Makos Warrior

For lore about the deserts and Makos clan as a whole see Fierce Deserts

Brutish warriors with monstrous strength and savage determination rivaling that of the true monsters they are forced to fight for survival within the deserts. When one thinks of the fierce deserts, the most classic description is that of a barbarian, while this is a fairly derogatory term, it can be argued that this fits the Makos warrior well, as they are the largest and most well known tribe within the deserts.

160% empowerment

Desert Gear ▣

The Makos warriors spend their lives after becoming adults hunting desert demons, huge and deadly monsters which are plentiful everywhere throughout the deserts, most feature a variety of natural weaponry and armor such as an impossibly thick hide/carapace/scales. The Makos however, after decades or perhaps even centuries of fighting these beasts have figured out how to craft armor and weaponry of these monsters. The Specifics of the Desert Gear armor can be found on Mechanics page. It should be noted that no normal blacksmith can make armor out of monsters similar to the smiths of the deserts.

Those from the Makos clan can take a custom skill to make their specialized armor, at 20 ranks they can additionally make their armor from Sarwix.

Desert Blacksmithing - Physical Power (0.75) Mind (0.25)

(this applies to all the Makos warrior classes)

The Furious ★

Fury ⦿

Martial techniques honed through bloodshed and trials of combat against their monstrous foes, fury is the culmination of what it means to be a Makos warrior.

Makos barbarians are required to attack with a two handed weapon to gain fury. When taking damage fury is only gained upon gaining fatigue, with the user gaining 2 fury at 1 fatigue and 3 fury at 2 fatigue. When fighting an opponent equivalent to yourself (in terms of event points) every 2 successful attacks will have the user gain a fury, when fighting an opponent roughly stronger than yourself every successful attack will have the user gain a fury, and the user will not be able to gain fury from attacking opponents weaker than themselves (20 less event points then the character). A damaging combat fury technique that costs 2 or more fury will count as a successful attack as long as the attack fully hits (aka not a glancing blow or blocked).

Deadstop ⊕

While these Makos warriors operate on honed fury to fight their opponents, they realize that at times anger and fury cannot defeat the opponent before them, and so in a singular moment they force their fury to come to a deadstop. Deadstop can only be performed during a reaction as a free action and while the Makos warrior has at least 1 fury. When Deadstop is performed, all fury is lost, in return the Makos warrior gains 2 dex per fury lost purely for the sake of reaction speed until the start of their turn.

▣ Every 5 physical power the Makos warrior becomes able to retain a certain minimum level of fury after a combat ends. For example if a Makos warrior with 10 PP has 4 fury points when combat ends, instead of losing all their fury, they keep 2 fury points until the next combat.

▣ Every 10 physical power the Makos warrior automatically gains a point of fury upon entering combat.

How much fury a technique costs is mostly up to the player and can be any number that is equal to 1 or higher (although a player cannot use a decimal value such as 1.25).

Culmination of Fury ᛝ

A fate point can be burnt for the Makos Warrior to instantly gain a point of fury for every 4 points of Physical Power they possess (aka at 16 PP they gain 4 fury). Additionally, the Makos Warrior can spend double the fury cost of a skill to make the skill 1.5 times stronger.

The Berserker ✦

An endless rage flows through the blood of these Makos warriors, the concept of fear or becoming prey simply does not exist in the mind of these warriors. These warriors openly display such a vivid bloodlust that it is not a rare sight to see even desert demons run away.

Berserk ⦿

The warrior channels forth a rage far beyond the normal fury of most warriors. Berserk can only be activated while the character is currently at 1 fatigue or higher, however, it is automatically activated at 2 fatigue. Berserk is separated into 3 stages, the stages correlating to the amount of fatigue the character is at, which also dictates the benefits, these stages are shown below :

Stage 1 - Drizzle of Blood

  • Can only be activated at 1 fatigue
  • Enemies with less than 4 willpower take a -2 to all stats (only active once the Berserker has 80 or more event points)
  • The accumulation and penalties of fatigue are paused (amount of penalty paused is equivalent to vitality before any buffs)

Stage 2 - Rain of Blood

  • Automatically activated at 2 fatigue
  • Enemies with less than 10 willpower take a -3 to all stats (only active once the Berserker has 80 or more event points)
  • The accumulation and penalties of fatigue are paused (amount of penalty paused is equivalent to vitality before any buffs)
  • Increases the speed and power of "paths" by 50%

Stage 3 - Storm of Blood

  • Automatically activated at 3 fatigue
  • All enemies take a -2 to all stats, enemies with 22 willpower or less take an additional -5 to all stats (at 80 event points refer to the stage 2 debuff, as this one is only active at 120 event points)
  • Fatigue penalties are ignored
  • Prevents the character being knocked unconscious for 2 turns, every turn that they inflict damage equivalent to a fatigue they gain another turn of this effect
  • Increases the speed and power of "paths" by 100%

▣ If an opponent is intimidated by the berserker due to a lack of willpower(meaning taking reduced stats) they take an additional 25% damage from the Berserker

Paths of Destruction ⦿

sometimes simply shortened to "paths" by Makos Berserkers, these are offensive techniques that are very powerful but can only be used whilst the within at least stage 1 of berserk. The player may choose to create paths that can only be activated at later stages of berserk, making the skill more powerful.

Exhaustion ▣

Using paths cause the Berserker to gain exhaustion which upon reaching 5 points will cause the character to temporarily exit berserk as they become exhausted. Exhaustion lasts for 3 turns, during exhaustion the character is unable to enter berserk and as such they cannot use any paths either. The amount of exhaustion a path costs is equal to the attribute modifier as shown below :

0.25 - 0.5 = half an exhaustion point

0.75 - 1.25 = 1 exhaustion point

1.5 - 2 = 2 exhaustion points

▣ During exhaustion the Berserker quadruples the rate at which fatigue accumulates (due to this multiple fatigue penalties can be acquired in a single turn)

▣ If the Berserker is at 2 fatigue after the Exhaustion ends, they will automatically re-enter berserk

▣ If the Berserker is at 3 fatigue, exhaustion causes them to immediately become unconscious.

Bloodbath ᛝ

Upon burning a fate point the Berserker enters Stage 3 Berserk regardless of their current fatigue amount. Additionally, every time the Berserker uses a Path and successfully hits their opponent, they can immediately follow up with another Path of their choosing. This effect lasts until combat ends or the Berserker is knocked out from the effects of their Berserk.

The Pugilist ✦

(has 140% empowerment)

Compared to barbaric berserkers or the anger driven furious, the pugilist is the calmest of the warriors from Makos. These warriors are additionally, the most religiously dedicated of those from Makos committed to following the combat style of Adarukh Har, defeating their foes only with the limbs of their body.

Fists of Adarukh ▣

The pugilist follows the teaching of Adarukh as such, they have spent their life honing their body, with an even deeper focus on the power and durability of their arms. As such, the pugilist has a unique class skill which is essentially the punching skill from the Skill Library , but this classifies as a class skill and is far stronger, but much slower.

Fists of Adarukh (2 physical power)

Confidence of Adarukh ▣

Regardless of any fear debuff, magical debuff, or fatigue penalties, the pugilist never shows any sign of weakening. While useless on Iraeidin and most monsters, on people it allows for an incredible level of intimidation, even when the current injuries should be placing the warrior on their last legs.

Impact ⦿

As the pugilist delivers heavy blow after heavy blow, they slowly start generating enough pressure on their opponent to deliver a heavy impact. The Impact is a damage oriented technique delivered with frighteningly high strength. To use an Impact the character must deliver at least a single heavy blow with the "fists of Adarukh", when making an impact the player determines how many heavy blows are required before they can deliver the skill, the more blows, the stronger the skills, after using a skill, the blow counter is reduced to zero.

Break ⦿

Due the nature of Makos warriors, pugilists must fight Desert Demons just like any other warrior, but due to lacking the weaponry to effectively take down these beasts, the pugilists devised other methods over the course of their lives. This method is to pressure their opponent with their physique before delivering a crushing attack targeted on one of the limbs of the opponent, which will either heavily weaken or disable the opponent in some way. Similar to an Impact, to deliver a Break the character must deliver at least two heavy blows with the "fists of Adarukh", when making a Break the player determines how many heavy blows are required before they can deliver the skill, the more blows, the stronger the skill, after using a skill, the blow counter is reduced to zero.

▣ Should the Pugilist use an impact on a broken body part, it will deal an additional 50% damage.

The End ᛝ

Every legend, every myth, every tale, must eventually reach a conclusion, no matter how grand the battle the Pugilist finds themselves in, it to, must come to an end, upon burning a fate point, they deliver The End. The Pugilist clasps their hands together, and channels forth memories of the Legend of Adarukh, hoping that this blow, may earn them just a sliver of respect from the god, as they deliver a hammer strike down upon their opponent. If the Pugilist uses this ability after landing an impact or break, this is an immediate follow up before the turn ends and the attack becomes unavoidable. The End gains 50% bonus damage for every impact and Break landed throughout the fight. Additionally, gaining the natural 50% boost if targeting a broken body part. Lastly, The Pugilist gains 50% bonus damage for every fatigue they currently have. As such, if the Pugilist was at 2 fatigue, and has landed 2 Impacts, they would have at least a 200% damage multiplier for this attack.

(note for the above, bonus for impacts and breaks is multiplied by the number of blows required, hence an Impact that requires a blow counter of 4 would give a bonus of 200%)


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