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Post by zer0gravitea on Aug 26, 2019 11:13:11 GMT -8
Classes Similar to many other popular RPGs, Broken Destiny features a Class System that serves as a framework for each character’s general combat style. While each class you will find in this thread is designed with a specific archetype in mind, you will find that most will still have a great deal of versatility within their choices. Before we jump into the nitty-gritty of each individual class, we’ll take some time to outline just how a class functions! Each class is separated into four levels, each requiring purchase of the corresponding level of “Class Mastery”. When you first select a class(you can only pick one class), you will begin at Class Level 0. Within each class, you will find a few core modifiers that increase or decrease as you level up, Class Features(see below for details), and each odd level grants you 1 Class Trait slot. How do Classes function?
You select a class at character creation and begin at level 0 with that class. At level 0, you will select two (2) of the three (3) listed class features and immediately gain those perks. At each rank of Class Mastery, you will be able to pick one (1) feature from the class level that corresponds with the rank of Class Mastery being purchased. Class Features: These are abilities that are similar to Traits in design, but are gained automatically with Class Levels(beginning at level 0) and usually serve as the foundation for your Class’s playstyle. Class Traits & Class Trait Slots: These are traits that are special in that they are restricted to certain clusters of classes. By the end of the game, you will have two (2) Class Trait Slots, gaining one at Class Mastery 1 and Class Mastery 2. Class Traits are generally ‘stronger’ or ‘more useful’ than General Traits, but may prove to be more prone to balance adjustments than other Traits. Whenever you purchase a Trait respec, Class Traits are included in that respec. Class Modifiers: Each class has modifiers inherent to them, which may increase or decrease as you level up your class through Class Mastery. These modifiers do not stack with each other and each level’s modifiers replaces the previous level’s modifiers. Respeccing Classes: You may respec your class once for free at level 0, and once for free at level 1. These respecs may only be done once per level and may be done at any time before the next level.
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Post by zer0gravitea on Aug 26, 2019 11:14:28 GMT -8
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Post by zer0gravitea on Aug 26, 2019 11:17:15 GMT -8
Bandit Perhaps you grew up alone, having to rely on your wits and quickness to survive with no one to care for you. Perhaps you simply have a talent for hiding your power, only to strike when your opponent least expects it. Perhaps you have connections with the underworld, allowing you to grow your personal wealth greater than others. It sounds like you just might be a Bandit. Bandits are cunning and elusive foes, reflected by their low health pool with high Defense. They can deal powerful surprise attacks, halt healing and ki regeneration, steal modifiers and treasure roll bonuses, and sap health over time. The iconic Bandit is none other than Yamcha, though Android 17 & 18 would also be considered Bandits!
Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | -15 | +0 | +10 | +0 | +0 | 1 | -15 | +5 | +10 | +0 | +1 | 2 | -10 | +10 | +15 | +1 | +2 | 3 | -10 | +15 | +20 | +2 | +3 |
Class Features Level 0
Sneak Attack - Suppressing your Power Level to 50% or lower increases the damage of all attacks on the turn you release your suppression by 1d6 for each whole turn you were suppressed. You may not Suppress and activate Sneak Attack during the same turn. Bountiful Coffers - Whenever you roll for treasure, you instead use the following rewards table: 1-10 is nothing, 11-40 is a Common Item, 41-80 is a Rare Item, 81-99 is a Mythic Item, and 100 is a Dragon Ball Shard. Burgle - Once per turn, as a Bonus Action, you may add the following effect to any damage-dealing techniques you perform: “This technique reduces the target’s Accuracy or Defense modifiers(chosen when performing a technique) by -5 for 1 turn if it hits; increase your own Attack or Defense modifier(mirroring which was chosen previously) by +5 until the end of your next turn.” Level 1 Hide in Plain Sight - Suppressing to 1 PL makes you unable to be targeted by non-area attacks for up to 3 turns; you may not attack while this is active. This may be used once per thread. Prey on the Weak - Your attacks targeting an opponent currently suffering from the “Wound” or “Cripple” status effects reduce their target’s Ki by 5 if they hit. If your attacks are benefiting from the “Burgle” class feature, you gain Ki equal to the amount this ability caused an opponent to lose; this ki is gained on your next turn and may not cause you to exceed your maximum Ki. Level 2 Sneakier Attack - Your Sneak Attack feature is now triggered by suppressing to 70% or less and increases damage by 1d6+1 per whole turn suppressed. Additionally, your Sneak Attacks inflict “Cripple” on their target(s). Master Thief - On a turn in which you activate Burgle, your attacks bypass their targets’ Temporary HP. Additionally, Burgle may now target Temporary HP. Level 3 Ambush - Attacks benefitting from Sneak Attack deal an additional +4 damage to targets suffering from “Wound” or “Cripple”; increase this bonus damage to +8 damage if they are suffering from both. Banditry - “Burgle” now reduces its target statistic by -10 and increases your own by +10; the duration for both remains at 1 turn.
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Post by zer0gravitea on Aug 26, 2019 11:24:16 GMT -8
Conqueror
You have not come to test your might against the worthiest foes. You have no interest in drawn out contests. You are here to rule, and if rather than submit these poor fools wish you to reduce them to atoms, you have the power to do so. Conquerors are the ultimate glass cannon: low-health masters of burst damage, they have access to multiple uses of Finishers and require large amounts of ki to fuel. They rely mostly on active defenses via techniques rather than passive statistical bonuses for survivability. King Piccolo, Frieza, and Vegeta would be excellent examples of Conquerors. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | -20 | +5 | +0 | +2 | +0 | 1 | -15 | +10 | +0 | +4 | +0 | 2 | -10 | +15 | +5 | +4 | +0 | 3 | -10 | +15 | +10 | +6 | +0 |
Class Features
Level 0 Destroyer - The first time you use a non-Finisher-type Special Technique in a thread, it costs 0 ki and gains an additional +10 attack modifier. After the first time a Special Technique is used in the current thread, it gains +4 damage for the remainder of the thread. Adaptable - Once per turn, as an At-Will action, you may change the Major or Minor effect on any one Special Technique used on this turn. You may choose to apply this change to all instances of that Technique used on the same turn. You may only change one effect in this manner per turn. Final Word - You gain 1 additional use of every Finisher-type Special Technique that you know, per thread. Your Finishers cost 3 less ki per Class Level (no reduction at Class 0, -3 at Class 1, -6 at Class 2, -9 at class 3). Level 1Condense - Your Focus Energy Basic Technique now has an irreducible cost of 5 ki. Each use of Focus Energy per thread increases the damage of your Special Techniques by +1; this effect stacks per use of Focus Energy. Reverberation - Whenever your Special Techniques miss a target, subsequent uses of the same Special Technique gain +10 Accuracy. Reverberation applies only once per Special Technique. Level 2Seat of Power - The first time you use a Finisher-type Special Technique in a thread, it costs 0 Ki and gains an additional +10 Attack. If your Finisher-type Special Technique successfully hits its target on its first use, you may use that technique 1 additional time in that thread. Furthermore, a number of times per thread equal to your Class Level, as an At-Will Action you may add the following effect to a Finisher technique- Relentless- Any Defensive technique used against your Finisher requires an extra Bonus Action.Destruction Unbound - X times per thread, as an At-Will Action, you may select a single Special Technique used on the same turn. Reactive Defensive Techniques used by the target of your chosen Special Technique are only half as effective (Rapid Movement would grant only +12 Defense, Energy Shield would only grant 15 DR, etc.) Destruction Unbound has no effect on Techniques that would cause you to fail to hit through means that are not Defense increases. X is your class level. Level 3Resonance - Your Reverberation class feature now instead grants +20 Accuracy per miss. Doomsayer- Twice per thread, as an At-Will Action, you may add the 'Homing' Signature effect to one of your Finishers.
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Post by zer0gravitea on Aug 26, 2019 11:29:11 GMT -8
Martial Artist
Whether you are an experienced street brawler, or you have studied a martial tradition dating back thousands of years, your prowess comes from countless hours honing battle technique, allowing you to face nearly any foe. That is the path of the martial artist. Martial Artists excel at versatility, having great passive statistical buffs as well as extra technique slots allowing them to handle a wide variety of situations. Several of their abilities lend themselves to long combos with strong finishes. Though Martial Artist is a vague title to fall under, we look to Master Roshi, Krillin, and Tien as examples of the classic Martial Artist. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | +0 | +0 | +5 | +2 | +1 | 1 | +10 | +5 | +5 | +2 | +2 | 2 | +15 | +10 | +10 | +3 | +2 | 3 | +15 | +10 | +15 | +4 | +3 |
Class Features Level 0 Martial Mastery - You gain 3 additional Technique Slots and may fill them without any required learn-time; these techniques begin at Rank 1. Combo Attack - Each time one of your attacks hit, increase the Accuracy of attacks used on subsequent turns by +5, stacking to a maximum of +20. This bonus is reduced to +0 on the turn following an attack failing to hit its target. Solid Foundation - You begin play with 1 Enhanced Basic Technique; you may learn a second Enhanced Basic Technique upon reaching Potential Mastery level 5. Level 1 Assault - Twice per thread, you may roll two separate Accuracy Rolls for attacks used on your turn; you may choose between the two rolls. Flexible Technician - Once per turn, as an At-Will Action, you may change a Special Technique’s type- from Single, Barrage, or Area into another type; this alters that technique’s cost and damage to match its “new” type. Level 2 Practice Makes Perfect - You may spend 4 MP to upgrade your Special Techniques. An Upgraded Special Technique gains +10 Accuracy and +4 Damage. Invigoration - You regain 2 Ki at the end of a turn in which you have used the Strike Basic Technique; this may restore up to 4 Ki per turn if two Strike Basic Techniques have been used. Level 3 Genius Technician - You may learn one additional Legendary Technique without it taking up any Technique Slots, though it takes twice as long to learn. Immaculate Kata - Each time you successfully hit with a damaging Basic Technique, the next Special Technique you use gains +10 Accuracy and +3 Damage; this effect stacks up to 3 times.
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Post by zer0gravitea on Aug 26, 2019 11:33:03 GMT -8
Mystic
Whether by virtue of the abilities of your race, or by intense study of magical forces, you have learned to manipulate the energies of the universe in a different way from other ki users. Mystics are the all-around support for their team: able to use Utility techniques on allies, and with access to Arcane Points for boosts, they can keep teammates on their feet. Mystics have low health and Defense, but can take a licking due to their high DR. Throughout the franchise, we’ve seen a few Mystics: Kami, Guru, Dende, and many of the Kais. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | -20 | +0 | -15 | +0 | +4 | 1 | -20 | +0 | -15 | +0 | +4 | 2 | -15 | +5 | -10 | +2 | +6 | 3 | -15 | +10 | -10 | +2 | +8 |
Class Features Level 0 Mysticism - You begin every thread with 5 Arcane Points(AP) and may spend them At-Will for the following effects: - Abjure: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Reactive Defensive Techniques. - Cleansing: You may remove one non-Special Status Effect from yourself or an ally of your choice. - Denial: You may select one non-Basic Technique known by an opponent. That opponent may not use the selected Technique for three turns. Only two techniques may be affected by Denial at a time. - Evoke: You sacrifice 10 HP and restore 10 Ki. - Restoration: You restore 10 HP to yourself and your allies. You may instead choose to restore 5 HP and 5 Ki to yourself and your allies. Touch of Divinity - Once per turn, as a Reactive Bonus Action, you may ignore the offensive benefits of an opponent’s Edge versus you. Healer - You begin play with the Utility Technique “Heal” and it does not take up a technique slot. Additionally, you may use "Heal" one additional time per ally. Level 1 Supporter - Twice per thread, you may grant the effects of a Utility Technique you know to a target ally instead of yourself, taking effect on their next turn. This still uses that Technique’s respective Action(s). Empath - Once per turn, as a Bonus Action, you may remove up to 2 Status Effects from an ally of your choosing and instead apply them to yourself. Transferring Status Effects in this way increases the target ally’s Current Power Level by +10%. Level 2
Prophet - Any effects you use that restore an ally’s HP now also grant them +10 Defense for 1 turn, beginning at the start of their next turn. Arcane Mastery - You gain 1 additional Arcane Point per thread. Whenever you use “Heal” on a target other than yourself, you regain 1 Arcane Point on your turn. Level 3 Monk - As an At-Will Action on your turn, you may reduce your DR stat to 0 until the end of your next turn. Increase the damage of all attacks you perform until the end of your next turn by an amount equal to your sacrificed DR. Guru - Whenever you use “Heal” on an ally, they regain 10 Ki and increase their Base Power Level by +15% for the remainder of that thread. Additionally, your “Empath” class feature now instead increases the target ally’s Current Power level by +20%.
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Post by zer0gravitea on Aug 26, 2019 11:37:47 GMT -8
Powerhouse
A wise man once said that with great power comes great responsibility. A Powerhouse is no stranger to great power and their lives may be defined by how they choose to embrace, or reject, that responsibility. Whether their power comes from man-made technology pushing their abilities to the limit, from being the living fulfillment of an ancient legend, or simply being a fighter with seemingly bottomless potential, a Powerhouse can choose to make a great impact on the world at large as a terrible threat or an inspiring hero. Perhaps your power is all that matters to you and those around you are just toys to bend to your will before you discard them, or perhaps you will use your great strength to come to the aid of others, charging into danger against all odds. When we think of a Powerhouse, the most iconic examples would be Broly, Kale, and Jiren. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | +15 | +5 | -20 | +1 | +2 | 1 | +20 | +10 | -15 | +2 | +2 | 2 | +25 | +10 | -15 | +2 | +3 | 3 | +30 | +15 | -10 | +3 | +4 |
Class Features Level 0 Power of Legends - Increase your Base Power Level by +50%. Additionally, your transformations’ PL multipliers are increased to: T1- 4x Natural, T2- 8x Natural, T3- 12x Natural. Powerful Ki - Increase your Maximum Ki by +20; you regain +3 Ki at the beginning of each of your turns. One Man Army - You gain 1 additional Standard Action per turn when you(and your allies) are outnumbered by your opponents. Level 1 Tidebreaker - Your natural DR may not be bypassed or ignored by attacks unless the opponent targeting you possesses at least Edge 2 vs you. Utility techniques and other Class Features are not considered "attacks" for the purposes of this ability. Reckoning - Twice per battle, as a Reactive At-Will Action, you gain an additional Standard Action on your turn. If you(and your allies) are outnumbered by opponents in the current thread, this may be used four times per battle instead. Level 2 Overflowing Ki - You regain an additional +3 Ki at the beginning of each of your turns, stacking with Powerful Ki. Unstoppable Force - On a turn in which you use Power Up, your Techniques ignore 2 of their target’s DR; increase the amount of DR ignored by +2 per opponent in your current thread beyond the first. (2 DR ignored 1v1, 4 DR ignored 1v2, 6 DR ignored 1v3, etc) Level 3 Maximum Power - Your Power Up Basic Technique may now restore up to 125 Ki; increase the restoration cap by an additional 25 for each opponent, beyond the first, that you are currently fighting. Power Up increases your Base Power level by +5% for the remainder of the current thread, up to 10 times per thread. Beyond Divinity - Ki regeneration gained from Powerful Ki and Overflowing Ki may not be prevented by any means. If you(and your allies) are outnumbered by your opponents in a thread, you are Immune to the status effect “Crippled”.
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Post by zer0gravitea on Aug 26, 2019 11:43:38 GMT -8
Prodigy
Some people are simply born gifted. This innate talent allows them to excel early, and though they do not learn the same way as others, their inborn talent allows them adapt to nearly any situation on the fly. Prodigies are fighting naturals, masters of the basics and rapid learners of the advanced. They master every Basic technique and can manifest other techniques as needed in the heat of combat. There were many prodigies throughout the Dragon Ball franchise, and many went on to become shining examples of other classes… but a few continue to stick out with their prodigal potential: Goku, Trunks, Goten, Uub, and even Cell! Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | +0 | +5 | +0 | +0 | +0 | 1 | +5 | +5 | +0 | +1 | +1 | 2 | +10 | +10 | +0 | +2 | +2 | 3 | +15 | +15 | +0 | +3 | +3 |
Class Features Level 0 Prodigious Student - Twice per battle as a Reactive At-Will Action, you may immediately learn a technique used by a combatant in the current thread- this technique begins at Rank 1 and is forgotten at the end of Battle; you may not learn Legendary Techniques with Prodigious Student. Techniques learned through Prodigious Student do not take up technique slots. Unrivaled Potential - You begin play with all Enhanced Basic Techniques. Genius - Your Skills are no longer restricted by the natural 50 cap. Level 1 Prodigy Plus - You may now activate “Prodigious Student” four times per battle. Additionally, you may retain one technique learned by “Prodigious Student” after battle, though it may not be ranked up. A maximum of 3 techniques may be retained through Prodigy Plus. Retained techniques do not take up technique slots. Upon reaching your maximum number of Retained Techniques, any additional Retained Techniques overwrite a previously retained technique of your choice. Skillful - Focus Mastery Level 1 now instead increases your chosen skill by +10. Level 2 Brilliance - You may retain one additional technique learned by “Prodigious Student” after battle, though it may not be ranked up. Techniques you learn with “Prodigious Student” begin at Rank 2. You may retain a new maximum of 5 techniques after battle through Prodigy Plus. Unmatched Skill - Focus Mastery Level 3 now instead increases your chosen skill by +10. Level 3 Peerless Learner - You may now activate “Prodigious Student” six times per battle. Techniques learned through “Prodigious Student” begin at Rank 3 and you may now learn Legendary Techniques through “Prodigious Student”, though they revert to Rank 1 if retained after battle through “Prodigy Plus” and must be ranked up normally. Overqualified - Potential Mastery Level 5 now instead increases all of your skills by +10.
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Post by zer0gravitea on Aug 26, 2019 11:47:40 GMT -8
Protector
Some men fight not for glory, or honor, or the thrill of battle. Some fight because there is something that they dearly want to protect, and nothing will stop them from doing so. These fighters become Protectors, sacrificing their own bodies to shield others from harm. Protectors are walking fortresses. Though they are easier to hit than most other classes, their high health pool and DR make them difficult to damage. Every team could benefit from having a Protector on hand. Though anyone can protect their allies, only a rare few have taken up the mantle of being a proper Protector-- Android 16, Android 17(circa Super), Cabba, and Nail are classic examples. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | +20 | +0 | -20 | +1 | +4 | 1 | +25 | +5 | -20 | +1 | +6 | 2 | +30 | +5 | -15 | +2 | +8 | 3 | +40 | +10 | -15 | +2 | +10 |
Class Features Level 0 Tank - You begin each battle with an amount of Temporary HP equal to 15% of your Maximum HP, this Temporary HP may stack with other sources of Temporary HP. Your Intercept Team Technique no longer has a per-battle usage limit. Taunting Presence - Twice per battle, as an At-Will Action, your opponents’ Accuracy modifiers are reduced to 0 on their next turn if they target any of your allies- they retain their full Accuracy modifier when targeting you. Bristling Defenses - Whenever a combatant deals damage to you with an attack, they receive damage equal to your class Damage Modifier; this damage bypasses Temporary HP and DR. Level 1 Shield Wall - Your Guard Basic Technique now also increases your allies’ DR by +5 for one turn. Last Stand - If an attack would reduce you to 0 HP(or lower), you are instead reduced to 1 HP and 20 Ki(even if you had less than 20 ki); you may not regain HP or Ki from any source after Last Stand has been activated in a thread. Level 2Intrepid Advance - Whenever you receive damage from an opponent’s attacks, increase your Accuracy modifier(with all attacks) by +15 on the turn you received damage; this may be triggered only once per turn. Dauntless - You gain +3 Temporary HP at the end of each of your turns; this Temporary HP stacks with all other sources of Temporary HP. Level 3 Bulwark - Once per battle, as a Bonus Action, reduce your allies’ passive DR to 0. Increase your natural DR by the amount of DR lost by your allies. Bulwark has a duration of 3 turns. Retribution - Once per battle, as an At-Will Action, reduce your natural DR to 0 for the remainder of the current thread(you may not gain DR from any sources for the remainder of the current thread.) For three turns, your attacks deal additional damage equal to the DR lost on the turn Retribution was used.
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Post by zer0gravitea on Aug 26, 2019 11:50:41 GMT -8
Ravager
Conquerors may want to rule...Ravagers want only to destroy. That destruction can be focused for good, but a Ravager focuses on the fight, and on continuously out damaging their opponents. Ravagers have a thirst for battle, and want to break their foe, and they have the raw strength to do so. Where Conquerors focus on large bursts of damage, Ravagers focus on assured, continuous damage every turn. Even if they fail to hit, Ravagers attacks are so mighty that they damage their foe. The payoff is their lower health and DR, as they are so focused on attack. The most iconic examples of the Ravager class would be the likes of Kid Buu, Super Buu, Majin Vegeta, Caulifla, and Raditz. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | -20 | +5 | -10 | +2 | +0 | 1 | -20 | +5 | +0 | +3 | +0 | 2 | -20 | +10 | +5 | +3 | +0 | 3 | -20 | +15 | +10 | +4 | +0 |
Class Features Level 0 Rushing - Your attacks deal 15% of their total damage to their targets if they fail to hit. This damage ignores DR. Relentless - Whenever you use at least two Standard Actions to attack an opponent, that opponent receives 2 damage that bypasses all DR and Temporary HP. Increase this value by +1 for each turn that you have used two Standard Actions to attack an opponent. This bonus returns to 0 if you do not attack an opponent on your turn and must be accumulated again. Dragon’s Frenzy - Your Dragon Dash Basic Technique may now be used At-Will once per turn; on a turn in which you use Dragon Dash, increase the damage dealt by Rushing to 25%. Level 1 Pummel - Your Strike, Energy Blast, and Grapple Basic Techniques deal an additional +1d4 damage. Your Single and Barrage Special Techniques deal an additional +2d5 damage; your Finisher Special Techniques deal an additional +3d6 damage. Berserking - You may activate Berserking as an At-Will Action. While Berserking is active, you deal an additional +4 damage with attacks but take +8 damage from any attacks that hit you on your next turn. Level 2 Stolen Impetus - Whenever the target of one of your attacks performs a Defensive technique in response to that attack, you gain an additional action on your next turn; this action’s type is determined by which action the opponent used to react to your attack. (Bonus Action grants you a Bonus Action, Standard Action grants you a Standard Action.) Dragon’s Fury - On a turn in which you activate Berserking, treat your Dragon Dash basic technique as if it had a base cost of 0 ki. Level 3 Blow for Blow - Once per battle, as a Bonus Action, you and an opponent of your choice treat all attacks performed as if they were Critical Hits. Blow for Blow lasts until the end of the target opponent’s next turn. Vindication - Once per battle, as an At-Will Action, you may perform the Strike or Energy Blast basic techniques as if they were Bonus Actions. The first Strike or Energy Blast used in this way deals additional damage equal to the total damage you have received over your previous 2 turns.
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Post by zer0gravitea on Aug 26, 2019 11:54:06 GMT -8
Strategist At times, the greatest impact a fighter can have is as a thinker, utilizing their intelligence and intuition to control opponents and even entire battlefields. They become strategist, capable of seeing several moves ahead of their opponents and setting up devastating attacks and counterattacks. The Strategist is skilled at landing telling blows, and upon inflicting critical hits they can gain several bonuses. They can adapt their Traits on the fly, and can swiftly counterattack after using defensive maneuvers. When we think of Strategists, Piccolo is the first that comes to mind- but Gohan and Future Trunks both have showed their merit as strategists time and time again. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | -15 | +10 | +0 | +1 | +0 | 1 | -15 | +10 | +5 | +2 | +1 | 2 | -10 | +15 | +10 | +2 | +2 | 3 | -10 | +20 | +15 | +3 | +3 |
Class Features Level 0 Opportunist - Increase your critical strike range by 10 with all attacks(95+ would instead be 85+.) If your target is currently suffering from a Status Effect, increase this to 15(95+ would instead be 80+.) Flawless Defense - Twice per thread, you may use a Defensive Technique as if it were a Reactive At-Will Action rather than its normal Action type. Stratagem - At the beginning of each thread, you may select up to 3 Utility or Defensive techniques that you know. You may use each of those techniques one additional time during that thread. Level 1 Counteroffensive - On a turn in which you have used a Defensive technique in response to an opponent’s attack(s), attacks you make gain +10 Accuracy and +4 damage on that turn. Reformulate - Twice per thread, you may use a Utility technique as if it were At-Will. Level 2 Critical Analysis - Whenever you roll a Critical Hit, you gain +10 Accuracy with all attacks on your next turn. Whenever you take damage from a Critical Hit, you gain +10 Defense on your next turn. Playbook - You may purchase any Skill Trait regardless of its Skill Requirements. Additionally, you gain a Bonus Trait slot that may be filled at no MP cost by any Skill Trait or General Trait; this Bonus Trait is not active at the start of each thread and must be activated as a Bonus Action. Activating your Bonus Trait disables one Class Trait for the remainder of the current thread, chosen by you at the time of activation. Level 3 Flawless Execution - After successfully landing a Critical Hit, all opponents in the current thread treat their Defense as if it were reduced by 5 when responding to your attacks. This may stack up to 4 times per thread, to a maximum reduction of 20 Defense. Preparation - You begin each battle with 4 stacks of “Preparation”. Stacks of Preparation may be spent as either an At-Will or Reactive At-Will action and reduce or increase the duration of any single positive or negative effect, active on you during that turn, by 1 turn. (IE, may reduce Wound from 3 turns to 2 turns, or increase Power Up from 2 turns to 3 turns.)
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Post by zer0gravitea on Aug 26, 2019 11:56:56 GMT -8
Techie Some are born with a streak of ingenuity. These people are able to use technology to further their abilities. While they may lack the same pure physical capabilities of others, their mastery of machinery more than makes up for it. Techies learn less techniques than others, but make up for it by getting far more use out of their items than any other class. They can even build copies of artifacts! When we think of Techies, Bulma Brief is the first that naturally comes to mind- but also Android 20(Dr. Gero), Tights Brief, Jaco, and a large portion of Universe 3. Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | +10 | +0 | -15 | +0 | +3 | 1 | +15 | +0 | -15 | +1 | +4 | 2 | +20 | +0 | -10 | +2 | +5 | 3 | +25 | +0 | -10 | +3 | +6 |
Class Features Level 0 Armory - You may not learn more than 5 techniques and may not learn an Enhanced Basic Technique through Potential Mastery Rank 5. Whenever you gain a Technique Slot through Technique Mastery, you instead gain one additional item slot that may be used to equip any non-artifact item. You may still only equip one instance of each item. Artisan - Purchasing items costs 20,000 less zenni, to a minimum of 10,000 zenni. Mastercraft - Your Grenades have an additional +20% to afflict their respective Status Effects. Level 1
Weapons Specialist - You may equip one and use 1 additional weapon; this does not increase your maximum number of item slots, but rather allows you to simply equip/use 1 more than normal. Outsourcing - You may equip and use 1 additional Sidekick item; this does not increase your maximum number of item slots. Level 2 Utility Belt - You may equip 2 additional items of any rarity and 1 additional Common or Rare Outfit. Grenadier - Grenades you use deal 4 damage and bypass all of their target’s DR, but gain no damage modifiers from other effects. You may use equipped Grenade-type items 1 additional time per battle. Level 3 Stroke of Inspiration - You may copy an artifact owned by any character you have participated in a thread with(if they had that artifact at the time of your thread) and may change that artifact to another that you have encountered once per 28 days. Copying or changing an artifact in this way costs 200,000 zenni. Chain Detonation - When using your Strike and/or Energy Blast Basic Techniques, and Special Techniques, you may choose to consume 1 use of an equipped Grenade to add that Grenade’s effects to the Technique being used.
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Post by zer0gravitea on Aug 26, 2019 12:00:44 GMT -8
Witch/Wizard
Whether a Witch or a Wizard, magic-users tend to be a peculiar lot. The power of magic is separate from the power of ki used by most fighters. This means that while a magic user can seem frail of body they can make up for it with powerful magics that can cripple even the strongest of foes. Their temperaments are as varied as their abilities, while some use their powers to manipulate others to do their bidding others use magic as a good-samaritan to anyone in need, and anything in between. Some are very introspective, intrigued by the nature of magic and seek to study their abilities, expand them, and take them as far as they can go. Others are wistful, wandering across the stars and using their magic as a tool to make their daily lives easier. Wizards and Witches are masters of the arcane arts, utilizing their powers to terrible effect. They are able to exploit status effects on their foes with great ease, and can even use those status effects to cause extra harm to their enemies. Though the Dragon Ball franchise has focused more on Martial Arts and Ki rather than its magical counterparts, there are still a healthy helping of Witch/Wizards to be found: Babidi, Fortuneteller Baba, Supreme Kai Shin, Old Kai, Chronoa, and Towa! Level | HP Modifier | Accuracy Mod | Defense Modifier | Damage Modifier | DR Modifier | 0 | -15 | +5 | +0 | +0 | +1 | 1 | -15 | +5 | +5 | +0 | +2 | 2 | -10 | +10 | +5 | +1 | +3 | 3 | -5 | +10 | +5 | +1 | +4 |
Class Features Level 0 Strange Power - At the end of each turn, you must roll 1d4. On your next turn, treat your Edge as if it were equal to the result of that roll for the duration of your turn; this overwrites natural edge from Power Level. Conjury - You gain the Utility Techniques “Magic Materialization” and “Paparapapa” at Rank 1 and they do not take up any technique slots. Sorcery - You begin every thread with 4 Arcane Points(AP) and may spend them At-Will for the following effects: - Afflict: You gain one additional Bonus Action on this turn- this Bonus Action may only be used to perform Utility Techniques. - Divinate: You gain +10 Defense on your next turn. - Enchant: Select one non-Special Status Effect; your attacks on this turn that target an opponent have a 40% chance to inflict the chosen Status Effect to their target. This may not cause an attack to inflict the same Status Effect twice. - Evoke: You sacrifice 10 HP and restore 10 Ki. - Transmute: Choose a non-outfit item an opponent has equipped. They may not activate that item for 3 turns. Each Opponent may have only a single item transmuted at a time. Level 1 Sangromancy - You may choose to pay the cost of any Technique in HP rather than Ki. Doing so on Basic or Special Techniques increases their Accuracy by +15 and their damage by +4; doing so on Utility techniques increases their chance to inflict Status Effects by +10% and increases their damage dealt by +4, even if they did not otherwise deal damage. If a Technique would cost less than 5 HP, treat its cost as 5 HP instead. Bane - Once per turn, as a Bonus Action, you may remove a number of Status Effects (inflicted by you) equal to your Class Level from a target opponent. On their next turn, the target opponent receives 3 damage for each turn of a Non-Special Status Effect removed in this way and 5 damage for each turn of a Special Status Effect removed in this way. You may only remove a number of Turns of Status Effects equal to your Class Level. This may not remove Status Effects that last for the duration of the thread. Damage done by Bane ignores DR and Temporary HP. Level 2 Vampirism - Your Status Effects(Special and Non-Special) deal 2 additional damage to their target on each of their turns, even if they would not otherwise deal damage. This damage is applied per unique Status Effect active on the respective opponents. Whenever an opponent receives damage from Vampirism, you regain 4 HP on your next turn. Hexcraft - While an opponent is afflicted with a Status Effect caused by you, reduce their Damage modifiers and DR by -2; this is cumulative, applying once per unique Status Effect active on that opponent. Level 3 Enthrall - Once per thread, as a Reactive At-Will action, you may have an opponent currently afflicted with a Status Effect(that you caused) take the damage and effects of all opponents’ Techniques targeting you this turn; you receive no damage or effects from those Techniques. Activating Enthrall removes all of your Status Effects(including those that would last for the duration of the thread) from the target opponent and prevents you from performing any other actions on this turn. If you are currently in a thread with a character benefiting from your Demon Mark Legendary Technique, you may target them with Enthrall rather than an opponent. Calamitous Intent - When performing Utility techniques that inflict non-Special Status Effects, you may roll a second d100 with a modifier of +20 and take the lower of the two. Additionally, your Special Techniques that inflict non-Special Status Effects apply those Status Effects to their targets even if the technique would not hit, provided their affliction roll was successful.
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