Post by Spookypatrol [Delia] on Jun 23, 2015 14:13:33 GMT -5
Welcome, Engineers! Wishing to specialize as a Roboticist? Purchase a skill below and you will be locked into your new Roboticist class!
All Engineering sub-classes come with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Bodyguard Droid: The Roboticist is always accompanied by a custom robotic Bodyguard Droid that serves as their main source of offense and defense during battle. The Bodyguard has a base Attack and Competency equal to 1x the Roboticist’s level, Defense equal to 1.5x the Roboticist's level, and Hitpoints equal to 15x the Roboticist’s level. Additionally, whenever the Roboticist makes a Team Attack with their Bodyguard and no one else, they gain a boost of 5% Accuracy due to their innate coordination. As a mechanical unit, the Bodyguard can not be healed with potions or spells, and can only be healed by an Engineer using the Repair skill or by a Roboticist taking a full round action to fix a damaged part, healing the Bodyguard by 10%.
The Bodyguard takes its action during the Roboticist's turn, making a standard melee attack during each of its own turns unless it is directed to use an active skill by its owner. If the Bodyguard is not given a target to perform this basic melee attack against it will continue to attack the last target it was given; if no target has been given and it does not have an existing target to attack, the Bodyguard does nothing until directed again.
The Bodyguard can not be customized as a Familiar unless the user has the Bolster Pet Feat, in which case it is considered a Basic Minion for the 2 points gained. Instead the Bodyguard can be customized through the use of modifications below.
DEFAULT TRAIT
Taunting Blows: The Bodyguard gains a 25% chance to Taunt their target after a successful attack, and a 100% chance to Taunt their target after a successful Critical Hit.
OFFENSIVE TRAITS
Laser Targeting: The Bodyguard gains 5% Bonus Accuracy.
Hydraulic Strength: The Bodyguard gains 5% of their Attack as Bonus Damage.
Hazardous Parts: The Bodyguard gains 5% Critical Hit chance.
Acid Leak: The Bodyguard gains a 10% chance to inflict Corrosion.
DEFENSIVE TRAITS
Thick Plating: The Bodyguard gains 5% Block chance.
Antivirus Software: The Bodyguard gains 10% CC Resistance.
Alternator: The Bodyguard heals themselves for 5% of all damage they deal.
Backup Battery: The Bodyguard gains a 5% chance to instantly revive themselves with 20% of their maximum Hitpoints when they would be killed.
The Taunting Blows trait is equipped for free by default when obtaining your Bodyguard. Each additional trait beyond this costs a base of 150 rupees to install and can be installed up to 5 times each with the cost increasing by 50 rupees each time the same trait is installed. (I.E. the cost of the first installation of a trait is 150 rupees, the second installation is 200 rupees, the third 250, fourth 300, and the fifth and final installation costing 350 rupees for a combined total of 1,250 rupees to fully upgrade the trait.)
Skill:
Danger Alarm: The Roboticist installs a loud siren and flashing lights onto their Bodyguard. When activated, all enemies must succeed at a Perception check VS the Roboticist’s Competency or become Distracted by the Bodyguard, and additionally any enemy who took damage from the Bodyguard during the previous round also has Disadvantage on their Perception check. This effect lasts up to 3 rounds and can be canceled early.
This skill has a 7 Round Cooldown, starting once the effect is ended.
Rupee Cost: 300
Skill, Passive:
Reactive Armor: The Roboticist adds explosive plating onto the armor of their Bodyguard, granting the droid 20% bonus Block chance. Upon successfully Blocking an attack, the enemy takes the full recoil of their attack as Blast damage, and the Bodyguard’s base Defense is reduced by 5% for the remainder of the current combat.
This is a passive skill but must be equipped to activate.
Rupee Cost: 300
Skill, Buff:
User Override: The Roboticist can elect to weaken themselves to power up their Bodyguard. This transfers 25% of the Roboticist’s Attack, Defense, and Competency stats along with any Damage Bonus, Critical Chance, Critical Bonus, and Accuracy mods to the Bodyguard.
This effect can be toggled on and off after a 2 round Cooldown.
Rupee Cost: 350
Skill:
Device Intervention: The Bodyguard intercepts an attack meant for the Roboticist or one of their allies. When this ability is activated, the Roboticist must select an ally (or themselves) for the Bodyguard to monitor for the duration of the round. If the monitored target is attacked the Bodyguard automatically intercepts and the attacker must roll their accuracy against the Bodyguard's stats instead of the intended target, and the Bodyguard additionally gains a bonus 30% Block chance against the intercepted attack. If the monitored target is not attacked by the end of the round, the Bodyguard resumes normal programming and makes a basic attack instead.
This skill has a base 4 Round Cooldown. If the Bodyguard successfully Blocks an intercepted attack, the Cooldown is reduced to 3 Rounds.
Rupee Cost: 350
Skill:
BFF Protocol: The Roboticist adds a healing mode to their Bodyguard, allowing the droid to transfer up to 25% of its maximum health to an ally. This skill CAN be used if the Bodyguard currently has less than 25% of its maximum health available, and doing so will transfer the amount of health the Bodyguard has remaining before instantly disabling the Bodyguard.
This skill has a 6 Round Cooldown.
Rupee Cost: 400
Skill, Buff:
Overclock: The Bodyguard’s weapon systems become supercharged for the Roboticist’s next 5 actions, allowing the Bodyguard to make one additional bonus basic attack per turn in addition to any other action it takes. While Overclocked, the Bodyguard’s Accuracy for the bonus basic attacks are reduced by a stacking -5% per turn, and after the Overclock has finished the Bodyguard overheats, becoming Severely Burned based on the Bodyguard’s Attack stat.
This skill has a 7 Round Cooldown, starting after the Overclock effect ends.
Rupee Cost: 400
Skill:
Spin Cycle: The Bodyguard begins to rapidly rotate for 1 round. During this time, the Bodyguard attacks 1 random target per turn taken during the round (including both enemy turns and ally turns) dealing damage to that target equal to 20% of it’s base Attack. Additionally, the spinning Bodyguard reflects all incoming projectiles back at the attacker for the duration of the effect.
This skill has a 6 Round Cooldown.
Rupee Cost: 450
Skill, Buff:
Photon Shielding: The Roboticist activates a device that surrounds the Bodyguard with a charged energy shield, Warding it for 20% of its maximum health. If the Bodyguard is struck by a melee attack while warded, there is a 50% chance the attacker will be Electrified for 1 round; if the melee attack breaks the Ward, this is a 100% chance to Shock for 1 round instead.
This skill has a 7 Round Cooldown.
Rupee Cost: 450
Skill:
Net-in-a-Box: The Bodyguard Taunts a single target for 2 rounds and primes a hidden constricting net trap. The net is fired at the next target that attacks it, even if it is not the Taunted target. The net must pass a standard Accuracy check, and if successful the target becomes Knocked Down indefinitely. For each round where the affected target begins their turn while still Knocked Down they must make a roll to escape the trap. This roll starts with a flat 25% chance to escape and the escape chance goes up by 10% per attempt made.
This skill has a 7 Round Cooldown, starting after foe escapes the net.
Rupee Cost: 500
Skill:
Point Defense: The Roboticist installs a small automated turret onto their Bodyguard. This turret inherits 30% of the Bodyguard's current Attack as well as any Critical Hit chance, Damage Bonus, and Accuracy bonuses the Bodyguard has. The Point Turret fires on the Bodyguard’s turn, targeting a random enemy.
The Point Turret cannot be directly targeted by attacks, but will become Stunned for 1 Round and be unable to attack if the Bodyguard is hit by a Critical Hit, and the Point Turret is also unable to act if the Bodyguard is affected by any CC effect that would prevent the Droid from taking an action.
This is a Passive effect but must be equipped to be active.
Rupee Cost: 500
Skill:
Mechwarrior: The Roboticist merges with their Bodyguard, assuming direct control from a hidden compartment inside the machine. For the next 2 rounds, the Roboticist is contained entirely inside the protective shell of the Bodyguard, preventing the Roboticist from being targeted by any direct attacks. While merged, all of the Roboticist’s stats and all of the Bodyguard’s stats are added together, and they are treated as a single entity. The merged Roboticist is able to use any items, abilities, and skills they would normally be able to use, including any skills that would command the Bodyguard to take a specific action. When this effect ends (either at the end of the duration or if the Bodyguard is defeated while being ridden) the Roboticist is launched into the air using an ejector seat, causing them to become Airborne for 1 round.
This skill has an 8 Round Cooldown.
Rupee Cost: 550
Skill:
Shift Gears: The Roboticist cranks the Bodyguard into overdrive, granting both themselves and the Bodyguard Alacrity and allowing them to immediately take two additional Actions during the same round. Commanding the Bodyguard to use a skill still takes up a full action as normal, meaning the Roboticist can command the Bodyguard to take two skills during this round or the Roboticist can take two different actions on their own while the Bodyguard makes two basic attacks.
This skill has a 5 Round Cooldown.
Rupee Cost: 550
LD-003 “Dreadfuse” Droid: Using their advanced knowledge of robotics, the Master Roboticist is able to retrofit an ancient LD-class mining platform robot for use in battle.
MORE INFORMATION COMING SOON!
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
Class Mechanic
All Engineering sub-classes come with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Bodyguard Droid: The Roboticist is always accompanied by a custom robotic Bodyguard Droid that serves as their main source of offense and defense during battle. The Bodyguard has a base Attack and Competency equal to 1x the Roboticist’s level, Defense equal to 1.5x the Roboticist's level, and Hitpoints equal to 15x the Roboticist’s level. Additionally, whenever the Roboticist makes a Team Attack with their Bodyguard and no one else, they gain a boost of 5% Accuracy due to their innate coordination. As a mechanical unit, the Bodyguard can not be healed with potions or spells, and can only be healed by an Engineer using the Repair skill or by a Roboticist taking a full round action to fix a damaged part, healing the Bodyguard by 10%.
The Bodyguard takes its action during the Roboticist's turn, making a standard melee attack during each of its own turns unless it is directed to use an active skill by its owner. If the Bodyguard is not given a target to perform this basic melee attack against it will continue to attack the last target it was given; if no target has been given and it does not have an existing target to attack, the Bodyguard does nothing until directed again.
The Bodyguard can not be customized as a Familiar unless the user has the Bolster Pet Feat, in which case it is considered a Basic Minion for the 2 points gained. Instead the Bodyguard can be customized through the use of modifications below.
DEFAULT TRAIT
Taunting Blows: The Bodyguard gains a 25% chance to Taunt their target after a successful attack, and a 100% chance to Taunt their target after a successful Critical Hit.
OFFENSIVE TRAITS
Laser Targeting: The Bodyguard gains 5% Bonus Accuracy.
Hydraulic Strength: The Bodyguard gains 5% of their Attack as Bonus Damage.
Hazardous Parts: The Bodyguard gains 5% Critical Hit chance.
Acid Leak: The Bodyguard gains a 10% chance to inflict Corrosion.
DEFENSIVE TRAITS
Thick Plating: The Bodyguard gains 5% Block chance.
Antivirus Software: The Bodyguard gains 10% CC Resistance.
Alternator: The Bodyguard heals themselves for 5% of all damage they deal.
Backup Battery: The Bodyguard gains a 5% chance to instantly revive themselves with 20% of their maximum Hitpoints when they would be killed.
The Taunting Blows trait is equipped for free by default when obtaining your Bodyguard. Each additional trait beyond this costs a base of 150 rupees to install and can be installed up to 5 times each with the cost increasing by 50 rupees each time the same trait is installed. (I.E. the cost of the first installation of a trait is 150 rupees, the second installation is 200 rupees, the third 250, fourth 300, and the fifth and final installation costing 350 rupees for a combined total of 1,250 rupees to fully upgrade the trait.)
Tier 3: Levels 20-24
Skill:
Danger Alarm: The Roboticist installs a loud siren and flashing lights onto their Bodyguard. When activated, all enemies must succeed at a Perception check VS the Roboticist’s Competency or become Distracted by the Bodyguard, and additionally any enemy who took damage from the Bodyguard during the previous round also has Disadvantage on their Perception check. This effect lasts up to 3 rounds and can be canceled early.
This skill has a 7 Round Cooldown, starting once the effect is ended.
Rupee Cost: 300
Skill, Passive:
Reactive Armor: The Roboticist adds explosive plating onto the armor of their Bodyguard, granting the droid 20% bonus Block chance. Upon successfully Blocking an attack, the enemy takes the full recoil of their attack as Blast damage, and the Bodyguard’s base Defense is reduced by 5% for the remainder of the current combat.
This is a passive skill but must be equipped to activate.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Skill, Buff:
User Override: The Roboticist can elect to weaken themselves to power up their Bodyguard. This transfers 25% of the Roboticist’s Attack, Defense, and Competency stats along with any Damage Bonus, Critical Chance, Critical Bonus, and Accuracy mods to the Bodyguard.
This effect can be toggled on and off after a 2 round Cooldown.
Rupee Cost: 350
Skill:
Device Intervention: The Bodyguard intercepts an attack meant for the Roboticist or one of their allies. When this ability is activated, the Roboticist must select an ally (or themselves) for the Bodyguard to monitor for the duration of the round. If the monitored target is attacked the Bodyguard automatically intercepts and the attacker must roll their accuracy against the Bodyguard's stats instead of the intended target, and the Bodyguard additionally gains a bonus 30% Block chance against the intercepted attack. If the monitored target is not attacked by the end of the round, the Bodyguard resumes normal programming and makes a basic attack instead.
This skill has a base 4 Round Cooldown. If the Bodyguard successfully Blocks an intercepted attack, the Cooldown is reduced to 3 Rounds.
Rupee Cost: 350
Tier 4: Levels 30-34
Skill:
BFF Protocol: The Roboticist adds a healing mode to their Bodyguard, allowing the droid to transfer up to 25% of its maximum health to an ally. This skill CAN be used if the Bodyguard currently has less than 25% of its maximum health available, and doing so will transfer the amount of health the Bodyguard has remaining before instantly disabling the Bodyguard.
This skill has a 6 Round Cooldown.
Rupee Cost: 400
Skill, Buff:
Overclock: The Bodyguard’s weapon systems become supercharged for the Roboticist’s next 5 actions, allowing the Bodyguard to make one additional bonus basic attack per turn in addition to any other action it takes. While Overclocked, the Bodyguard’s Accuracy for the bonus basic attacks are reduced by a stacking -5% per turn, and after the Overclock has finished the Bodyguard overheats, becoming Severely Burned based on the Bodyguard’s Attack stat.
This skill has a 7 Round Cooldown, starting after the Overclock effect ends.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Skill:
Spin Cycle: The Bodyguard begins to rapidly rotate for 1 round. During this time, the Bodyguard attacks 1 random target per turn taken during the round (including both enemy turns and ally turns) dealing damage to that target equal to 20% of it’s base Attack. Additionally, the spinning Bodyguard reflects all incoming projectiles back at the attacker for the duration of the effect.
This skill has a 6 Round Cooldown.
Rupee Cost: 450
Skill, Buff:
Photon Shielding: The Roboticist activates a device that surrounds the Bodyguard with a charged energy shield, Warding it for 20% of its maximum health. If the Bodyguard is struck by a melee attack while warded, there is a 50% chance the attacker will be Electrified for 1 round; if the melee attack breaks the Ward, this is a 100% chance to Shock for 1 round instead.
This skill has a 7 Round Cooldown.
Rupee Cost: 450
Tier 5: Levels 40-44
Skill:
Net-in-a-Box: The Bodyguard Taunts a single target for 2 rounds and primes a hidden constricting net trap. The net is fired at the next target that attacks it, even if it is not the Taunted target. The net must pass a standard Accuracy check, and if successful the target becomes Knocked Down indefinitely. For each round where the affected target begins their turn while still Knocked Down they must make a roll to escape the trap. This roll starts with a flat 25% chance to escape and the escape chance goes up by 10% per attempt made.
This skill has a 7 Round Cooldown, starting after foe escapes the net.
Rupee Cost: 500
Skill:
Point Defense: The Roboticist installs a small automated turret onto their Bodyguard. This turret inherits 30% of the Bodyguard's current Attack as well as any Critical Hit chance, Damage Bonus, and Accuracy bonuses the Bodyguard has. The Point Turret fires on the Bodyguard’s turn, targeting a random enemy.
The Point Turret cannot be directly targeted by attacks, but will become Stunned for 1 Round and be unable to attack if the Bodyguard is hit by a Critical Hit, and the Point Turret is also unable to act if the Bodyguard is affected by any CC effect that would prevent the Droid from taking an action.
This is a Passive effect but must be equipped to be active.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Skill:
Mechwarrior: The Roboticist merges with their Bodyguard, assuming direct control from a hidden compartment inside the machine. For the next 2 rounds, the Roboticist is contained entirely inside the protective shell of the Bodyguard, preventing the Roboticist from being targeted by any direct attacks. While merged, all of the Roboticist’s stats and all of the Bodyguard’s stats are added together, and they are treated as a single entity. The merged Roboticist is able to use any items, abilities, and skills they would normally be able to use, including any skills that would command the Bodyguard to take a specific action. When this effect ends (either at the end of the duration or if the Bodyguard is defeated while being ridden) the Roboticist is launched into the air using an ejector seat, causing them to become Airborne for 1 round.
This skill has an 8 Round Cooldown.
Rupee Cost: 550
Skill:
Shift Gears: The Roboticist cranks the Bodyguard into overdrive, granting both themselves and the Bodyguard Alacrity and allowing them to immediately take two additional Actions during the same round. Commanding the Bodyguard to use a skill still takes up a full action as normal, meaning the Roboticist can command the Bodyguard to take two skills during this round or the Roboticist can take two different actions on their own while the Bodyguard makes two basic attacks.
This skill has a 5 Round Cooldown.
Rupee Cost: 550
Class Mastery: Level 50
LD-003 “Dreadfuse” Droid: Using their advanced knowledge of robotics, the Master Roboticist is able to retrofit an ancient LD-class mining platform robot for use in battle.
MORE INFORMATION COMING SOON!