nonbase Weapon Derivative of Axe
Bolstering allies while holding the front line, Defensive axe fighting that doesn't sacrifice Strength/Damage, Setting positions and then holding them with less ability to switch between its stances

Chainsaw - Maniac
T1 Nonbase Weapon Derivative of Axe
Poorly-aimed multi-hit, Recovery upon killing enemies, Resisting damage while attacking, Breaking through defenses while berserk

Cleaver - Butcher
T1 Nonbase Weapon Derivative of Axe
Critical boosting, Chef synergy, Maim-for-drain (boost allies or self while hacking away opponent capabilities), Hard-to-heal damage

Greataxe - Executioner
T1 Nonbase Weapon Derivative of Axe
Slow, powerful attacks, Instant Death, Single-target critical blows, Melee charge-up / set-up

Handaxe - Brave
T1 Nonbase Weapon Derivative of Axe
Fast attack, Debilitating surprise axe strikes, Thrown axes for damage or negative effect

Hatchet - Woodsman
T1 Nonbase Weapon Derivative of Axe
Anti-Plant, Fast attacks with Axes, debuffs that get worse the more instances you have of them layered, but that have per-round application limits, Anti-terrain Axe moves, Thrown axes for damage or negative effect

Macuahuitl - Jaguar Warrior
T1 Nonbase Weapon Derivative of Axe
Melee attacks with ongoing bleed, Wounded, Sacrificing targets to give your side boosts, Crits that debilitate in ways that boosts allies, Killing targets to shift weather/zonal effects

Pickaxe - Prospector
T1 Nonbase Weapon Derivative of Axe
Anti-Golem, Anti-Cthonian, Creation and destruction of effects on terrain and zones, Tunneling between existing battespaces, Earth-element synergy

Visage-Axe - Blade Tyrant
T1 Nonbase Weapon Derivative of Axe
Leadership boosts, Forcing commands through, Counting as having allies, Prepared actions if you lose control of yourself, Immunities, Overruling/overriding effects, Gaining control of things

Book - Scholar
T1 Base Weapon
Spell-augmentation, Passive MP increases, Some scanning, General-purpose knowledge-abilities/information-abilities are in this

Card - Card Magus
T1 Nonbase Weapon Derivative of Book
Spirit or Mind to Ranged Attacks (sometimes), Swapping equipped weapons, Multi-hit ranged attacks, Moderate negative status effects, Positive status effects, Synergizes with Arcanist

Catalog - Archivist
T1 Nonbase Weapon Derivative of Book
Scanning, Recording thing and replicating them, Summoning, Creating Temporary items, Obtaining Temporary abilities

Console - Hacker
T1 Nonbase Weapon Derivative of Book
Bonuses versus Technological Constructs, Controlling Robots/Machines/etc., Breaking down defenses of targets, Opening exploitable vulnerabilities in things, Non-damaging attacks, Subverting control of effects and zones/terrains

Envelope - Postmaster
T1 Nonbase Weapon Derivative of Book
Prepping effects and sending them to be delivered with a delay, Ranged Attacks with Book and MIN or SPI, Moving effects between targets

Ledger - Tallyman
T1 Nonbase Weapon Derivative of Book
It is a less-freeform, less-absolute cousin of the Clipboard weapon, with individual ledgers specializing in quantifying, tracking, enforcing, punishing, and fixing specific things with their targeted audits.

Paper - Origami Master
T1 Nonbase Weapon Derivative of Book
Replicating actions of enemies, Creating temporary summons with added properties out of the weapon, Amping spells by expending the weapon for a bit, Amping other Book weapons by expending the weapon for a bit, Drawing more weapons of the subtype as ones that are held are consumed as resources

Scripture - Preacher
T1 Nonbase Weapon Derivative of Book
Using Divine Magic in conjunction with Books, Deity-specific benefits, Improving or mass-granting worshipper benefits, Actions that benefit co-believers and penalize those with other patrons (or no patron), Status effects in general as a lower-priority-but-present theme

Spellbook - Spellslinger
T1 Nonbase Weapon Derivative of Book
Improving spells, Carrying more spells, effects that depend on proportional spell loadout, Bonus MP pools, Using alternate resources to cast

Storybook - Wonderlander
T1 Nonbase Weapon Derivative of Book
Pop-up attacks and summons that start out powerful but become weak as overused, paired with draw-into-fictional-world powers that start out weak and non-sticky but grow in power over time

Tablet - Lawgiver
T1 Nonbase Weapon Derivative of Book
Laying down effects that are hard to remove or alter, Litigamancy and Divine Magic synergy, Synergizes with Commandments, Starts off with lots of flexibility and little built-up power, moving during the course of a thread to be rigidly inflexible (to the point of being self-binding), but with a lot of built-up power behind it

Treatise - Professor
T1 Nonbase Weapon Derivative of Book
Improving specific abilities/classes/subtrees, Sharing benefits with allies, Skill-share, Buff-distribution, Fatigued infliction

Talisman - Onmyoji
T1 Nonbase Weapon Derivative of Book
Healing, Boosting both Magical Attack and Defense, Locking down enemies (with particular effect in the short term, backed by other, higher-cost abilities that extend sealing to the long-term), Purifying targets

Bow - Archer
T1 Base Weapon
To Hit increases, Ignoring row-reductions to damage, Ranged Attacks that are specifically good against specific subtypes

Arbalest - Ballista
T1 Nonbase Weapon Derivative of Bow
High damage, defense piercing, Shots that fire through the front row to damage the back (two-target high-damage spikes in particular)

Atlatl - Launchmaster
T1 Nonbase Weapon Derivative of Throwing Weapon
Turning Melee weapons Ranged, Granting other things Defense Piercing, Poor on its own, works better as an off-hand when dual-wielding, Reloads the other hand as it fires off weapons

Blowgun - Poisoner
T1 Nonbase Weapon Derivative of Bow
Poison and its sub-status effects, Exotic variants of Poison with other effects, Anti-entity-subtype effects, Inflicting negative status effects as an ambush

Crossbow - Crossbowman
T1 Nonbase Weapon Derivative of Bow
Defense piercing, Resistance piercing, Multiple single-target attacks, enhancing ammo benefits

Drossbow - Junksifter
T1 Nonbase Weapon Derivative of Bow
Brings destroyed things together to launched semi-improvised Ranged Attacks, linking their properties and activating abilities of the dead (particularly dead Constructs)

Greatbow - Deathrain
T1 Nonbase Weapon Derivative of Bow
High-damage ranged with multi-hit, Focusing on groups of targets to barrage-fire against them, charge-up attacks that get negated if you are forced to switch rows

Hand Crossbow - Infiltrator
T1 Nonbase Weapon Derivative of Bow
Ranged attack quickdraw from stealth, Loading up a certain number of ranged attacks with debuffs or negative status effects, defense piercing, improving negative status effects and their infliction chances if all defense is pierced, shooting the opposing front row from within the opposing back row

Light Bow - Skirmisher
T1 Nonbase Weapon Derivative of Bow
Moving while shooting, Point Blank attacks, Attacking and retreating, Keeping up Dodge and To Hit at the cost of Critical and Resilience

Longbow - Ranger
T1 Nonbase Weapon Derivative of Bow
Reliable ranged damage, Anti-entity-subtype attacks, Attacks that synergize with terrain, Boosting own To-Hit, Mixing STR and AGI when attacking

Sling - Slinger
T1 Nonbase Weapon Derivative of Bow
Critical boosting, High-damage ranged attacks, Ranged attacks that pierce defense and ignore enemy buffs, Fatigued sub-status effects

Worldcaster - Expeller
T1 Nonbase Weapon Derivative of Bow
Unsummoning, returning things to where they once were, Bonuses against 'Planar' things if not in Planar terrain

Deadly Item - Slayer
T1 Base Weapon
Bonuses against specific subtypes of entities, Improvised weapons, Critical increases, High-damage attacks, Instant Death at higher Levels

Bladecane - Gentleman Assassin
T1 Nonbase Weapon Derivative of Deadly Item
Extra damage against targets that haven't acted yet, Increased To-Hit/Dodge/Critical, High-damage attacks that require a bit of prep, Synergy with both Staff and Sword

Box - Boxmeister
T1 Nonbase Weapon Derivative of Deadly Item
Weird negative effects, Summoning or fake-summoning, Entity-replication, Unleashing X-times-per-battle powers, Item destruction/theft

Camera - Photographer
T1 Nonbase Weapon Derivative of Deadly Item
Scanning, Freezing effects on targets or reverting to photographed states, Anti-Undead, Anti-Spirit, Detecting hidden targets and hidden factors in battle, Instant Death, Vanished, Sub-status effects of Petrified

Chalice - Grailkeeper
T1 Nonbase Weapon Derivative of Deadly Item
Pouring effects onto the battlefield, creating Zones and forcing specific targets into them with a chance of the Zones spreading, Both benefits to Oozes and anti-Ooze properties

Cigar - Executive
T1 Nonbase Weapon Derivative of Deadly Item
To-Hit Reductions, AOE effects, Debuffs, Poison, Suffocation, Pain, Burning, Gold Damage

Fish - Fisherman
T1 Nonbase Weapon Derivative of Deadly Item
Weird attacks, Attacks that work best on certain rounds of combat, Timing, Attacks that summon Aquatics, Attacks that are good against Aquatics, the element Water, Synergizes with Seakeeper

Gameboard - Strategist
T1 Nonbase Weapon Derivative of Deadly Item
Action-granting, Action-control, Formations, Row-order-matters, Boosting allies, attack bonuses to allies more so than wielder

Keyring - Keeper
T1 Nonbase Weapon Derivative of Deadly Item
Summoning, Performing actions that count as involving entities of specific subtypes, Summoning/magic amplification, Battlespace travel, Defense piercing

Prank Weapon - Clown
T1 Nonbase Weapon Derivative of Deadly Item
Nonlethal attacks, Confusion and its sub-status effects, Trading damage out for effects

Relic - Reliquarian
T1 Nonbase Weapon Derivative of Deadly Item
Magical attack bonuses, Ordinary-appearing items that can be channeled in magically-potent manners

Stone - Ioun Master
T1 Nonbase Weapon Derivative of Deadly Item
AOE Magical Attacks, Moderate negative status effects, Applying massive numbers of status effects at once, Attacks enhanced by Zones/Terrain

Teapot - Lady of the Exceptional Leaf
T1 Nonbase Weapon Derivative of Deadly Item
Buffs/Debuffs, Poison, Venom at later Levels, Transmutation of buffs into debuffs and vice-versa, Forced buff application, Charm/Dominion, Drink boosts, MP boosts / recovery, Healing, Item destruction, Resurrection prevention, Synergy with other classes, Weird effects

Trick Weapon - Trickster
T1 Nonbase Weapon Derivative of Deadly Item
Weapons that have nastier effects if you aren't scanned, Surprise attacks, Sneaking weapons in as other things, Anti-scan properties, Mode-switching items

Watch - Hypnotist
T1 Nonbase Weapon Derivative of Deadly Item
Fatigued and its sub-status effects, Charm and its sub-status effects, Controlling opponents, Pre-programming actions and forcibly triggering them, Non-damaging attacks, Preventing counterattacks / preventing your attacks from counting as offensive

Fist Weapon - Combatant
T1 Base Weapon
Multi-hit melee attacks, User STR/AGI/CON boosts, Stun/knockback, Synergy with Unarmed Techniques

Adornment - Porcupine-Knight
T1 Nonbase Weapon Derivative of Fist Weapon
Heavy Armor and Grand Armor synergy, Shield synergy, Turning Defense offensive while pairing it with Melee Attack

Battle Boot - Kicker
T1 Nonbase Weapon Derivative of Fist Weapon
Single-target hits with effects, Moving while attacking, attacks that move targets

Battle Glove - Boxer
T1 Nonbase Weapon Derivative of Fist Weapon
Powerful hits, one-two punches on the same target, stunning targets

Beamglove - Blaster
T1 Nonbase Weapon Derivative of Fist Weapon
Extending Fist Weapons to Ranged Attack. Worn on the hands, beamgloves shoot blasts of various energies and effects, with some also generating shields or forcefields. It pairs well both with high-tech and superheroics.

Claw - Ripper
T1 Nonbase Weapon Derivative of Fist Weapon
Wounded, Sub-status effects of Wounded, Layering stat-reducing status effects, applying extra effects to negative status effects inflicted, Fast/surprise attacks, Bonuses on killing targets

Fang - Devourer
T1 Nonbase Weapon Derivative of Fist Weapon
Drain, Taking effects or buffs from targets, Consuming targets killed to regen

Grafthand - Mechanipulator
T1 Nonbase Weapon Derivative of Fist Weapon
Synergy with Upgrades, Creation of fake slots, Multi-hit

Horn - Striker
T1 Nonbase Weapon Derivative of Fist Weapon
Stun hits, Hits that compare stats and inflict negative effects on the loser of the comparison / positive effects on the winner, Weapons that are boosted based on entity subtypes or that grant entity subtypes, Bonuses against same-subtype opponents

Knuckle - Mobster
T1 Nonbase Weapon Derivative of Fist Weapon
Hits that compel targets to do things, 'Mug' effects that deal damage while stealing, Suddenly having weapons equipped when you previously didn't, Mixes well with Thief Arts and bridges Monk and Thief Arts

Slamtail - Battlethrasher
T1 Nonbase Weapon Derivative of Fist Weapon
Auto-counters when targeted, AOE-melee but only against front row, Stun, Punishing things for being physically weaker

Spring-Fist - Robo-Brawler
T1 Nonbase Weapon Derivative of Fist Weapon
Wind-up attacks, Stun, Surprise attacks, Melee attacking the back row

War-Organ - Vat-Wretch
T1 Nonbase Weapon Derivative of Fist Weapon
Bio-Horror Synergy, Bioaugmentation synergy, Dissolving, Boosting wielder HP then spending it as an MP-like resource to trigger effects, boost attacks, or sub-in for MP

Wrapping - Brawler
T1 Nonbase Weapon Derivative of Fist Weapon
Defensive melee, applying effects on hit or on defend, Being shielded from particular effects or types of retaliation, Being able to pause mid-attack-string to buff or to switch something up

Force - Controller
T1 Base Weapon
Being able to use Melee, Ranged, and Magical Attacks, Having things key off of different stats (For example Melee off of Mind, Ranged off of Constitution, HP off of Agility, etc.), Altering the properties of items, attacks, or actions, Making mono-stat builds viable to a point

Catastrophe Mind- Calculator
T1 Nonbase Weapon Derivative of Force
It is a MIN-based weapon type that synergizes with Psychic Power, Fate, Time, and Hypertech. It plots out the future, analyzes things, and sets up traps and disasters in response to predictions and scan results. It blends psionics and technology to allow in the introduction of esoteric elements bridging the two. Some Catastrophe Minds can also reconfigure themselves to provide defensive protection.

Chaos Talon - Raptor of Anarchy
T1 Nonbase Weapon Derivative of Force
Random effects and weird weapons, Variable weapons

Driftmind - Mindsculptor
T1 Nonbase Weapon Derivative of Force
Using non-entities to possess targets, Gaining control of opponents, Moving abilities between allies, Replacing ally values with a mobile presence that jumps between allies

Essence Reconfiguration - Protean Being
T1 Nonbase Weapon Derivative of Force
Being able to use Melee, Ranged, and Magical Attacks, Altering user's Base Stats, Altering user's subtype and element, Manipulating aspects of user, AOE attacks, Transforming into entities from the enemy list (and gaining bonuses while doing so), Status Effects. Synergizes with Transmuter and Essence Chemist

Lightning - Stormsmiter
T1 Nonbase Weapon Derivative of Force
It is a ranged/magical hybrid class that performs chain-hit attacks that bounce from one target to another, attaches repeating attacks and offensive effects to zones, and declares rules and smites those who break them. It works well alongside Assassin, Ninja, Lawbringer, Priest, Druid, Litigamancer, Wind Duke, and Thunder Czar.

Nimbus - Maelstrom
T1 Nonbase Weapon Derivative of Force
Hostile auras, Damage by proximity, Flat Damage, AOEs, Effects that hit all sides of battle in the same way

Notion - Thinker
T1 Nonbase Weapon Derivative of Force
Scanning things, replacing parts of scan results, Setting up action chains, setting values or decisions in stone, Imposing decisions or results based on comparisons of MIN

Ordeal - Arbiter of Trials
T1 Nonbase Weapon Derivative of Force
Forcing opponents into mini-sub-battles that grant buffs on success or debuffs/damage/death on failure, Changing battle conditions, Flat Damage, Added Damage

Remnant - Historian
T1 Nonbase Weapon Derivative of Force
Forcing other beings traits onto targets, Making it count as an earlier round number, Recording and repeating actions, emotion-based effects, bringing back old/lost things, More resistible than average by higher-Level opponents

Soul - Enslaver
T1 Nonbase Weapon Derivative of Force
Using/replicating the abilities of entities from the Enemy List, Charm/Hexed/Other negative status effects, Summoning, Base stat alterations, Debuffs

Starlight- Stellar Armsmaster
T1 Nonbase Weapon Derivative of Force
It augments all attack types and lets itself be reshaped into the forms of other weapon types (while still counting as Starlight). It tends to resist element re-spec but boosts piercing effects. It also has a tendency to work on an average of all stats rather than using any one in particular.

Gun - Gunner
T1 Base Weapon
Multi-hit ranged attacks, Powerful ranged attacks, To Hit boosting, Using Ammo for various added effects / Ammo swapping

Automatic Weapon - Marine
T1 Nonbase Weapon Derivative of Gun
Multi-hit, AOE gun attacks, attacking multiple times at higher miss chance until a miss occurs, Overwatch-type attack-on-area-entry effect

Beameye - Gazer
T1 Nonbase Weapon Derivative of Gun
Negative status effects (with more of a tilt toward majors than most weapon types), Potent effects that some subtypes (or other measures) resist entirely, Debilitating effects that are unusually reflectable, Upgrade and Bioaugmentation synergy, Brings Wand abilities over into Gun and vice-versa (with a subtree for wielding entirely as a Wand)

Blunderbuss - Powder-Dragoon
T1 Nonbase Weapon Derivative of Gun
Poorer Gun abilities in exchange for picking up Dragoon abilities and point-blanking the weapon as a close-ranged jump-and-gun melee-ranged hybrid

Field-Switch - Mad Trapper
T1 Nonbase Weapon Derivative of Gun
Trap synergy, Activating attacks in manners that makes them come from unexpected sources other than you

Heavy Weapon - Commando
T1 Nonbase Weapon Derivative of Gun
High-damage AOEs, Limited uses of attacks per battle, AOEs with brief-but-amped negative status effects

Lens - Lensman
T1 Nonbase Weapon Derivative of Gun
Auto-Firing, Attacks based on other things that happen nearby, Movement-triggered attacks, Emitting effects that harm things more the longer they are in the effect

Missile - Facility Director
T1 Nonbase Weapon Derivative of Gun
Attacking other battlespaces, High-damage AOEs that can only be used on an infrequent basis, Hard-to-dodge attacks

Pistol - Cowboy
T1 Nonbase Weapon Derivative of Gun
Synergy with Gunslinging, Trick attacks with unusual functions, quick-draw, first-attack with Guns

Rifle - Sniper
T1 Nonbase Weapon Derivative of Gun
High-damage single-target critical hits, Ranged attacks with setup, Hitting hard-to-hit targets

Shotgun - Rancher
T1 Nonbase Weapon Derivative of Gun
AOE Ranged, Improved Point-Blank, Bonus versus Animals, Ranged attack based stun

Speargun - Diver
T1 Nonbase Weapon Derivative of Gun
Anti-aquatic, Synergy with Spears, Avoiding terrain-based or zonal restrictions on attacking

Spray - Exterminator
T1 Nonbase Weapon Derivative of Gun
AOE attacks, 'Sticky' Damage that keeps hitting, Poison, Dissolving, Burning, Critical Boosts, Bonuses against specific subtypes, Bonuses against Units and Summons

Wave Emitter - Broadcaster
T1 Nonbase Weapon Derivative of Gun
Undodgeable, defense-piercing attacks, Escalating negative status effects that get worse with prolonged exposure, Stat Damage

Instrument - Musician
T1 Base Weapon
Added MP, AOE Magical Attacks, Minor status effects, Synergizes with Bard

Bell - Choirmaster
T1 Nonbase Weapon Derivative of Instrument
Healing, Magical support, Bonuses versus deity-disfavored subtypes, Amplifying the effect of existing magic, Cleansing the field of effects, Mixing divine magic with Bardic Music

Brass Instrument - Marcher
T1 Nonbase Weapon Derivative of Instrument
Coordinating allies, Attacks that buff allies, Manipulating the turn order of battle participants, Avoiding or ignoring negative status effects while fighting

Deck - Recordmaster
T1 Nonbase Weapon Derivative of Instrument
Recording others' actions and playing them back with modifications, Activating spells as though someone else where doing it

Keyboard Instrument - Organist
T1 Nonbase Weapon Derivative of Instrument
AOE status effects, both positive and negative, AOE Heals, AOE buffs and debuffs

Microphone - Singer
T1 Nonbase Weapon Derivative of Instrument
Increasing AOE size, Making actions harder to counter, Bardic Music boosts, Repeating Bardic Music actions as a lower-cost encore

Percussion Instrument - Drummer
T1 Nonbase Weapon Derivative of Instrument
Magical attacks that stun, Attacks that briefly amp allies, Attacks that serve to punctuate a series of other things by delivering a heightened version of the thing that keeps happening

Shellhorn - Seacaller
T1 Nonbase Weapon Derivative of Instrument
Summoning and buffing Aquatics, Drowning, Zonal effects, Clearing/sweeping effects, Ranged and Magic AOEs, Pushing/pulling targets through Zones, Bardic + Ocean Magic synergy

Songsphere - Astral Orchestrist
T1 Nonbase Weapon Derivative of Instrument
Darkspawn-pacification, Astral Magic, Celestial Magic, and Forbidden Magic synergy

String Instrument - Maestro
T1 Nonbase Weapon Derivative of Instrument
Finesse with magical effects, Mixing spells cast to timing to boost them and add additional effects to increasingly-complex performances

Whistle - Kennelmaster
T1 Nonbase Weapon Derivative of Instrument
Summons, Replicating actions of Enemies, Giving allies bonus actions, Sending a signal to move into formation as part of a spell or action

Wind Instrument - Virtuoso
T1 Nonbase Weapon Derivative of Instrument
Clearing opposing effects, Setting your own effects up in ways that are harder to clear, Building edge in number of relevant number of abilities used in an action to bear to outclass an opponent via breadth of class-relevant skill

Knife - Shadow Blade
T1 Base Weapon
Minor status effects, Wounded, fast-attack, extra bonuses against targets that haven't acted, There's a notable subtree for creating shadow-clones to replicate actions / increase dodge /etc, Synergizes with Thief

Dagger - Killer
T1 Nonbase Weapon Derivative of Knife
Critical hits from stealth, Striking single targets for high damage spike followed by bleed damage-over-time, Bonuses for killing different targets / setting up kill streaks

Katar - Battle-Dancer
T1 Nonbase Weapon Derivative of Knife
Movement mid-battle, Dual-wielding, Synergy with both Monk and Dancer

Machete - Trailblazer
T1 Nonbase Weapon Derivative of Knife
Anti-Plant, Shield side-effects for allies to a limited extent while in front, Selective pruning of effects attached to Zones/Terrain to only hit some targets

Pocketknife - Problem Solver
T1 Nonbase Weapon Derivative of Knife
Having lots of minor effects on one item, Many weak action options, A wide tool box that is shallow in terms of the power of any individual trick, Minor synergy with lots of skill sets, Particular synergy with Tool

Razor - Barber-Surgeon
T1 Nonbase Weapon Derivative of Knife
Wounded, Critical Hits, Spending actions to boost To Hit and Critical, Trimming buffs off of targets, Bonus to healing allies

Ritual Blade - Cultist
T1 Nonbase Weapon Derivative of Knife
Mixing Magical and Melee, Casting spells upon killing targets, Bonuses for sacrificing enemies, Limited-use/scope ally-sacrifice-for-effect, Drain-on-death, MP Damage/Drain

Sai - Silencer
T1 Nonbase Weapon Derivative of Knife
Attacking from stealth, Impaired and its sub-status effects, Ninjutsu synergy

Scalpel - Surgeon
T1 Nonbase Weapon Derivative of Knife
Healing, Drain on behalf of others, Scanning attacks, Wounded and its sub-status effects, Inflicting status effects but staunching them temporarily, Bio-Horror synergy

Stake - Monster-Hunter
T1 Nonbase Weapon Derivative of Knife
Anti-Undead, Anti-Lower-Planar, Anti-Monster, Anti-subtype hits in general, Resurrection prevention, Pinning targets in place, Special effects and Instant Death on Crit, Low damage against inappropriate targets (can vary by specific weapon)

Stungun - Disabler
T1 Nonbase Weapon Derivative of Knife
Stunning targets, nonlethal attacks, dealing enough percentile damage to a target relative to its Max HP and then converting that into turning its abilities off

Switchblade - Criminal
T1 Nonbase Weapon Derivative of Knife
Counterattacks, Responding to being scanned in a hostile manner, Thief Arts synergy, Hard-to-evade-or-counter attacks, Fast-attack/surprise, Mode-switching weapons

Syringe - Parasite
T1 Nonbase Weapon Derivative of Knife
Drain, Leeching effects, Taking elements and powers, Transferring effects, Synergy with Healer and with Vermin Lord

Mace - Lawbringer
T1 Base Weapon
Imposition of restrictions on targets, Stun, Entombed: Incarcerated, Being able to have Magical backups to Melee options (or vice-versa)

Bat - Slugger
T1 Nonbase Weapon Derivative of Mace
Trading power and accuracy in your attacks at your discretion, Hitting targets to other rows or battlefields, Meeting goals to trigger a 'run the bases' effect and super-boost yourself or your team, Possibly-unexpectedly-good magitech synergy

Censer - Exorcist
T1 Nonbase Weapon Derivative of Mace
AOE beneficial effects, Smite attacks, Smites that spread AOE-debuffs or anti-debuff-creation-lockdown to teams of those hit, Blocking hostile environmental effects, Unsummoning, Undoing possession

Club - Caveman
T1 Nonbase Weapon Derivative of Mace
Forcing enemy effects to be simpler, penalizing opponents from having too much laid on them, setting up superstitions that block what you benefit from to prevent foes from benefitting from it, hit-for-stun, bonuses versus Reptiles

Flail - Flagellant
T1 Nonbase Weapon Derivative of Mace
Harming self to give self or allies buffs, Bonuses against favored subtypes or individuals with different patron deities, Divine/Holy magic cast on hit, Become stronger as HP and stats dip or negative effects are accumulated

Gavel - Judge
T1 Nonbase Weapon Derivative of Mace
Imposition of restrictions, Battlefield control, Litigamancy synergy, Status effects that lock enemies down (particularly Entombed: Incarcerated)

Greatmaul - Warsmith
T1 Nonbase Weapon Derivative of Mace
Improving gear mid-battle in response to things, Attacks that harden opponent defenses but make them slower or harder to customize, Attacks that construct summons chase

Nunchaku - Martial Artist
T1 Nonbase Weapon Derivative of Mace
Multi-hit melee attacks, Synergy with Monk and Combatant

Swatter - Bug-Buster
T1 Nonbase Weapon Derivative of Mace
Anti-Insect, Getting rid of small/annoying-but-hard-to-hit targets, Anti-subtype effects

Tonfa - Traditional Combatant
T1 Nonbase Weapon Derivative of Mace
Working with Martial Arts, Reliable hits, Stun

Torch - Pyromaniac
T1 Nonbase Weapon Derivative of Mace
Burning, Damage over time, Hits that ignore defense to stick problems on something, Harming opponents to cleanse allies effects that are sourced from the damaged opponents

Truncheon - Constable
T1 Nonbase Weapon Derivative of Mace
Stun hits, Attacks that have high chances of imposing limited-duration negative status effects that allies can then extend, Attack post-scan, Cooperative attacks

Polearm - Dragoon
T1 Base Weapon
Melee Attacks that deal full Damage to the back row, Two-handed weapons, Charge-up melee attacks, Two-handed melee mobility

Cue - Shark
T1 Nonbase Weapon Derivative of Polearm
Ricocheting effects that work better as they bounce between targets, Setting up better hits later, Moving targets, Doing poorly for a while and then suddenly ramping up power, danger, and skill

Fork - Gourmand
T1 Nonbase Weapon Derivative of Polearm
Drain attacks, leeching effects from opponents, subtree synergy with Burning, Mixes Fire and Candy

Greatspear - Spearman
T1 Nonbase Weapon Derivative of Polearm
Heavy-damage single-target piercing attacks, Whirlwind attacks that hit a bunch of enemies but may catch allies, Formation-breaking and Stance-breaking attacks, Anti-mount/vehicle/transformation

Harpoon - Whaler
T1 Nonbase Weapon Derivative of Polearm
Better attacks against larger opponents, Working in coordination with allies to bring down big targets, Hitting things to stick to them as they move between battlespaces, Bonuses versus Aquatics

Javelin - Athlete
T1 Nonbase Weapon Derivative of Polearm
Turning non-ranged weapons into ranged ones, Hitting hard-to-hit targets, STR/DEX/CON stat improvement while fighting

Lance - Jouster
T1 Nonbase Weapon Derivative of Polearm
Attacking while in a transformation, Moving forward and attacking for extra damage, Synergy with Spear

Mancatcher - Bounty Hunter
T1 Nonbase Weapon Derivative of Polearm
Locking down enemies and getting benefits the longer they are locked down, Putting targets in prone position for allies to attack, non-death battle victory conditions based around capturing targets, Nonlethal attacks

Poleaxe - Harbinger
T1 Nonbase Weapon Derivative of Polearm
Hexed, Negative effects on arrival, boosted if you hit the targets during the timeframe they are up, Letting allies follow up with chasers, Synergy with Axe

Polehammer - Ruinbreaker
T1 Nonbase Weapon Derivative of Polearm
AOE effects that break effects and make it take a bit before they can be set up again, low-accuracy-and-high-damage, two-handed attacks, Battlefield-warping hits, Synergy with Mace and Hammer

Signpost - Emblem-Knight
T1 Nonbase Weapon Derivative of Polearm
Counters, Redirecting effects, Stopping or delaying things, Causing percentile chances of action-failure, Opening routes to other battlespaces, Manipulating turn-order while hitting things

Spear - Lancer
T1 Nonbase Weapon Derivative of Polearm
Two-handed weapons, Defense piercing, Increased Critical, Moving forward while attacking (the literal 'Charge' action), Synergizes with Steeds, Synergizes with Dragoon

Twinblade - Battlemaster
T1 Nonbase Weapon Derivative of Polearm
Chains of attacks, hitting multiple times with different elements or effects, rotating between weapon modes, Synergy with other weapon subtypes

Remote - Manipulator
T1 Base Weapon
Attacking from the back row, Using static sets of external stat values as an option instead of your own if you are debuffed, attacking without being counterable

Army - Tactician
T1 Nonbase Weapon Derivative of Remote
Unit-summoning, Unit-synergy, Legionairre-synergy

Assault Matrix - Matrix Keeper
T1 Nonbase Weapon Derivative of Remote
Using MIN to power ranged attacks, attacks that can't be dodged, AOE ranged attacks

Biopod - Genesculptor
T1 Nonbase Weapon Derivative of Remote
Attacks counting as coming from particular subtypes (particularly Bio-Horrors), Summoning, Infesting targets with things that explode into summons, Drain, Hard-to-counter actions

Corpse-Poppet - Reanimator
T1 Nonbase Weapon Derivative of Remote
Necromancy-synergy, Taking on the properties of dead opponents when attacking, Summoning, Mixes Undead and Golems, Puppet String and Toy synergy

Drone - Operative
T1 Nonbase Weapon Derivative of Remote
Attacking despite Confusion/Charm, Attacking with a separate To Hit/Critical, Attacking other battlespaces, Repeating actions, Flat Damage, Ignoring rows when attacking

Mind Pattern - Telepath
T1 Nonbase Weapon Derivative of Remote
Attaching pseudo-entities to targets that start taking actions against them each round that are hard to externally effect, MIN-to-attack, Psychic synergy, Scanning, Needing to have targets scanned to take full advantage of attacks

Satellite - Skywatcher
T1 Nonbase Weapon Derivative of Remote
Attacks with high lead time that deal extra damage to targets that don't move after they are called down, High-damage AOEs, Devastating attacks that wreck terrain / reshape the battlefield / cause mass destruction that can be switched to single-target pinpoint fire if the individual target has been scanned well enough

Siege Weaponry - Siegemaster
T1 Nonbase Weapon Derivative of Remote
High-damage ranged attacks, Two-handed ranged weapons, Special effects against Large Structures, Special attacks against Supermassive/Hypermassive targets, Reducing the number of weapon slots weapons take, Defense piercing, Auto-repeating ranged attacks, Synergy at different points with Bows, Guns, and various derivatives of both

Spell Diagram - Mage
T1 Nonbase Weapon Derivative of Remote
Repeatedly casting a spell, Summoning and having the summons deliver attacks, Setting up chains of contingent magic effects that key off of each other while you escape somewhere else

Stage - Crossrealm Storyteller
T1 Nonbase Weapon Derivative of Remote
Zone/Terrain/Battlespace manipulation, Attaching effects to Zones, Start-of-round effects, Summoning, Protection of wielder while summons are present, Protection of user for periods of time, Row-order-formation manipulation

Toy - Toymaker
T1 Nonbase Weapon Derivative of Remote
Autonomous attacks that repeat each round, Melee and Ranged attacks that use Mind or Spirit, Golem summons, Counting as having additional allies, Synergizes with Rune Magic

Scythe - Reaper
T1 Base Weapon
High damage melee, Critical boosting, negative status effects, Instant Death at higher Levels

Dredgehook - Gaffer
T1 Nonbase Weapon Derivative of Scythe
Pulling targets into melee, Locking targets in place (preventing movement and dodge), Forcibly dunking targets into hostile environmental zones, Anti-Aquatic

Grimscythe - Psychopomp
T1 Nonbase Weapon Derivative of Scythe
Bonuses based on targets killed, Instant Death, Killing opponents to bring allies back, Cycling life and death, Drain, Necromancy synergy

Fieldscythe - Autumnlander
T1 Nonbase Weapon Derivative of Scythe
Druid Magic synergy, Setting up future rounds on which life-steal is possible and damage is boosted, Boosting core Scythe proficiencies

Hand-Hook - Pirate
T1 Nonbase Weapon Derivative of Scythe
Wounded, Shifting the elemental damage type of moderate negative effects, Confusion: Fear, Repositioning targets, activating a second lower-damage attack after an initial hit with a different weapon

Hellscythe - Dreadlord
T1 Nonbase Weapon Derivative of Scythe
Lower-planar-subtype synergy, Demon Magic synergy, Smite against traditionally smite-proof targets, Staying up past death so long as kills keep coming in, Negative status effects on hit, Confusion: Fear

Kama - Kunoichi
T1 Nonbase Weapon Derivative of Scythe
Surprise-hit for negative status effect, Strikes that weaken targets / reduce stats / stat-damage-via-melee

Kusari-Gama - Lone Agent
T1 Nonbase Weapon Derivative of Scythe
Boosts To Hit and Critical while fighting alone, Stealth attacks, Wounding/tripping/stunning/negative effects, Disarm maneuvers

Crescent-Moon Scythe - Astral Watcher
T1 Nonbase Weapon Derivative of Scythe
Guarding battlespaces, Astral Magic synergy, Ethereal Magic synergy, Affinity and antagonism towards both Illusion and Divination

Sickle - Harvester
T1 Nonbase Weapon Derivative of Scythe
Taking resources from targets, Using carried items to effect hits, Minor negative status effects for opponents and minor positive ones for allies, Boosting casting temporarily

Switchscythe - Harvestman
T1 Nonbase Weapon Derivative of Scythe
Mode-switching weapons that generally have a more-damaging mode and a an alternate (with the alternate having a range of possibilities from 'more precision' to 'boosts spells' to other things)

Warscythe - Shinigami
T1 Nonbase Weapon Derivative of Scythe
Heavy damage crits, Instant Death on scanned targets, Hard-to-reverse negative hits (particularly while you are still up and around), Tracking opponents that gets better the longer they fail to escape battle

Shield - Defender
T1 Base Weapon
Defense boosts, Using Defense to attack, Guarding others, blocking against attacks, Resistances, Resilience boosts, CON boosts, Reducing incoming attack effectiveness

Alchemy-Satchel - Admixturist
T1 Nonbase Weapon Derivative of Shield
Alchemy synergy, Flask and Explosive synergy, Defending against specific debuffs or negative status effects, adding effects to spells cast, AOE-immunizing allies to effects

Banner - Marshall
T1 Nonbase Weapon Derivative of Shield
Formations, Boosting allies passively, Raising allied morale/stats with successful attacks or holding positions long enough, Healing/restoring MP with guard actions, Directing allies, Summoning, Boosting summons, Preventing allies from being charmed or controlled

Basilisk Emblem - Noetic Gorgon
T1 Nonbase Weapon Derivative of Shield
Stat Damage (Particularly MIN Damage), Removal of Constant Effects / Abilities, Lockdown, Negative Status Effects (Particularly Paralyzed/Petrification/Confusion/Insanity), Effects upon being scanned/targeted, Counters, Effects that trigger at the start of each round

Buckler - Rodelero
T1 Nonbase Weapon Derivative of Shield
Agile defense, Dodge-boosting, throwing Shields to boost Ranged Attack, Combines with Wheel

Cannon-Shield - Landhawk-Rider
T1 Nonbase Weapon Derivative of Shield
Boosts when with Landhawks, Ranged Stun, Defense and Ranged Attack, Point Blank, Ranged Overdrive

Digi-Ice - Sysadmin
T1 Nonbase Weapon Derivative of Shield
Anti-Coded-Being, Defending against Tech-stuff while protecting Construct allies, Anti-debuff shielding, counters against being scanned or having your stuff messed with, little defense against traditional effects

Icon - Abbot
T1 Nonbase Weapon Derivative of Shield
Magical Attack and AOE protection, Prevention of possession and negative status effects, Protections against summons, Prevention of buff-loss, Keeping positive status effects from expiring

Kite - Knight
T1 Nonbase Weapon Derivative of Shield
Attacking while also defending, Balancing offense and defense (using each to augment the other), Guarding particular individual allies (even if in same row)

Mindfocus - Thoughtwarden
T1 Nonbase Weapon Derivative of Shield
MIN-to-Defend, Defense, Psychic synergy, Defense against Stat Damage (Particularly MIN), Stat Drain Immunity, Remaining in peak condition

Mirror - Mirror-Dweller
T1 Nonbase Weapon Derivative of Shield
Reflecting things, replicating things, Synergy with Shapeshifters, Fae, Moon, Illusion, and Dopple, but can also scan and break illusion effects, Good for both channeling holy power and summoning Living Rumors

Orbital - Spherefighter
T1 Nonbase Weapon Derivative of Shield
Ranged Attack + Defend, Defenses that activate in a rotating pattern, Counterattacks, Increasing Resistances and granting short-duration Immunities

Spellshield - Shieldmage
T1 Nonbase Weapon Derivative of Shield
Defense against magic, Blocking particular spells or effects-from-spells, Protection against specifically-technology or specifically-melee or specifically-ranged, Synergy with defensive buffs, Synergy with Wards and Auras

Tower - Fortress
T1 Nonbase Weapon Derivative of Shield
Boosting wielder Defense, HP, and Resilience, Becoming unable to be pierced, Becoming unable to be moved, Interdicting attacks, Being in the front row and guarding the back

Umbrella - Investigator
T1 Nonbase Weapon Derivative of Shield
Attacking while shielded, Protection from Zones, Protection from counterattacks, Attacking from surprise, Attacking to scan, Scans in general, Bonuses versus scanned targets, Bonuses against targets that haven't scanned you

Staff - Sage
T1 Base Weapon
Having access to both Melee and Magical attacks, Status effects/Stun, Passive MIN/SPI boosts, Melee casting, Dodge boosts

Bailartix - Soldreidrethanoi
T1 Nonbase Weapon Derivative of Staff
Using Mind or Spirit with Ranged Attacks, Auto-repeating attacks, Buff/debuff-transferring attacks, Bridging Staff and Drone

Broom - Delivery-Witch
T1 Nonbase Weapon Derivative of Staff
Using speed to attack, Transferring effects, Trading items, Bonuses to delivered items, Adding spells to 'Trade' actions, AOE magic-powered melee, Avoiding zones

Cane - Teacher
T1 Nonbase Weapon Derivative of Staff
Low-impact actions that buff allies, Compensating for being weakened, Benefits against opponents that have been scanned for a long while, Disciplining inappropriate ally actions and negating or altering them

Crook - Shepherd
T1 Nonbase Weapon Derivative of Staff
Healing, Low-damage attacks that switch targets to your side sometimes, Controlling summons, Moving targets, Moving allies, Formations, Giving allies (particularly summons) bonus actions, Counters when allies are attacked / targeted

Crozier - Bishop
T1 Nonbase Weapon Derivative of Staff
Channeling divine magic through melee attacks, Scan on hit, Stopping hexes/curses, Locking down the ability of targets to inflict negative status effects, Unsummoning

Geostave - Landkeeper
T1 Nonbase Weapon Derivative of Staff
Terrain-based effects, Wealth-based effects, Mixes Druid with Treasure synergy-wise, Draws power from other geomantic effects to boost spells and attack techniques

Lampstaff - Lamplighter
T1 Nonbase Weapon Derivative of Staff
Burning, scanning, aura effects, summon synergy, adding positive or ally-protective effects to zones, creating bubbles of safety with danger outside

Magestaff - Practitioner
T1 Nonbase Weapon Derivative of Staff
Improving spellcasting, Graning new effects to spells, expanding magic AOEs, Regenerating MP, MP Drain attacks

Quarterstaff - Elder
T1 Nonbase Weapon Derivative of Staff
Ignoring negative effects on you, Low-damage attacks that teach allies new temporary abilities or give allies buffs, Melee and Magical Stun

Rootstaff - Gardener
T1 Nonbase Weapon Derivative of Staff
Effects that remotely ensnare targets that are hard to counter, Plant boosts, Charming Plants, AOE status effects, Plant summoning, Geomancy synergy, Druid Magic synergy, Works well with Geostave

Shroomstaff - Sporemother
T1 Nonbase Weapon Derivative of Staff
Negative status efects, Bursts of negative status effects or debuffs to targets' allies after hitting targets, Damage or Flat-Damage Clouds on miss, Plant/Fungus summons, Heavy cross-synergy with Rootstaff

Sword - Swordsman
T1 Base Weapon
General-purpose melee with a wide variety of boosts, Has a notable finesse-fighting subtree and a notable powerful-attack subtree

Bayonet - Infantryman
T1 Nonbase Weapon Derivative of Sword
Converting ranged weapons into melee, Very bad on its own - meant to primarily be equipped alongside a Gun to extend or alter the Gun's properties, Good at being equippable as a Weaponx0

Beamsword - Starknight
T1 Nonbase Weapon Derivative of Sword
AGI-melee, Defense piercing, Mixing swords with tech, Critical hits disarming / lopping off effects, Mixes well with Monk

Curved Blade - Dervish
T1 Nonbase Weapon Derivative of Sword
AOE melee, Melee boosted by positive status effects, Melee boosted by divine magic, Melee plus movement

Dueling Blade - Fencer
T1 Nonbase Weapon Derivative of Sword
Rapid attacks, multi-attack, dodging while attacking, counter-attacks, moving while attacking

Eastern Blade - Samurai
T1 Nonbase Weapon Derivative of Sword
Upgraded Sword Arts synergy, Critical hits, Consuming ongoing effects (positive on self or negative on opponent) to boost melee or proc special effects

Enlightened Blade - Cultivator
T1 Nonbase Weapon Derivative of Sword
Pulls personal growth into weapons and develops them alongside their wielder

Greatsword - Dreadknight
T1 Nonbase Weapon Derivative of Sword
Powerful, mono-element hits, Sweeping melee attacks, Sacrifice HP for boosted attack, Improved attacks by wielding in multiple slots

Poker - Firetender
T1 Nonbase Weapon Derivative of Sword
Anti-Elemental or Elemental-buffing, Pain, Wounded, Ending effects and rekindling them later (both by striking things), Fire synergy

Soulblade - Templar
T1 Nonbase Weapon Derivative of Sword
Spirit to Melee, Mixes well with Paladin, Positive ongoing effects on self spread to team while smiting enemies, Specified smite effects

Straightsword - Yuusha
T1 Nonbase Weapon Derivative of Sword
Elemental sword attacks, Mixing melee, healing, and magic to hold a multipurpose role, Cast on single-target hit

Swordgun - Buster Agent
T1 Nonbase Weapon Derivative of Sword
Extending swords to ranged, Attacking some opponents with one melee thing, then others with a ranged, self-chasers on the same enemy; It focuses on blending melee with ranged and follow-up attacks that chain the two types of actions together.

Truecrystal Blade - Warmind
T1 Nonbase Weapon Derivative of Sword
Using MIN with swords, Mixing swords and Psychic Powers, Melee that scans or that improves with scans on targets

Throwing Weapon - Assassin
T1 Base Weapon
Critical bonuses, To Hit bonuses, negative status effects, Multi-hit/AOE Ranged Attacks

Ball - Juggler
T1 Nonbase Weapon Derivative of Throwing Weapon
Cycling what weapons are equipped, wielding too many weapons at once, attacking with unequipped weapons, transmitting enhancements between weapons

Boomerang - Whirler
T1 Nonbase Weapon Derivative of Throwing Weapon
Repeating attacks, attacks that try again if they miss, attacks that cycle between targets or bounce, Equipping weapons while other weapons are off doing things

Caltrop - Scoundrel
T1 Nonbase Weapon Derivative of Throwing Weapon
Weak direct attacks, Strong delayed counters, Defensive effects on prepped pre-emptive counters, Can cause opposing action failure with setup, Battlespace movement prevention, Anti-counter counters

Dart - Hornet
T1 Nonbase Weapon Derivative of Throwing Weapon
Multi-hit ranged, Wearing down resistances to status effects by trying to inflict them a bunch of times, making status effects harder to recover from after they are recovered from multiple times, stacking minor negative status effects more often than they can normally be stacked

Dice - High Roller
T1 Nonbase Weapon Derivative of Throwing Weapon
Attacks that roll random bonus results from tables, Attacks that have random effects, luck-manipulation, Hexed/Favored, To Hit/Critical/Dodge/Resilience manipulation

Explosive - Bomber
T1 Nonbase Weapon Derivative of Throwing Weapon
AOE Ranged Attacks, Ranged Attacks with time delay, Setting up high-damage future effects that require opponents to take action to disable them, Chain-reaction effects and attacks, Blowing up zonal/terrain effects

Flask - Brewer
T1 Nonbase Weapon Derivative of Throwing Weapon
Dissolving, Poison, Disease, Negative status effects and variants on them, Alchemy Synergy, Splash damage for partial harm, Damage-on-miss

Needle - Acupuncturist
T1 Nonbase Weapon Derivative of Throwing Weapon
Hits that disable the ability to inflict specific things, Ranged attacks that apply debuffs, Slowing opponents or making them more vulnerable, Lowering Resilience over time to finish things with a crit with effects tacked on, Attacks that buff allies while debuffing opponents

Net - Poacher
T1 Nonbase Weapon Derivative of Whip
Locking down an enemy so that allies can pour hits/critical/negative effects onto it, Exposing enemy weak points, Non-damaging attacks

Orb - Magus
T1 Nonbase Weapon Derivative of Throwing Weapon
Magic boosting, To Hit increases, Moderate status effects, Synergizes with some major subtrees of Wizard

Seed - Sower
T1 Nonbase Weapon Derivative of Throwing Weapon
Plant summoning, Drain, Linking to opponents to leech their values, Lock-down effects, Paralysis, Wood-synergy

Shuriken - Shinobi
T1 Nonbase Weapon Derivative of Throwing Weapon
Delivering negative status effects, Hard-to-counter ranged attacks, attacking from stealth, making self unscanned by hit opponents, Ninjutsu synergy

Vajra - Destroyer
T1 Nonbase Weapon Derivative of Throwing Weapon
Using Spirit for Ranged Attacks, destroying effects, unsummoning, destruction that leaves open the opportunity to replace it with similar, but better (or at least more allied) things

Wheel - Discobolus
T1 Nonbase Weapon Derivative of Throwing Weapon
ATtacks that move from one target to another, increasing in power upon repeated success, Boosting ranged with STR, Gaining Fame and buffs for success

Tool - Architect
T1 Base Weapon
Defense piercing, Debuffs, Buffs, Upgrading Large Structures, Bypassing the defenses of Large Structures

Brush - Painter
T1 Nonbase Weapon Derivative of Tool
Changing target elements/subtypes/weaknesses/resistances, Attacks that summon, Replicating effects, Customizable buffs and debuffs

Drill - Tunneler
T1 Nonbase Weapon Derivative of Tool
Defense Piercing, Critical boosting, Defense/stat/max-HP erosion, and high-damage melee

Grinder - Polisher
T1 Nonbase Weapon Derivative of Tool
Low-damage hits that accumulate side-effects over time, Pain, Refining effects (positive or negative), Grinding away at enemy values

Hammer - Crusher
T1 Nonbase Weapon Derivative of Tool
Destroying items, Reducing target defense/stats, Buff destruction, High-damage melee attacks, Stun/knockback

Hoe - Farmer
T1 Nonbase Weapon Derivative of Tool
Plant summoning and boosting, Hitting targets to grow effects from them that leave them locked in place while producing things that either harm enemies or benefit your allies

Kitchenware - Cuisinier
T1 Nonbase Weapon Derivative of Tool
Chef synergy, Stun, Moderate status effects

Nailgun - Friendly Neighborhood Murderman
T1 Nonbase Weapon Derivative of Tool
Sticking things either together or in-place, Linking values, Pain, Scan-obstruction, Murder Arts Synergy

Office Supply - Manager
T1 Nonbase Weapon Derivative of Tool
Attaching effects to things or sticking things together, Boosting allies, Leadership bonuses, Bonus actions for others - particularly lower-Level or summoned individuals, Creating wide negative effects that impact both allies and opponents until someone meets a conditional, Making decisions for others

Pliers - Adjustor
T1 Nonbase Weapon Derivative of Tool
Tweaking values or effects, Pain, Switching things between modes, Buffing Construct allies, Removing sticky effects

Saw - Carpenter
T1 Nonbase Weapon Derivative of Tool
Wounded, Cutting through defenses by taking multiple sequential actions, Slot-loss

Scissors - Seamstress
T1 Nonbase Weapon Derivative of Tool
Cutting away restrictions, Improving armor while attacking, cutting off enemy defenses to later add to allies, Wounded, Cutting up magical effects

Screwdriver - Tinker
T1 Nonbase Weapon Derivative of Tool
Altering Constructs, Altering effects on Zones, Making effects mobile or locking them down, Adjusting items, Attacks that debuff items rather than entities

Shovel - Gravedigger
T1 Nonbase Weapon Derivative of Tool
Messing with or preserving corpses, Undead and Necromancy synergy, Stun and (low-odds) Instant Death, Has an 'Excavator' subtree that focuses on returning removed stuff to battle once it crosses its T2 threshold

Vaccuum - Syphoner
T1 Nonbase Weapon Derivative of Tool
Drain, Syphoning effects, Transferring effects, Theft, Effect Loss, Clearing Buffs and Debuffs, Clearing Zones, Unsummoning (with regen based on what gets unsummoned)

Wrench - Handyman
T1 Nonbase Weapon Derivative of Tool
Fixing damaged things, Forcing targets from one state to another, Activating zonal damage effects / zonal floods that spill from one row to another

Wand - Sorceress
T1 Base Weapon
AOE Magical Attacks, Fast-attack Magical Attacks, Weapon-swap, Status effects, MP boosts

Baton - Conductor
T1 Nonbase Weapon Derivative of Wand
Granting allies bonus actions, Granting allies bonuses, Teamwork attacks, Bardic Music synergy, Dance synergy (to a lesser extent), Controlling enemy actions, Redirecting effects

Bouquet - Florist
T1 Nonbase Weapon Derivative of Wand
Plant synergy, Wedding Dress synergy, Linking values, Positive status effects, Aura boosts for allies when wielded

Candle - Deepkeeper
T1 Nonbase Weapon Derivative of Wand
Burning, Auras, Zonal Protection, Shortening effect durations

Effigy - Tormenter
T1 Nonbase Weapon Derivative of Wand
Weapons that have to be linked to a target, but them gain a specialized array of debilitating effects/attacks to throw at the linked individual

Fan - Adviser
T1 Nonbase Weapon Derivative of Wand
Ally buffing, Unit summoning / control / buffing, Alternate row-order formations, Battlefield repositioning, Stun, Some attack deflection

Implement - Invoker
T1 Nonbase Weapon Derivative of Wand
Improving specific spell categories, Activating special Techniques with additional conditionals, Drawing the true power out of things

Lolly - Super-Sweet Battle-Confectioner
T1 Nonbase Weapon Derivative of Wand
Candy synergy, Attacks that apply positive effects that can then be exploited, Positive effects and heals for allied individuals

Magical Tool - Magitechnician
T1 Nonbase Weapon Derivative of Wand
Changing attacks into other effects that aren't standard attacks, Utilizing things that aren't meant to be attacking to perform attacks, Forcing negative status effects out of conditionals, Synergy with Mahou Shojou

Megaphone - Announcer
T1 Nonbase Weapon Derivative of Wand
Hard-to-counter effects that counter enemy effects, Interrupting actions, Leadership synergy, Large AOEs

Quill - Scrivener
T1 Nonbase Weapon Derivative of Wand
Book synergy, Spellcasting, Altering spells, Summons, Changing effect ownership or details, Editing Book items, Magic Being synergy, Aerial synergy

Scepter - Metamagician
T1 Nonbase Weapon Derivative of Wand
Modifying spell effects, Expending alternate resources to modifying casting (or the parameters of already-existing effects), Sacrificing a weapon slot to a more support-oriented item that works poorly as a main weapon but works unusually well at supplementing actions when it is in the off-hand dual-wielded with something else

Snap-Stick - Bonetwister
T1 Nonbase Weapon Derivative of Wand
Wounded and Stat Drain Sub-status effects, Linking to targets and breaking them down, Attacks that maim more so than immediately kill (but set up impending death and aren't particularly 'nonlethal' or friendly)

Spellwand - Witch
T1 Nonbase Weapon Derivative of Wand
Casting specific subgroups of spells (on a per-weapon or per-ability basis) for free, Improving spellcasting, Equipping more spells

Whip - Dominator
T1 Base Weapon
Paralyzed, Charm/control, Giving allies actions, Restricting enemy actions, Using AGI for Melee Attacks, Melee Attacking at a range

Bladesash - Threadmaster
T1 Nonbase Weapon Derivative of Whip
Hard-to-disarm weapons, Snaring up opponents in effects, Layered sticky problems stacked on a single target that hurt to remove but also tie up the wielder's options

Burrower-Whip - Infestationist
T1 Nonbase Weapon Derivative of Whip
Insect and Cthonian bonuses, Attacks that hit targets and stick in them auto-re-hitting, Accumulating stacks of negative effects on a target until a repeated attack action gets super-boosted for a kill-shot

Cat-O-Nine-Tails - Torturer
T1 Nonbase Weapon Derivative of Whip
Pain, Debilitating effects, stacking negative status effects and debuffs, Punishing actions in a manner that causes repeated attempts to gain a failure chance

Chain - Biker
T1 Nonbase Weapon Derivative of Whip
Stun/disable/vex targets, STR+AGI, Weapons that slot into and improve Transformations when mode is shifted

Flying Blade - Guillotine-Master
T1 Nonbase Weapon Derivative of Whip
Hit-crit-but-low-to-hit Whip attacks, hits that bring a target to position and kill it if it moves, breaking the weapon to do an AOE-Crit

Hookrod - Angler
T1 Nonbase Weapon Derivative of Whip
Bonuses versus Aquatics, Luring targets into position, Dragging targets to given areas, Hitting things to make them easier for allies to hit, Starting with Agility (or sometimes Mind) to hit, then following it up with Strength for added effects

Kedama - Bouncer
T1 Nonbase Weapon Derivative of Whip
Moving while attacking, Boosting Dodge and losing To Hit as you hit things, Boosting To Hit and losing Dodge as you Dodge things, AOE AGI-melee

Lash - Slaver
T1 Nonbase Weapon Derivative of Whip
Doubling down on the core focuses of Whip, Punishing ally failure to make future actions work better, Gaining control of targets, Anti-Human, Anti-Humanoid

Lasso - Cowgirl
T1 Nonbase Weapon Derivative of Whip
Non-damaging attacks, Paralysis, Moving enemies and allies around, Altering enemy turn-order, Stun/action-lock

Meteor Hammer - Breaker
T1 Nonbase Weapon Derivative of Whip
Bringing Strength back into Whip attacks, Smashing Zonal effects and defensive effects, Stun attacks, AOE heavy melee damage from range

Puppet Strings - Puppeteer
T1 Nonbase Weapon Derivative of Whip
Control/Charm/action-manipulation, Giving allies actions, Giving enemies actions that you control, AOE attacks, Paralysis, Hexed, Summon command/boosting, Attacks that ignore row-bonuses, Synergy with Rune Magic

Snap-Trap - Trapper
T1 Nonbase Weapon Derivative of Whip
Trap boosts, Debilitating opponent movement, Locking targets in place to be hit, Wounded sub-status effects

Wire - Strangler
T1 Nonbase Weapon Derivative of Whip
Suffocation, Paralyzed, Auto-hitting after hitting once, Continuous Damage, Damage-upon-acting

Yoyo - Trick Master
T1 Nonbase Weapon Derivative of Whip
Stacking numerous Techniques onto one attack, Using multiple stances, Combining effects together for complex actions, Melee Attacks that work at a range and use Agility

Mechahead - Chimeric Headhunter
T1 Nonbase Imaginary Weapon
Sticking robot heads on yourself that give you more subtypes and the actions of beings from the Enemy List, Bonus actions

Swordfish - <In Elemental Researcher, for now>
T1 Nonbase Imaginary Weapon
It's a Sword! It's a Fish! It benefits from lots of different class trees but doesn't have much of its own!

Throatball (2) - <In Elemental Researcher, for now>
T1 Nonbase Imaginary Weapon
Putting on threatening displays and then punishing actions with a big counterattack

Confusion (3) - <In Elemental Researcher, for now>
T2 Nonbase Imaginary Weapon
Confusion (3) is a T2 Imaginary nonbase Weapon subtype. Instead of powering up the weapon Confusion (3), most of its abilities power up the element Confusion (2), except for a few that break the trend and focus on the weapon instead at random points. The weapons weren't by themselves, Imaginary, but there were abilities in the tree that make them become Imaginary (and the tree as a whole required the Imaginary Element sub-branch to get into), but now it is Imaginary, but the abilities still exist (in case it stops being Imaginary at some point). Its class, which is a subclass of Elemental Researcher for now, is Coordinator Irrelevant.

Forest - <In Elemental Researcher, for now>
T2 Nonbase Imaginary Weapon
Forest is a T2 Imaginary weapon subtype. It causes forests to pop up under opponents like spike traps, blocks attacks with massive sprouting trees, and causes entire forests worth of wood to come crashing down on opponents. A notable sub-tree focuses on using it to mass-summon Plants. It synergizes with Botanist and Geomancer.

Clipboard - Reality Auditor
T3 Nonbase Weapon
Mass scans, Information tabulation and manipulation, Reality-warping/alteration, Changing values/properties of things, Similar to Dreamshaper but more lawful/regimented style-wise

Weapon of Legend - Legend
T3 Nonbase Weapon
Super-powerful weapons that require special permissions to use normally (and accessing said weapons without the specific permissions), Super-boosting weapons that also possess other subtypes, Empowering unique items
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Re: Updates

Post by Aeromage »

Minor Issues
Some of those derivative classes share a name with an already-existing ability. I recommend having the already-existing ability become <Name> (2) so we don't end up with an entire tree going the way of being appended with (2).

Abilities in question:
Preacher
Clown
Reliquarian
Hypnotist
Rancher
Judge
Gourmand
Tactician
Pirate
Knight
Teacher
Shepherd
Gardener
Fencer
Samurai
Juggler
Painter
Carpenter
Tinker
Gravedigger


Larger Issues

Historian is mentioned as a prerequisite for some abilities in the shop already, although this may have been intended to be 'Resonant Historian', the Memory class.

Basic Instrument of Retribution Knowledge- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Champion of the Upper Realms, Monk, Warrior, (Summoner of Beasts Unheard OR Temporal Primarch OR Historian)
Cost: 5,000,000 Gold, 30 Weeks

Basic Precursor Knowledge- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Theoretical Mage-Scientist, Historian, Archmage of the Ancients
Cost: 60,000,000 Gold, 30 Weeks



Explorer is already a classname for the Edgelander subtype. Alternative suggestion for the Machete class: Trailblazer.

Parasite already exists as the classname for the Needle weapon subtype, although Needle's new classname is Acupuncturist. However, it's possible that current Needles are supposed to be Syringes instead. Tolva currently has as much of the Parasite tree as exists, due to the Abominable Murmur's Needle aspect. There may need to be some subtype-reallocation happening with those abilities and extant Needles.

Calculator is mentioned as the classname for both Catastrophe Mind and Remote. Alternative suggestion for the Catastrophe Mind or Remote class: Manipulator. (Alternative suggestion for Remote via Not-Dave: Rigger)

Captain is already the classname for the Vessel transformation-subtype. Alternative suggestion for the Buckler class: Rodelero. (It's a historic descriptor for warriors that used bucklers prominently)

Warden is already the classname for Binder Magic. Alternative suggestion for the Geostave class: Lodestone-Bearer.

Fisherman is already the classname for Fish weapons. Alternative suggestion for the Hookrod class: Angler.


We may want to alter new weapons going forward (or suddenly-becoming-derivative weapons) into having the form (Weapon, Type: Derivative), for example Book: Card. This may need to extend to derivatives becoming separate-but-linked subtrees of their overarching subtype, for example Scholar: Card Mystic.

That's an awful lot of work, though, so it may be best just to make a note in the subtype-heading instead, for example:
~Card (Derivative of Book)~
~Card Mystic (Card) (Derivative of Scholar)~

Going through the entire Shop to alter existing Weapons is likely going to be too much work, save for those that explicitly have the derivative subtype's name in their... well, name. Uniques and Artifact Aspects are probably doable, though.
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Re: Updates

Post by Aeromage »

New abilities have been required to reflect the changing Base-ness and Tier-ness of things.

Classical Training

Classical Training in Standard Combat Utilizing the Fan- (Passive Ability, Adviser) Possessor may treat Fan as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Card- (Passive Ability, Card Mystic) Possessor may treat Card as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Hammer- (Passive Ability, Crusher) Possessor may treat Hammer as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Soul- (Passive Ability, Enslaver) Possessor may treat Soul as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Bladecane- (Passive Ability, Gentleman Assassin) Possessor may treat Bladecane as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Stone- (Passive Ability, Ioun Master) Possessor may treat Stone as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Spear- (Passive Ability, Lancer) Possessor may treat Spear as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Assault Matrix- (Passive Ability, Matrix Keeper) Possessor may treat Assault Matrix as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Orb- (Passive Ability, Magus) Possessor may treat Orb as a Base Weapon subtype
Not for Sale

Classical Training in Standard Combat Utilizing the Bailartix- (Passive Ability, Soldreidrethanoi) Possessor may treat Bailartix as a Base Weapon subtype
Not for Sale


Peerless Understanding

Peerless Understanding of the True Power of the Force- (Passive Ability, Controller) Possessor treats Force as a Tier 2 Weapon subtype. Other entities treat instances of Forces wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Force Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Shield- (Passive Ability, Defender) Possessor treats Shield as a Tier 2 Weapon subtype. Other entities treat instances of Shields wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Shield Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Book- (Passive Ability, Scholar) Possessor treats Book as a Tier 2 Weapon subtype. Other entities treat instances of Books wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Book Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Deadly Item- (Passive Ability, Slayer) Possessor treats Deadly Item as a Tier 2 Weapon subtype. Other entities treat instances of Deadly Items wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Deadly Item Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Remote- (Passive Ability, <CLASSNAME>) Possessor treats Remote as a Tier 2 Weapon subtype. Other entities treat instances of Remotes wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Remote Training, Peerless Understanding of the True Power of the <Any Weapon Subtype Derivative of this Weapon Subtype>
Cost: 30,000,000 Gold, 30 Weeks



Peerless Understanding of the True Power of the Ordeal- (Passive Ability, Other: Arbiter of Trials) Possessor treats Ordeal as a Tier 2 Weapon subtype. Other entities treat instances of Ordeals wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Ordeal Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Box- (Passive Ability, Other: Boxmeister) Possessor treats Box as a Tier 2 Weapon subtype. Other entities treat instances of Boxes wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Box Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Catastrophe Mind- (Passive Ability, Other: Calculator) Possessor treats Catastrophe Mind as a Tier 2 Weapon subtype. Other entities treat instances of Catastrophe Minds wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Catastrophe Mind Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Stage- (Passive Ability, Other: Crossrealm Storyteller) Possessor treats Stage as a Tier 2 Weapon subtype. Other entities treat instances of Stages wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Stage Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Teapot- (Passive Ability, Other: Lady of the Exceptional Leaf) Possessor treats Teapot as a Tier 2 Weapon subtype. Other entities treat instances of Teapot wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Teapot Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Basilisk Emblem- (Passive Ability, Other: Noetic Gorgon) Possessor treats Basilisk Emblem as a Tier 2 Weapon subtype. Other entities treat instances of Basilisk Emblems wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Basilisk Emblem Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Essence Reconfiguration- (Passive Ability, Other: Protean Being) Possessor treats Essence Reconfiguration as a Tier 2 Weapon subtype. Other entities treat instances of Essence Reconfigurations wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Essence Reconfiguration Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Chaos Talon- (Passive Ability, Other: Raptor of Anarchy) Possessor treats Chaos Talon as a Tier 2 Weapon subtype. Other entities treat instances of Chaos Talons wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Chaos Talon Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Siege Weaponry- (Passive Ability, Other: Siegemaster) Possessor treats Siege Weaponry as a Tier 2 Weapon subtype. Other entities treat instances of Siege Weaponry wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Siege Weaponry Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Starlight- (Passive Ability, Other: Stellar Armsmaster) Possessor treats Starlight as a Tier 2 Weapon subtype. Other entities treat instances of Starlight wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Starlight Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Lightning- (Passive Ability, Other: Stormsmiter) Possessor treats Lightning as a Tier 2 Weapon subtype. Other entities treat instances of Lightning wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Lightning Training
Cost: 30,000,000 Gold, 30 Weeks

Peerless Understanding of the True Power of the Ledger- (Passive Ability, Other: Tallyman) Possessor treats Ledger as a Tier 2 Weapon subtype. Other entities treat instances of Ledgers wielded by possessor as a Tier 2 Weapon subtype.
Requires: Adept Ledger Training
Cost: 30,000,000 Gold, 30 Weeks


Assignments

Nira gets:
Classical Training in Standard Combat Utilizing the Fan
Classical Training in Standard Combat Utilizing the Card
Classical Training in Standard Combat Utilizing the Hammer
Classical Training in Standard Combat Utilizing the Soul
Classical Training in Standard Combat Utilizing the Spear
Classical Training in Standard Combat Utilizing the Bladecane
Classical Training in Standard Combat Utilizing the Stone
Classical Training in Standard Combat Utilizing the Assault Matrix
Classical Training in Standard Combat Utilizing the Orb


Draconics gets:
Classical Training in Standard Combat Utilizing the Hammer
Classical Training in Standard Combat Utilizing the Stone
Classical Training in Standard Combat Utilizing the Assault Matrix


Zweirugi gets:
Classical Training in Standard Combat Utilizing the Hammer


Roulette Master gets:
Classical Training in Standard Combat Utilizing the Soul
Classical Training in Standard Combat Utilizing the Spear
Classical Training in Standard Combat Utilizing the Orb


Caelum gets:
Classical Training in Standard Combat Utilizing the Card
Classical Training in Standard Combat Utilizing the Orb
Peerless Understanding of the True Power of the Stage


Cael gets:
Classical Training in Standard Combat Utilizing the Orb


Tolva gets:
Classical Training in Standard Combat Utilizing the Hammer
Classical Training in Standard Combat Utilizing the Soul
Classical Training in Standard Combat Utilizing the Assault Matrix


The Doctor gets:
Classical Training in Standard Combat Utilizing the Hammer


Viren gets:
Classical Training in Standard Combat Utilizing the Hammer
Classical Training in Standard Combat Utilizing the Soul
Peerless Understanding of the True Power of the Lightning


Rosaline gets:
Peerless Understanding of the True Power of the Teapot


Tia gets:
Classical Training in Standard Combat Utilizing the Card
Classical Training in Standard Combat Utilizing the Stone
Classical Training in Standard Combat Utilizing the Orb


Alrick gets:
Peerless Understanding of the True Power of the Siege Weaponry


Elyion gets:
Classical Training in Standard Combat Utilizing the Card
Classical Training in Standard Combat Utilizing the Stone
Classical Training in Standard Combat Utilizing the Orb
Peerless Understanding of the True Power of the Siege Weaponry


Celas gets:
Classical Training in Standard Combat Utilizing the Soul


El gets:
Classical Training in Standard Combat Utilizing the Assault Matrix
Peerless Understanding of the True Power of the Teapot
Peerless Understanding of the True Power of the Siege Weaponry


Cyaeilia gets:
Classical Training in Standard Combat Utilizing the Card
Classical Training in Standard Combat Utilizing the Hammer
Classical Training in Standard Combat Utilizing the Soul
Classical Training in Standard Combat Utilizing the Stone
Classical Training in Standard Combat Utilizing the Orb
Peerless Understanding of the True Power of the Siege Weaponry


Lili von Mion gets:
Classical Training in Standard Combat Utilizing the Hammer
Classical Training in Standard Combat Utilizing the Soul
Classical Training in Standard Combat Utilizing the Assault Matrix
Peerless Understanding of the True Power of the Teapot


Archimedes gets:
Peerless Understanding of the True Power of the Box


Ryuutarou gets:
Classical Training in Standard Combat Utilizing the Hammer


Enrica gets:
Classical Training in Standard Combat Utilizing the Bladecane


Dulcinea gets:
Classical Training in Standard Combat Utilizing the Bladecane


Kit gets:
Classical Training in Standard Combat Utilizing the Hammer


Kelver gets:
Classical Training in Standard Combat Utilizing the Spear


Stearic Camphor gets:
Classical Training in Standard Combat Utilizing the Hammer


Lancer gets:
Classical Training in Standard Combat Utilizing the Spear
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Re: Updates

Post by Lord Gadigan »

New abilities approved.
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Re: Updates

Post by Lord Gadigan »

We may want to alter new weapons going forward (or suddenly-becoming-derivative weapons) into having the form (Weapon, Type: Derivative), for example Book: Card.
This I support.
This may need to extend to derivatives becoming separate-but-linked subtrees of their overarching subtype, for example Scholar: Card Mystic.

That's an awful lot of work, though, so it may be best just to make a note in the subtype-heading instead, for example:
~Card (Derivative of Book)~
~Card Mystic (Card) (Derivative of Scholar)~
I don't have a strong opinion on this at the moment and am open to mod ideas on what would be easier / preferred.
Going through the entire Shop to alter existing Weapons is likely going to be too much work, save for those that explicitly have the derivative subtype's name in their... well, name. Uniques and Artifact Aspects are probably doable, though.
Please don't change existing items at the moment. The BA is set up in such a way that a lot of individual items can be relics of times and places when the cosmos was different. Some of the new subtypes are potentially relegated to specific worlds/regions, and there are items that even have the words in their names that won't be the new subtypes (even though a lot of new items will). Essentially, while some items may get a revamp in the future, this isn't pressing and there are currently intended to be outliers.
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Re: Updates

Post by Lord Gadigan »

Some of those derivative classes share a name with an already-existing ability. I recommend having the already-existing ability become <Name> (2) so we don't end up with an entire tree going the way of being appended with (2).

Abilities in question:
Preacher
Basic Poisoner Training (as Blowgun is going to need that)
Clown
Reliquarian
Hypnotist
Rancher
Judge
Gourmand
Tactician
Pirate
Knight
Teacher
Shepherd
Gardener
Fencer
Samurai
Juggler
Painter
Carpenter
Tinker
Gravedigger
Yeah, that works. Thank you. I considered trying to rename the classes, but there's several, good class-name words are getting progressively thinner on the ground, and this seems straightforward.
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Re: Updates

Post by Lord Gadigan »

Historian is mentioned as a prerequisite for some abilities in the shop already, although this may have been intended to be 'Resonant Historian', the Memory class.

Basic Instrument of Retribution Knowledge- (Passive Ability, Other: Instrument of Retribution) Possessor's Aisurii pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Champion of the Upper Realms, Monk, Warrior, (Summoner of Beasts Unheard OR Temporal Primarch OR Historian)
Cost: 5,000,000 Gold, 30 Weeks

Basic Precursor Knowledge- (Passive Ability, Other: Precursor) Possessor's Ancient pets and summons gain +100 HP, +100 MP, +10 to damage dealt, and +10 to all stats
Requires: Theoretical Mage-Scientist, Historian, Archmage of the Ancients
Cost: 60,000,000 Gold, 30 Weeks
This was meant to be a Scholar ability named Historian that potentially never got made/released.

Keep it Historian, please. It will use the new class.
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Re: Updates

Post by Lord Gadigan »

Explorer is already a classname for the Edgelander subtype. Alternative suggestion for the Machete class: Trailblazer.
Approved. Almost want to rename the Edgelander class, but we'll go with that.
Parasite already exists as the classname for the Needle weapon subtype, although Needle's new classname is Acupuncturist. However, it's possible that current Needles are supposed to be Syringes instead. Tolva currently has as much of the Parasite tree as exists, due to the Abominable Murmur's Needle aspect. There may need to be some subtype-reallocation happening with those abilities and extant Needles.
This got addressed in chat at some point well in advance of the actual post here, but the information doesn't seem to have carried forward. The weapon previously named 'Needle' is now named 'Syringe', as you suspected it might be.
Calculator is mentioned as the classname for both Catastrophe Mind and Remote. Alternative suggestion for the Catastrophe Mind or Remote class: Manipulator. (Alternative suggestion for Remote via Not-Dave: Rigger)
Manipulator for Calculator class, please.
(Remote -Aeromage)
Captain is already the classname for the Vessel transformation-subtype. Alternative suggestion for the Buckler class: Rodelero. (It's a historic descriptor for warriors that used bucklers prominently)
Sounds good. Let's go with that.
Warden is already the classname for Binder Magic. Alternative suggestion for the Geostave class: Lodestone-Bearer.
That sounds too slow-focused and negative-aura-focused compared to what I want. Let's go Landkeeper on the new one.
Fisherman is already the classname for Fish weapons. Alternative suggestion for the Hookrod class: Angler.
Approved.
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Re: Updates

Post by Lord Gadigan »

Thank you for reviewing and updating this stuff!
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Re: Updates

Post by Aeromage »

[17:38]Gadigan: It was proposed that I leave this open for a short bit to let people get things
[17:39]Gadigan: I'll give people a week on this stuff. Possibly longer on actual prereq changes
[17:39]Caelzeph: Will that also extend to queued-up buys?
[17:40]Gadigan: If stuff gets into queue before I redo the prereqs on this stuff, it's getting into queue and being left alone unless the queue gets revised / cancelled
[17:41]Gadigan: Getting the count-as-T1 / count-as-T2 does not extend to queues
[17:41]Gadigan: Those were meant for characters already invested in something whose build was being impacted
[17:41]Gadigan: Not people who theoretically wanted to expand into things but don't have the spheres/resources for it
[17:42]Gadigan: If someone has had one in queue already for a while, talk to me about it
In other words, we've got until the 18th to get those auto-buys in to qualify for the Classical/Peerless abilities!
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Re: Updates

Post by The Nottest of Daves »

[21:20]Gadigan: New ruling (can be posted): If an existing PC has selected something that became a derivative subtype as a core subtype or wellspring/inundation subtype or associated subtype or something similar, it also gets the base. This also applies to the auto-pick lists for Detective and stuff in case anything odd got into them
[21:20]Gadigan: This only applies to previous and automatic selections for now, not new ones
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Re: Updates

Post by Lord Gadigan »

New weapon subtype that I remembered wanting to put on the list but had forgotten while away from the computer for a bit:

Visage-Axe - Blade Tyrant
T1 Nonbase Weapon Derivative of Axe
Leadership boosts, Forcing commands through, Counting as having allies, Prepared actions if you lose control of yourself, Immunities, Overruling/overriding effects, Gaining control of things
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Re: Updates

Post by Lord Gadigan »

Armor categorization update, with similar guidelines to the weapon one:

Aura - Auramancer
T1 Base Armor
MIN/SPI/MP boosting, Magical attack boosting, AOE effects, Passive AOEs (both beneficial and harmful), Flat-Damage at start-of-round, Flat-damage upon-being-attacked

Astrolabe - Astrologer
T1 Nonbase Armor Derivative of Aura
Setting up spell effects and boosting your defense while they remain active, Getting more defense from friendly Zones and Phantom Terrain, Links to Astral Magic, Illusion, Divination, and Spatial Magic, Magical Attack boosts, Extending Seer attack-prediction to Auras if you also have Seer

Blaze - Pyroclast
T1 Nonbase Armor Derivative of Aura
Flat Damage, Passive Damage, Offensive aura effects, Countering being hit by dealing Flat Damage and inflicting moderate negatives

Bubble - Seachild
T1 Nonbase Armor Derivative of Aura
Super-brief ultra-high defense / damage negation / immunity, followed by the armor dropping and leaving the wearer exposed, Water/Aquatic/Acid synergy

Chaos Shroud - Anarchy's Raptor
T1 Nonbase Armor Derivative of Aura
Armors with random values, offense on armors, Weird effects on armor, Variable armors, Chaos Talon synergy

Domain - Outer Huntsman
T1 Nonbase Armor Derivative of Aura
Bringing a bubble of Planar terrain around with you that overrides local terrain and zonal effects, Both good when used by and weak against Outer Lords

Foam - Cauldron-Born
T1 Nonbase Armor Derivative of Aura
Armors that get progressively bulkier, more obstructive to enemies, and more zone-overwhelming, forcing opponents to occasionally divert actions to specifically harming the armor and paring it back towards its initial state

Forcefield - Technocrat
T1 Nonbase Armor Derivative of Aura
MIN-to-Defense, A secondary HP pool that regenerates but that temporarily takes the armor out while it is down, Status effect immunities while up, Defense boosts while up

Halo - Heaven-Sent
T1 Nonbase Armor Derivative of Aura
Positive auras that boost and defend allies, Resistances and bonuses against Malevolent Planar entities, Awestruck, Divine Magic, Regeneration, MP Regen, Smite-counters

Limbdome - Grasping Tide
T1 Nonbase Armor Derivative of Aura
Gaining tons of bonus slots and multi-hit rushing things while blocking counters but at the cost of self-control, Auto-counters that are a bit over-aggressive, Precision manipulating things in exchange for randomly manipulating others, Steal-as-defend, Preemptive counters

Swarmsphere - Entomologist
T1 Nonbase Armor Derivative of Aura
Being screened by summons, Summoning Insects (particularly units thereof), Dodge based on the number of Insect summons you have, Counterattacks utilizing summons or groups of summons

Body-Mod - Modificationist
T1 Base Armor
Altering your stats, Sacrificing some areas or capabilities of your build to boost others in adjustable ways

Dermal Plating - Steel Centurion
T1 Nonbase Armor Derivative of Body-Mod
Armor that cannot be altered/modified/affected by opponents, Surprise-armor, Pairing with other armors to equip them as something hidden under the skin, Upgrade synergy, Technology synergy, Resilience, Resistance to Crit-attached effects

Fitness Plan - Bodybuilder
T1 Nonbase Armor Derivative of Body-Mod
Setting routines of actions and gaining benefits (particularly Defensive ones, but also stat-based ones) by regularly meeting goals, Becoming more defensive and fit as time progresses

Genehack - Evolutionist
T1 Nonbase Armor Derivative of Body-Mod
Taking baseline enemy traits, then amping them selectively as active boosts, but with backlash and penalties that last a while when the boosts end, Shuffling penalties off to non-temporary pets and allies, Boosting/modifying allies, particularly Animals and Bio-Horrors

Hellheart - Malevolator
T1 Nonbase Armor Derivative of Body-Mod
Gaining powers (particularly defenses and passives) appropriate to lower-planar beings, Declaring vengeance upon being attacked and gaining boosts for a bit (both offensive and defensive) in response, but suffering penalties unless you successfully defeat the attacker quickly, Pactmaker synergy

Infusion Formula - Essence Chemist
T1 Nonbase Armor Derivative of Body-Mod
HP and MP boosts, Resistances, Element shifting, Flat Damage, Row-order-formation alteration, Synergy with Viscous Lord and Weirdworker

Oil - Grappler
T1 Nonbase Armor Derivative of Body-Mod
Melee, Unarmed Technique and Fist Weapon synergy, Locking down opponents who attack you into a grapple that sucks up both of your actions until someone else intervenes (doing and/or taking slow damage in the process while preventing either grappler from taking actions)

Selfsmelt - Molten Forgebody
T1 Nonbase Armor Derivative of Body-Mod
Taking actions to gradually rework yourself mid-battle to be more defensive against opponents, Burning, Going from a weak state to a 'heated up' state with lots of counters and Fire to a state that you hammer into being cooled, defensive, and hard, but unable to counter from, restarting the process with some effort

Shiftskin - Duramorph
T1 Nonbase Armor Derivative of Body-Mod
Cherry-picking aspects of enemies to pick up, Gradually modifying capabilities as shifting through subtypes, Retaining aspects of Form stances that you shift out of, Changing between personal modes

Steroid - Bulkhulk
T1 Nonbase Armor Derivative of Body-Mod
STR-boosts, Berserk, Melee, Crusher and Combatant synergy, High initial defenses that succumb over time to self-damage rather despite being resistant to outside harm

Supreme Attribute - Marvel
T1 Nonbase Armor Derivative of Body-Mod
When equipped, a Supreme Attribute flows into its wielder, reshaping them to be optimized for a particular purpose. It can give birth to titans of rippling muscle, suave ladykillers, cute-as-a-button children, or really, really pointy triangles. It is a difficult armor type for most individuals to wield (or even interact with as an item), with Battle Arena Members and other such beings having an advantage in manipulating and utilizing it. It pairs well with Superpowers, Spy abilities, Shapeshifters, Monk abilities, and Forces.

Tattoo - Ink-Artisan
T1 Nonbase Armor Derivative of Body-Mod
Scholar synergy, Various accessory synergies, Equipping large numbers of Armors and choosing which are active each round, Equipping additional Tattoo armors as weapons and accessories with roles altered based on what they get equipped as

Clothing - Diplomat
T1 Base Armor
Charm, Ally boosts, General-purpose stat-increases, Giving allies actions

Casualwear - Townsfolk
T1 Nonbase Armor Derivative of Clothing
Weak defenses, Being overlooked by AOE effects, penalizing attackers who attack you if you haven't attacked them first if there are other, more-dangerous-appearing targets nearby, Retreating and getting help when attacked

Formalwear - Aristocrat
T1 Nonbase Armor Derivative of Clothing
Strong-for-clothes but inflexible defenses, Bonuses when not sullied with negative status effects, Improved bonuses to allies and Charm effects, Bonuses against less-wealthy targets

High Fashion - Grand Couturier
T1 Nonbase Armor Derivative of Clothing
Bizarre, niche effects that are usually useless but are sometimes extremely powerful in the right circumstance

Sanguine Garments - Crimson Courtier
T1 Nonbase Armor Derivative of Clothing
Drain, Formalwear synergy, Nobility synergy, Undead synergy, Blood Magic synergy, Setting defensive area effects, Counterattack-drain as a defense

Sleepwear - Somnambulist Dreamlander
T1 Nonbase Armor Derivative of Clothing
Defensive boosts while asleep, Prolonging being asleep, Falling asleep, Super-dodge while asleep, Evading apocalyptic effects in strange ways while asleep, Battlespace travel while asleep, auto-actions and counters while asleep

Streetwear - Trendsetter
T1 Nonbase Armor Derivative of Clothing
Defensive effects that propagate, Mixing light-to-mid defense with counterattacks, Gaining control of zones through numbers (with buffs or similar attire required)

Swimwear - Swimmer
T1 Nonbase Armor Derivative of Clothing
Bonuses in and around water, Drowning Resistance/Immunity, Speed boost in water, Aquatic synergy, Zonal defenses / swim through damage zones

Underwear - Stripper
T1 Nonbase Armor Derivative of Clothing
Charm-boost, Dodge, Boosts for unequipping Accessories, Gold Drain

Wedding Dress - Bride
T1 Nonbase Armor Derivative of Clothing
It focuses on boosting its wearer's combo moves, linking its wearer's stats to other individuals, and resisting the countering/undoing of positive effects. There is also a berserker-rage subtree.

Winterwear - Polar Traveler
T1 Nonbase Armor Derivative of Clothing
Ice/Frozen Resistance, Environmental defenses, Light Armor synergy, Bonuses for not removing your armor or having it removed

Disguise - Spy
T1 Base Armor
Changing user element/subtype, Replicating and transforming into enemy-list entities, swapping places with individuals, entering other row-order formations, Scan-blocking

Beastframe - Mauler
T1 Nonbase Armor Derivative of Disguise
Being fitted into a Beastframe gives the wearer powerful enhancements based on the inhabited monster-representation (tending to work better when actual combat trophies from powerful monsters are incorporated into the armor), but limits the wearer's breadth of performable actions, offering power at the cost of versatility.

Body-Double - Clonelord
T1 Nonbase Armor Derivative of Disguise
Weakening your defenses but allowing you to come back a bunch of times after death (and preventing side-loss in battle the first few times), Replicating things, Dopple and Leadership synergy, Sacrificing defenses to temporarily become a Unit

Costume - Festivalgoer
T1 Nonbase Armor Derivative of Disguise
Positive status effects, Obtaining items from others and being boosted in using them, Candy synergy, Mask synergy, Bardic Music / Dance boosts, Assuming a specific battle role

Dragongarb - Draconian
T1 Nonbase Armor Derivative of Disguise
Improving breath weapons, Dragon synergy, Making non-Dragons Dragons, Also has Angel and Devil subtrees, Auto-breath-counters against lower-Level things that dare attack you

Distorted Wreathing - Glitchlurker
T1 Nonbase Armor Derivative of Disguise
Anti-scan, Improved offense while unscanned, Improved Dodge/Defense after successful offensive action while unscanned - attacking and then retreating into a briefly-strengthened inscrutable glitch, Lower Elements

Glamour - Glamour Artisan
T1 Nonbase Armor Derivative of Disguise
Fae synergy, Illusion synergy, Being other things until hit hard enough or scanned, ignoring small amounts of damage and debuffs entirely while not scanned

Hollowed Object - Sneakysneakster
T1 Nonbase Armor Derivative of Disguise
Entering battle as an object and then attacking from deep cover (but with the possibility of losing battle by being ignored and your allies swept before you can act)

Hologarb - Lightsculptor
T1 Nonbase Armor Derivative of Disguise
Turning fake subtypes into optional things that can't be used against you, Creating fake/temporary things, with bonuses to ones used defensively, Anti-Coded-Being, Dodge boosts

Pelt - Skinwalker
T1 Nonbase Armor Derivative of Disguise
HP and melee attack bonuses, Subtype-related resistances, bonus actions if under duress, counters, fast-attack, Synergy with Beastmaster

Sarcophagus - Pharaoh
T1 Nonbase Armor Derivative of Disguise
Torpid initial mode with heavy defense and infrequent actions, followed by revive-after-death (sometimes with delay) that equips other items, faking being dead but still acting, acting while dead, possession from death instead of resurrection

Skinsuit - Intruder
T1 Nonbase Armor Derivative of Disguise
Horror / Murder Arts Synergy, Pretending to be Humans, Humanoids, or things you killed, Shedding the armor once per battle/thread to inflict Fear and remove debuffs

Symbiote - Hybrid
T1 Nonbase Armor Derivative of Disguise
Having a second set of stats that takes debuffs / negative status effects / Damage separately, Give-and-take of resources between wearer and armor, Counting as having an ally, Replicating effects as though a specific other entity were performing them, Super Power synergy

Uniform - Imposter
T1 Nonbase Armor Derivative of Disguise
Putting on outfits to gain temporary abilities in classes, Faking class knowledge, Setting up skill effects and optionally having them fall apart on opponents later (or using actual skill-gain in a legit way when helping allies)

Grand Armor - Gigas Knight
T1 Base Armor
Offense boosts, 'Charge' actions, Breaking through defenses / effects, Stun, High-defense armors that carry Agility penalties (and reducing said penalties), Bonus HP, Occupying multiple spots in row-order

Fortress Armor - Living Bastion
T1 Nonbase Armor Derivative of Grand Armor
Heavy defense paired with ranged counterattacks, Resilience

Carapace Armor - Battlehulk
T1 Nonbase Armor Derivative of Grand Armor
Heavy defense that converts into offense with momentum, kill chains that flip you back into a defensive wall if they get stalled out long enough

Juggernaut Armor - Juggernaut Knight
T1 Nonbase Armor Derivative of Grand Armor
Shattering effects, Piercing defense, Overrunning / overwhelming things

Geobastion - Worldclaimer
T1 Nonbase Armor Derivative of Grand Armor
Huge, slow armor with terrain built into it that, when you stop moving, sinks into the area around you and starts replacing the local terrain with your mobile terrain, granting you defensive benefits while it is set and allies positive zonal/terrain-based effects

Stoneplate - Dwimmerlord
T1 Nonbase Armor Derivative of Grand Armor
Bonuses while underground or in Zones of Earth, Bonuses to Humanoids and Fae, High HP and Resilience boosts, Axe synergy

Lighthouse Armor - Lighthouse Keeper
T1 Nonbase Armor Derivative of Grand Armor
Aura-stances that effect specific parts of the battlefield, Maintaining multiple auras, Mixing heavy defense with Flat-Damage aura offense, Ocean Magic synergy, Alchemy synergy

Throne Armor - Emperor
T1 Nonbase Armor Derivative of Grand Armor
Defenses while allies are up, Ally boosts (particularly defensive ones), Remaining in place as an unassailable figure while enemies dash themselves against your side before finally moving into battle with Fame-boosts, length-of-battle-thusfar boosts, and Charm-becomes-Damage effects when you finally stride into battle with your throne converted into a grand suit of mobile armor

Warnest - Worldender
T1 Nonbase Armor Derivative of Grand Armor
Equipping tons of weapons and constantly attacking everything else, generating tons of counters to everyone's actions that can't be made nonlethal

Titan-Mail - Protodeus
T1 Nonbase Armor Derivative of Grand Armor
Effects for being around longer than things, Heavy defense combined with awe-on-arrival and moderate-on-arrival effects, Taking up huge amounts of space, Serving as an alternate source of divine power

Hermit-Shell - Sea-Strider
T1 Nonbase Armor Derivative of Grand Armor
Tuck-into-armor defenses, Moving around with large parts of a massive Aquatic attached to you, Carrying extra stuff and benefitting from it, Water/underwater benefits, Ocean Magic synergy, Treasure synergy, Taking up abandoned armors and adding them to a rolling pile of defense, Junk-trawling Robot/Machine-spec subtree in the class

Heavy Armor - Guardian
T1 Base Armor
Defense boosts, Resilience boosts, Guarding others, HP boosts, CON boosts, Reducing the effect of enemy attacks, Reducing the effect of debuffs

Shellplate - Armadillo-Knight
T1 Nonbase Armor Derivative of Heavy Armor
Defensive curl abilities, Roll-as-attack abilities, High defense with ability to hunker down for a while

Plate Armor - Fighter
T1 Nonbase Armor Derivative of Heavy Armor
Doubling down on heavy armor boosts, Pairing with Shield and Sword, Melee boosts

Scale Mail - Dracoknight
T1 Nonbase Armor Derivative of Heavy Armor
Bonuses against specific elements, Defense-against-element, Boosting mono-element attacks, Boosting moderate negative status effects (while also resisting those specific effects) if paired with armor element, Mono-element armors

Ceremonial Armor - Royal Guard
T1 Nonbase Armor Derivative of Heavy Armor
Fame boosts, High Gold value, Boosts based on the total Gold value of what you have on, Boosts from fancy accessories, Boosts from fancy elements, Ritual Magic and Leadership synergy

Diving Armor - Aquanaut
T1 Nonbase Armor Derivative of Heavy Armor
Bonuses underwater, Environmental protection, Mobile-within-zones heavy combat, Speargun synergy

Treeplate - Oakenguard
T1 Nonbase Armor Derivative of Heavy Armor
Regeneration, Plant synergy, Boosted buffs from Druid Magic, Plants, and Fae, Defending nature-based allies, Minor synergy with Rootstaff (allows some grapple abilities from that to be used with the armor rather than the weapon even if another weapon is equipped)

Hivemail - Swarmlord
T1 Nonbase Armor Derivative of Heavy Armor
Summoning in response to damage, Synergy with Swarmsphere and Insect, Counterattacks that work by directing unit allies, Mass summoning, Improving summoned allies' defenses, Becoming untargetable if you have enough summons and the opponent hasn't scanned you / isn't close enough / other conditionals

Knightly Mail - Pledged Knight
T1 Nonbase Armor Derivative of Heavy Armor
Benefits from Oaths, Knight of the Orders synergy, Other Knight-synergy, Plate Armor synergy, Benefits with code attached, Lots of subtrees with individual specializations

Terror Armor - Menace
T1 Nonbase Armor Derivative of Heavy Armor
Fear, Retaliatory gory murder with AOE debuffs, Demon and Undead synergy

Oathmail - Oathsworn
T1 Nonbase Armor Derivative of Heavy Armor
Benefits from Oaths, Divine magic benefits, Mixes Knightly Orders and Patron Deities, Paladin / Holy Magic synergy, Smite synergy, Defensive pledges, Self-sacrifice when the chips are down as a last resort

Bone Mail - Necroguard
T1 Nonbase Armor Derivative of Heavy Armor
Returning from death, Being empowered by being near death/undead, Undead and Necromancy synergy, Darkness synergy, Collecting benefits from defeated opponents of particular subtypes, AOE Flat Damage when harmed via pulses of death-energy

Speaker's Mail - Speaker of the Golden Houses
T1 Nonbase Armor Derivative of Heavy Armor
Issuing mandates from on high, Being untargetable, Being Immune to things (with conditionals on your Immunity), Leadership and Bardic Music synergy, Grandeur synergy, Visage Axe synergy

Light Armor - Protector
T1 Base Armor
Mobile combat, Counter attacks, Defense boosts, reactive defense, AGI boosts, Melee and Ranged boosts

Assassin's Armor - Ambusher
T1 Nonbase Armor Derivative of Light Armor
Stealth, Start-of-battle hiding, Attacking from stealth, Surprise, Mobile attacks, Dodge, Critical bonuses

Body Armor - Soldier
T1 Nonbase Armor Derivative of Light Armor
Defenses agiainst Ranged Attacks and Guns, Battlefield mobility, Ranged Attacking while moving, Quick stun-recovery

Gem-Mail - Crystalguard
T1 Nonbase Armor Derivative of Light Armor
Activatable effects, Reflection chances, Defenses that are solid and Resilient until they fail to a Crit and get weakened, Heavy Armor boosts to Light Armor until the break happens while keeping Light Armor boosts simultaneously

Hide Armor - Berserker
T1 Nonbase Armor Derivative of Light Armor
Bonuses against Melee / front-row opponents, Mixing melee attack and defense, Turning slain fauna into buffs, Going berserk for high-attack bonuses but random attacks against other stuff (including allies)

Labcoat - Researcher
T1 Nonbase Armor Derivative of Light Armor
Resistances, Acid Resistance, Gun and Flask synergy, MIN-boosting, Scan boosting, Hypertech boosting, General technology-and-alchemy-type perks

Light Mail - Duelist
T1 Nonbase Armor Derivative of Light Armor
Mobile combat, effects that force duels with specific opponents and penalize or block interaction with individuals outside of the duel

Living Mail - Biotrooper
T1 Nonbase Armor Derivative of Light Armor
Bioaugmentation and War-Organ synergy, Regeneration, Stat Damage Regen, Drain that boosts defense, Feeding the armor HP or stat points (and disabling corresponding regen for a bit) to get bonuses

Longcoat - Wasteland Drifter
T1 Nonbase Armor Derivative of Light Armor
Guns, Law or anti-Law, Pairing ranged attack with mobility and duel-effects

Morphmail - Slime-Soldier
T1 Nonbase Armor Derivative of Light Armor
Ooze synergy, Armor that can shuffle its priorities between a few effects, Converting armor into weapons, Dissolving and Dissolving-Resistance

Parade Armor - Distingushed Officer
T1 Nonbase Armor Derivative of Light Armor
Fame boosts, Fame-to-defense, High Gold values, Bonuses against things you are fancier or more important than, Moving in unison with identically-garbed allies

Restraint - Prisoner
T1 Nonbase Armor Derivative of Light Armor
Harsh penalties that are replaced with bonuses when acting under an ally's command, Prevention of opponent control through control-by-ally, being buffed when the armor is unequipped or destroyed

Super Suit - Sentai Ranger
T1 Nonbase Armor Derivative of Light Armor
Combination attacks with allies, Limited-time modes that offer various sorts of power boost, Enhancing transformations, Linking non-transformed abilities to transformations, Super Power synergy, Speed boosts

Woven Armor - Weaver
T1 Nonbase Armor Derivative of Light Armor
Dodge bonuses in terrain you have prepped for, Attack-from-ambush when in prepared terrain, Synergy with cloth/fabric accessories, Seer synergy

Power Armor - Power Trooper
T1 Base Armor
Protection against zones/terrains/effects attached to them, Protection against AOEs, Technology-related synergies, Linking weapons (particularly guns) to armor, Extra HP and MP, Bonus pools of HP that refresh themselves, Special movement via Jump-Jet subtree

Environmental Armor - Colonist
T1 Nonbase Armor Derivative of Power Armor
Zonal protection, Protection while entering battlespaces, Making terrain friendlier, Terraforming, Gaining control of Zones/Terrains

Chromeshell - Superheavy
T1 Nonbase Armor Derivative of Power Armor
Damage immunity, Heavy defenses, Being an impossible-to-break rock that fires big attacks at the cost of gradually wearing down allies' MP, Being the centerpiece of a team or part of a linked network of ultra-troops on a collective timer

Frame - Frame Architect
T1 Nonbase Armor Derivative of Power Armor
Giving targets temporary HP pools that come with other benefits but can be knocked off, Wearing power armor that is less defensive than other options at times but still boosts stats, Improving modifications to the armor / customizability

Hazard Suit - Cleaner
T1 Nonbase Armor Derivative of Power Armor
Heavy resistance to Flat Damage and Negative Status effects, particularly passives / zonal and terrain effects, but weak to being directly attacked by intelligent, non-swarm opponents, turning hazardous battlespaces safe by cleaning up effects

Jump Armor - Drop-Trooper
T1 Nonbase Armor Derivative of Power Armor
Entering battlespaces while firing, jetting around to attack, and then hopping out after a bit, Temporary resource reserves that rely on having a base-camp battlespace to fall back into to resupply

Space Suit - Astronaut
T1 Nonbase Armor Derivative of Power Armor
Protection against Ice / Darkness / Void / Atomic / various moderates (particularly Suffocation / Frozen / Voidstruck), Exploring battlespaces, Zonal protection

Warp Armor - Hitman
T1 Nonbase Armor Derivative of Power Armor
Teleporting in and attacking, Sudden attacks from surprise with high mobility, Mixing stealth/Thief-Arts-type skillsets with high-tech, Moving between battlespaces, Wanderer synergy, Ninja synergy

Warsuit - Mechanizer
T1 Nonbase Armor Derivative of Power Armor
Equipping extra weapons that deploy as you get damaged, Damage in thresholds with a max-per-action amount lost (that higher-Level things can avoid / pierce), Firing AOE attacks as counters as HP is lost, Wading into enemy row-order-formations and attacking everything, Heavy defenses/power that require maintenance between battles in extended excursions

Command Suit - Central Controller
T1 Nonbase Armor Derivative of Power Armor
Sitting in the back and boosting allies, being hard to target without effort at the start of battle / while allies are up, Running scans, acting as central command and coordinating others, Summoning Coded Beings and various Futuristic Constructs, MIN-boosts, Low mobility paired with low defense against close-range attacks

Nanomail - Nanosculptor
T1 Nonbase Armor Derivative of Power Armor
Armor with point pools that it can shuffle around to be better at particular things, Adding to armor point pools with class abilities, Custom semi-shapeshifting, On-demand fast-speed reactive regen at the cost of burning resources for the duration of the thread

Isolation Sphere - Voidmind
T1 Nonbase Armor Derivative of Power Armor
Setting yourself up as barely able to act but barely able to be acted against and charging effects or taking advantage of repeated automatic defenses that can win conflicts without manual intervention, Trusting in the safety of a super-hard armor while giving up versatility, Interacting with neither allies nor opponents

Robe - Seer
T1 Base Armor
MP/SPI/MIN/Magical Attack bonuses, Improved spellcasting, Scans, Predicting enemy actions and setting up specific defenses to counter them

Armored-Robe - Mage-Marshall
T1 Nonbase Armor Derivative of Robe
Mixing melee/ranged with Robe, Adding heavier defenses to Robes, Tracking / resisting / punishing other spellcasters who break codes, Law synergy, Gate Magic synergy, Gunslinging synergy

Astral Raiment - Starclad
T1 Nonbase Armor Derivative of Robe
It synergizes with Astral Magic, Holy Magic, Sword Arts, Wards, Auras, Starlight, and Forces. It allows for stacking/enchanting its armor pieces with Wards and Auras, reshaping itself to better fit use alongside Forces and Starlight, and has paladin-type powers that focus themselves against Tsayikk's debased elements rather than against the traditional lower-planar forces and undead.

Bodywrapping - Embalmer
T1 Nonbase Armor Derivative of Robe
Effects on touching things or being touched, Boosts when resurrected, Making your corpse immune to destruction or tampering, Sarcophagus synergy, Undead synergy, Monk synergy, Dancer synergy

Cassock - Vicar
T1 Nonbase Armor Derivative of Robe
Increased defenses from buffs, Increased buff power, Healing support, Overhealing Max HP in proportion to what opponents recently did to your team, Resurrecting allies, auto-resurrection, Divine Magic and Healer Magic boosts/synergy, Mace synergy, Smite-as-defense

Gown - Magistrate
T1 Nonbase Armor Derivative of Robe
Litigamancy / Mace / Law synergy, Setting up restrictions or rules that prevent attacks and offensive actions, Punishing unapproved offense

Magerobe - Thaumaturge
T1 Nonbase Armor Derivative of Robe
Doubling-down on core Robe effects, Improving magic, Magic attack boosts, Wizard synergy, Synergy with various spell classes, MP Regen, Altering casting / casting-related actions

Magidress - Magiclad
T1 Nonbase Armor Derivative of Robe
Magical attack bonuses, Increasing defensive effects from spells and stances, Gaining power upon switching through a few armors from the category, Extra MP pools, Bonuses in unusual terrain or with rare ally subtypes, Mahou Shoujou synergy

Mantling - Mantlekeeper
T1 Nonbase Armor Derivative of Robe
Armors that get empowered by abilities from other classes / skill-trees that are associated with planar beings, Gaining pseudo-weapons alongside armor that blast like Wands, Patron Deity synergy but with more exotic things than usual

Rags - Filth Dweller
T1 Nonbase Armor Derivative of Robe
Ignoring and spreading negative status effects, Mucking up zones, Gold Damage, Corroding items when hit, Insect/Plant/Machine defensive summons

Realmcourt Dress - Otherworlder
T1 Nonbase Armor Derivative of Robe
Protection against Planar terrain, High defensive benefits and battlefield control when in the proper planar terrain, Charm and defensive summoning of appropriate planar entities, Weak when not in specialized areas, Clothing synergy

Ritual Vestments - Practitioner
T1 Nonbase Armor Derivative of Robe
It is a specialized relative of robes that works as an armor type of MIN/SPI based spiritual casters. Its items tend to be specialized and have a specific spell or group of spells woven into them, acting as a means through which to cast those spells. They also have a tendency to bestow abilities.

Vinerobe - Ecologist
T1 Nonbase Armor Derivative of Robe
Merging with terrain, Plant synergy, Rootstaff synergy, Grapple-as-defense, Geomancy synergy, Druid Magic synergy, Regeneration, MP Recovery, Seed synergy, Stealth-based-on-terrain

Ward - Inscriber
T1 Base Armor
Resistances/Immunities/Reflection, Specialized defenses against particular subtypes, Adding defensive buffs to individuals, Applying Enhancements to items

Codeward - Programmer
T1 Nonbase Armor Derivative of Ward
Heavy Coded Being Resistance, Digi-Ice synergy, Computer Virus Resistance, tech-based Resistances, Little defense against physical or magic stuff

Defensive Mixture - Concoctionist
T1 Nonbase Armor Derivative of Ward
Alchemy synergy, Pools of effects that rise up to negate / cancel things, Spending ingredients to negate things or amp resistances, Expanding Ward effects but at the cost of increasing resource usage in prolonged battles

Dissuasion-Device - Soundwarden
T1 Nonbase Armor Derivative of Ward
Sonic synergy, Hypertech synergy, Causing action failure chance based on Resistances, Anti-small-thing effects that fail against things that take multiple spaces in row-order, Anti-Insect/Anti-Animal

Faithward - Cloistered
T1 Nonbase Armor Derivative of Ward
Defense reliant on connection to Patron Deity, Resistances boosted by number of Worshipper Benefits possessed, Resistances to enemies of Patron Deity

Framing - Paramount
T1 Nonbase Armor Derivative of Ward
Denoting yourself as important and requiring specific effort to be opposed, Summon Immunity, Awestruck, Forcing attacks to only target you or only target others, Resistance to lesser/minor things, Resistance to non-MP-costing actions, Law synergy, Glory synergy, Geomancy synergy

Mindward - Genius
T1 Nonbase Armor Derivative of Ward
Psychic Resistances, Anti-scan, Interrupting opposing actions (particularly if predicted), Little physical defense

Shieldfield - War-Ender
T1 Nonbase Armor Derivative of Ward
Shield synergy, Suddenly equipping a bunch of Shields temporarily to benefit from their combined Resistances and elemental defenses, Strong defenses that can only activate a limited number of times per round, Forcing Shields to be Defensive-only

Spellward - Countermage
T1 Nonbase Armor Derivative of Ward
Resistances to specific Spell subtypes, Being powered up by spells sent at you, Bonus MP pools with generally-limited scope of use, Auto-casting spells (and provoking this as a defense)

Symboligical Ward - Lexographer
T1 Nonbase Armor Derivative of Ward
Linking abilities to armor and activating them as combined chains with actions to create custom defenses, Acquiring non-traditional defensive resources that can be used to grant high resistances to specific things limited numbers of time, Stitching new effects into armor, Defensive buffs, Glyph / Rune / Symbol synergy

Veil - Outer Scion
T1 Nonbase Armor Derivative of Ward
Potent defenses and Immunities that help resist scans, but fall apart when scanned, Both good when used by and weak against Outer Lords

Ordinary Shrubbery - <In Elemental Researcher, for now>
T1 Nonbase Imaginary Armor
Disguise synergy, Plant synergy, Bursting out of the cover, surprising everyone, and assassinating some shocked fool who could not see through your clever ruse

Thrice-Golden Chaos - <In Elemental Researcher, for now>
T2 Nonbase Imaginary Armor
It wreathes the wearer in nonsensical, aberrant glory that stands in defiance to reality and exalts the one enthroned within it. It strikes forth with havoc at its wings (both metaphorical and actual), and rains down bountiful treasures that are as ephemeral as the wind, yet useful to its bearer all the same.
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Aeromage
Arena Lieutenant
Posts: 1084
Joined: Wed May 27, 2020 10:54 pm
Location: Right here.

Re: Updates

Post by Aeromage »

More Name Conflicts

Rod already exists! It's a Consumable subtype.
Rod - Crafter
Flat Damage, AOE effects, Buffs and debuffs, Healing, Synergizes with Sorceress
Alternate suggestion for the Weapon subtype: Sceptre/Scepter.


Existing Abilities needing the (2) treatment in the Ability Shop:

Astrologer
Swimmer (This may also need to extend to Expert Swimmer, Fast Swimmer, Graceful Swimmer, Synchronized Swimmer and Trained Swimmer, depending)
Researcher
Embalmer



Other Notes

It's been confirmed that Peerless Understanding of the True Power of the <Armour Subtype> is a thing.
Lord Gadigan
Site Admin
Posts: 2180
Joined: Thu May 21, 2020 9:26 pm

Re: Updates

Post by Lord Gadigan »

Scepter on the new one, please.
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The Nottest of Daves
High Plains Drifter
Posts: 1299
Joined: Wed May 27, 2020 11:49 pm
Location: The House of Windsor

Re: Updates

Post by The Nottest of Daves »

[21:48]Ordo Hereticus: Quick question:
Darkspawn Attract Cults- (World Law, Herald of Lunacy) Darkspawn may, at the start of each round, summon up to 20 Humans that are 5 or more Levels lower and fightable for drops on the Enemy List
Requires: Herald of Lunacy, Delver of the Forbidden, Priest, Warlock, Ritualist
Additional Requirement: Task: Set up cults of at least 30 members (at least one of whom must be unique in each) for 5 unique or notable-for-their-area Darkspawn
Cost: 5,000,000 Gold, 4 Weeks

Does Lurky setting up a cult for himself count as one of the required cults for this task?
[21:50]Gadigan: Interesting. Wasn't entirely intended, but still fits the general flavor of something a unique Darkspawn would do and doesn't just entirely get around the task, so I'll allow that. Generally, though (note this when posting the approval), you can't quest for yourself to get rewards.
Lord Gadigan
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Re: Updates

Post by Lord Gadigan »

A Radio Motorcyclist is not a BA member and is different from a BA member as follows:
* A Radio Motorcyclist is Bullfighting-Adjacent.
* A Radio Motorcyclist may not perform absorbs.
* A Radio Motorcyclist may not perform combos.
* A Radio Motorcyclist begins with 60 distributable base stat points.
* Radio Motorcyclists do not get bonus-points to assign on level-up.
* A Radio Motorcyclist may be Earth, Air, Fire, Water, Light, Darkness, Physical, Psychic, Magic, Technology, Electrical, Energy, Acid, Ice, War, Hope, Moon, Sun, Metal, Wood, Sonic, Tacky, Spatial, Time, Astral, Aether, Anime, Business, Magisparkly, Strange, Taxi, Terrorism, or Thermo element.
* A Radio Motorcyclist may be a Human, Fae, Humanoid, Robot, Edgelander, Mutant, Cousin, or Foreigner.
* A Radio Motorcyclist may not participate in Event Matches.
* A Radio Motorcyclist may not participate in Mini Quests.
* A Radio Motorcyclist may not participate in Event Matches, excluding the Boss Rush and Alternative Boss Rush.
* A Radio Motorcyclist does not obtain starting Warehouse Tickets but may turn them in if it acquires them somehow.
* A Radio Motorcyclist possesses a special Transformation called a Magellan's Vessel - it is also referred to as a Radio Motorcycle; it generally responds to effects as a Mandate Magellan's Magellan's Vessel would, but has some mechanical differences as outlined here. The Magellan's Vessel may be named by its controlling Magellan, but additionally counts as possessing the name 'Radio Motorcycle: <Controlling Radio Motorcyclist's Name>'. It is a Vehicle & Machine. It is not an item, cannot be destroyed as though it were an item, cannot be stolen, and cannot be removed from threads by effects that remove items from threads. Effects that would normally detransform a transformed individual, excluding the death of the transformation, do not detransform a Radio Motorcyclist transformed into its Magellan's Vessel unless coming from an entity that is 20 or more Levels greater than the Radio Motorcyclist. Unlike most transformations, the Magellan's Vessel has its own base stat values and calculates its stats using them as though it were a PC. A Radio Motorcyclist's Magellan's Vessel, being weaker by base than a Mandate Magellan's, begins with 50 distributable base stat points; it cannot put more than 10 of them into MIN or SPI, but it adds half its controlling Radio Motorcyclist's base MIN and base SPI to its corresponding base stats (rounding up).
* A Radio Motorcyclist gains a special track in the Ability Shop that may be used to purchase abilities for its Magellan's Vessel. The Vessel may use its controlling Magellan's abilities for prerequisite purposes but may itself only purchase Robot Traits, Machine Traits, Clockwork Traits, and abilities that have one of the aforementioned abilities as a prerequisite (or as a prior mandatory element somewhere earlier in a prerequisite tree). This means that this track cannot be used to initially purchase things for the above until the controlling Radio Motorcyclist gets the abilities that are the prerequisites for one of the above traits. A Radio Motorcyclist's Magellan's Vessel, unlike a Mandate Magellan's, may also purchase Musician and Bard abilities. The Radio Motorcyclist's vessel is slow to gain abilities, though, and requires twice as many Weeks in the Ability Shop to obtain them as a normal PC would.
* A Megellan's Vessel possesses special slots called Supersystem Slots. A standard Radio Motorcyclist's is weaker than a standard Mandate Magellan's, and by default, it begins with slots for 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 1 Ordnance, 1 Module, 1 Program, and 1 Special Cargo.
* Supersystems may be purchased using a Magellan's Vessel's ability track or its controlling Magellan's tracks or may be acquired through other means. Some have special requirements for purchase. Once purchased, they may be installed at any time their controller could equip non-specific carried items and may be uninstalled at any time their controller could unequip non-specific equipped items. All owned Supersystems are always considered installable if uninstalled unless otherwise specified; they are not items and do not have to be carried in an inventory.
* A Radio Motorcyclist must begin all non-RP-thread threads and battles transformed into its Magellan's Vessel if able.
* If a Radio Motorcyclist who is transformed into its Magellan's Vessel would be killed in the transformation, it, as an effect that stops the checking of end-of-battle-conditions by sides without members who are Level 100 or greater until resolved, is given the option of performing an Emergency Ejection, and, if it chooses to do so (being able to do so a max of once per thread), detransforms from the dead transformation - effects that would control a Mandate Magellan's decision may only control its decision if they could control it both in and out of the dying transformation.
* A Radio Motorcyclist may, by default, have one Soundtrack set at a time. At Levels 20, 40, 60, and 80, it may choose to have an additional Soundtrack set as part of a Mixtape Mashup.
* A Radio Motorcyclist may change any of its Soundtracks at the start of battle, at the start of a round, when it changes Stances, or when it performs a 'Change Stance' action (even if no Stance is changed as part of that action).
* A Radio Motorcyclist's Soundtracks take precedence in terms of Soundtrack-tie-determination over non-Radio-Motorcyclists once Level-band and ability-Tier are accounted for.
* A Radio Motorcyclist gains 2 bonus weeks per month that may be spent on Bard, Musician, Noise Master, Driver, Mechanist, Gunner, Gunslinger, and/or Mech Jockey abilities.
* A Radio Motorcyclist obtains an (its Level x5)% multiplier to its turn-order-determining stat sum for turn-order-determining purposes.
* A Radio Motorcyclist may initially only equip Instrument and Gun weapons. If a Radio Motorcyclist reaches Adept-Tier in another weapon-based class, it may equip the corresponding weapons, but halves all stat bonuses and attack bonuses provided by them.
* Radio Motorcyclists do not require Seal Pieces to break Level caps. Instead, they must possess given numbers of Soundtracks and Supersystems, as per the following chart:
Level 20- 1 Frame, 1 Drive, 1 Reactor, 1 Field-Emitter, 1 Plating, 1 Paintjob, 1 Ordnance, 1 Module, 1 Program, 1 Special Cargo, and 40 Soundtracks.
Level 40- 2 Frames, 2 Drives, 2 Reactors, 2 Field-Emitters, 2 Platings, 2 Paintjobs, 2 Ordnance, 2 Modules, 2 Programs, 2 Special Cargo, and 200 Soundtracks.
Level 60- 4 Frames, 4 Drives, 4 Reactors, 4 Field-Emitters, 4 Platings, 4 Paintjobs, 4 Ordnance, 4 Modules, 4 Programs, 4 Special Cargo, and 500 Soundtracks.
Level 80- 8 Frames, 8 Drives, 8 Reactors, 8 Field-Emitters, 8 Platings, 8 Paintjobs, 8 Ordnance, 8 Modules, 8 Programs, 8 Special Cargo, and 2,500 Soundtracks.
* Radio Motorcyclists initially think they are going to respawn at the Bullfighting Palace but respawn at the Battle Arena or One City instead (chosen at the time of respawn); they, unlike Bullfighters, get used to this.

Soundtrack rules:
* Only one individual's Soundtracks may take effect at once in a battlespace unless otherwise noted. If multiple individuals have Soundtracks active at a time, the highest-Level-band individual's soundtrack takes precedence (i.e. 1-19, 20-39, etc.). If that does not resolve the tie, the individual with the highest Tier ability across all of Bard, Dancer, Musician, and Noise Master takes precedence. If this does not resolve the tie, precedence order between individuals is determined randomly on a per-round basis, with a new precedence order being determined at the start of the next round and Soundtracks themselves not being able to influence this determination unless they specifically state that they do. This determination is made separately on a per-battlespace basis.
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