Hero
150% empowerment
Heroes come in many different varieties, some are heroes born through their mindset, while others obtain official recognition of their acts of heroism that help them along their path, below are three such paths.
Savior ★
Due to the background of this class requiring a tough and heroic feat, a character must be at least 80 event points to start with this class.
Within Zaveron , despite their impressive military, in rare circumstances of tremendous peril, they are only able to persevere due to the contribution of a heroic individual. This individual is invited to have an audience with the King, where the king will give a speech about their heroism before bestowing upon them a flag. The flagpole is often customized depending on the individual, but usually made with a durable material, such as steel, the flag itself, has a small crest woven into the top left of the flag of the House, Regiment, City/Town, or any other major Zavrisian organization that they had been the Savior of. The King would thereby bestow an honorary rank of Paladin, these individuals are given respect no less than that of a knight, anywhere they go within Zaveron, however, they would not carry the authority of one . The final portion is dependent on the king, but some kings would then challenge the Paladin to strive to even greater heights of heroism, to fill the flag, having crests from all parts of Zaveron woven into its cloth, to display to the world merely by existing, that they, without a shadow of a doubt are, a Hero.
Savior's Decree
Despite the lack of official authority, Saviors can often easily command nearby soldiers in the heat of battle, part of the reason is that despite a Paladin not being a Knight or Commander, they are recognized and respected by Zaveron and the king, in essence, some see them akin to the common man's version of the Soulblade. Atop this, the flag which they carry often becomes of great importance to the individual in question, so much so that many become inseparable from it, giving meaning to the way they handle it, and the crests woven within the flag.
A Savior's Decree, or more commonly known as a Decree represents a change in how the Savior views the battle, and their actions within the battle. As two examples for players, they could create a Decree of extermination, whereas the Savior alone fights more aggressively, perhaps even dual wielding their flag as a weapon together with another, the decree would make the Savior both take and deal more damage. Another example could be a Decree of protection where the Paladin gives a buff to themselves and any nearby allies who spend their turn stationary and preparing a defensive action. Many other types of Decrees could be made by a player for their Savior.
A player can only initially create 5 decrees, with the ability to make 3 more for every crest they gain. Additionally, a decree can be swapped a number of times equal to their max decrees. A decree is always in effect, until the Savior uses a new decree, However, two decrees cannot be active simultaneously.
Declaring a decree always takes two actions before they take effect.
Surge of Heroism ⊕
Heroes are known for overturning even the most dire of battles through feats which could only be described as miracles. The Savior is no different, every day they will gain a number of points of "Surge" equal to double their soul, they can spend a point of surge to increase an attribute by 1 for a single action (somewhat similar to using fate for an action). However, while they can increase as many of their attributes at once, there is a limit to how much an attribute can be increased for a single action, this limit is equal to their soul rounded up. If at least 3 surge points are used on a single action for a particular attribute, the Savior gains an additional +1 to all stats for that action, as the consecutive surges empowers their body in its entirety.
Flagbearer ▣
The Savior can one hand any two handed weapon, however, this does not mean they swing with the force of two handing, just that they don't take a penalty to their precision and speed whilst using the weapon. Additionally, should the Savior desire it, they can have their flagpole customized to also be a spear, or spear like pole arm, if this is the case, the flagpole will scale with the relevant skill within the Skill Library.
Lastly, and most importantly for every crest the Savior gets woven into their flag after their first, they gain 5% empowerment capped at 200%. However, if the Savior's flag is destroyed or leaves their grip, their empowerment is lowered to 100% and any Decree is canceled until it is back in their grip in good condition.
Legend in the Making ᛝ
What does it mean to be Savior? no matter the odds, the pain and hardship, the blood and sweat, you persevere and bring forth a miracle for those thought their days numbered. Upon burning a fate point the Savior plants their flag, and all of their decrees are activated for themselves except for contradicting decrees. This effect lasts for a minute, and during the duration, even if their flag is destroyed, the decrees remain in effect. Additionally, if this ability is activated in a situation where it is possible for the Savior to gain a crest, they will restore all of their Surges, alongside Surges increasing an attribute by +3 instead of +1.
Guardian ✦
An individual who loves his fellow man, the sort of person who naturally finds themselves standing up to bullies as a child and later in life protecting the innocent from bandits or Irae Mages.
Armored expert ▣
The guardian has worn armor all their life, they travel in it, they eat in it, some even sleep in it. Because of this they can utilize armor to its best capabilities, especially heavy armor.
The guardian gains +2 to the vit bonus of wearing medium armor, and gains +3 vit to the bonus of heavy armor(the bonuses increase by 1 and 2 respectively when wearing tungsten), additionally, they only require 5 tiers to max out heavy armor proficiency. Due to their usage of armor in defending themselves they are resilient to knockback and take 25% less damage from area of effect attacks (aka bombs or large radius magic). Once a Guardian's natural Vitality reaches 20, they take zero movement or Dexterity penalties from wearing armor.
Protections ⦿
The techniques used by guardians, all of these techniques must have an emphasis on defense, additionally, if these techniques have an offensive component, the effective empowerment drops to 75%. The guardian can use one protection per two points of vitality a day.
Defensive Imperative ⊕
The guardian focuses his mind solely on protecting his allies in doing so he reduces his dexterity and physical power by a minimum of 50% (can sacrifice more than 50% explained later). In this state the guardian is able to use a minor reaction to intercept an attack meant solely for an ally (aka cannot use this against AOEs), when the guardian does so he must take the brunt of the attack with his body. If the opponent is in range of the guardian after delivering their attack, the guardian may retaliate with a shield bash. The range is equal to 2 meters per point of dex sacrificed, the power of the shield bash is double the amount of physical power sacrificed.
Guaranteed Preservation ᛝ
To defend, to protect, to save, even at the cost of oneself, that is what it means, to truly be a hero. The guardian can only use this while their are people who they wish to protect, upon activation the guardian will ignore (but still take) damage for 1 hour, this means that while the guardian can be damaged, they can't be downed and ignore fatigue penalties. (this can only be used on the guardians turn and before receiving any attack on his turn to prevent exploiting this)
▣The guardian is required to have a shield of at least kite size equipped to use his techniques
▣The guardian cannot use ranged weapons as part of protections
Idealist ✦
Unlike the other two types of heroes, the idealist is neither a genius born of a spirit's blessing, nor do they have a proficiency in armor and defense, instead, they play into the fact that their opponents are trying to kill them. The idealist is an individual with a goal, and a rampant mindset where they are willing to do anything to achieve that goal.
Arm for an Arm ⦿
The idealist's main form of "techniques" are crude trades in which the Idealist plans to take a hit in exchange for a greater blow of their own. These techniques work off of trading fatigue for effective techniques, the amount of fatigue gained depends on the scaling of the technique as follows :
0.25 = 1/8 of a fatigue point
0.5 = 1/4 of a fatigue point
0.75 = 3/8s of a fatigue point
1 = 1/2 of a fatigue point
1.25 = 5/8s of a fatigue point
1.5 = 3/4s of a fatigue point
1.75 = 7/8s of a fatigue point
2 = 1 fatigue point
Eye for an Eye ▣
The idealists rides a rush of adrenaline over the course of combat, their blows becoming heavier and their feet expedited in a rush to arrive at their opponent.
at 1 fatigue the idealist gains +2 physical power and Dexterity, but takes -2 to mind and reaction speed
at 2 fatigue the idealist gains +4 physical power and Dexterity, but takes -4 to mind and reaction speed
Heart for a Heart ᛝ
The Idealist guarantees a lethal injury to all but the strongest of opponents, but guarantees a similar injury to himself, this can only be used on 2 fatigue and will knock the Idealist unconscious, Furthermore, if the Idealist is alone they will succumb to their injuries without any sustained medical assistance, even with such assistance, it is likely that the Idealist gains some form of permanent injury in the attempt. Due to what was mentioned previously, in terms of raw power this is strongest martial burnt fate option (assuming this character has equivalent PP to others).
▣The idealist takes twice as long to suffer fatigue penalties
▣While wearing no armor, but still having more Vitality than dex, the Idealists weapon empowerment increases to 170%

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