Sunday, March 13, 2016

[Tags] represent the varied abilities, training, attributes and proficiencies that make heroes, heroes. These are available to all Characters There are several different classifications of [Tags]. [Tags] are the foundation for developing and advancing characters. Purchasing a [Tag] with skill points allows characters to unlock abilities, by spending skill points, on [Sub-Tags] which grant abilities and powers that fall within the domain of that [Tag].

Magic Tags: Magic [Tags] represent mastery of magical disciplines, often referred to as schools. They are typically abilities that are actitivated through the use of personal resources, like Spell Points. Purchasing a Magic [Tag] allows the character to purchase magical spells and abilities within that [Tag]'s domain.

(Elemental Group)
[Biosphere]: Organic Life. Healing, Regeneration, Debuffs, Buffs, Physical Alteration.
Damage:+  AOE:-  Offense Buff:++  Defense Buff:++  Debuff:++ CC:-  Heal:+++   Utility:+  

Biosphere Mechanic: Vigor
Rank 1: Using Biosphere Abilities gives you temporary HP. +1d4
Rank 2: Temp HP +1d6
Rank 3: Temp HP +1d8

[Lithosphere]:Stone and magma. Defense buff, AOE DOT, stone projectiles.
Damage:+++  AOE:++  Offense Buff:-  Defense Buff:+++  Debuff:-  CC:++   Heal:-   Utility:+Lithosphere Mechanic: Golem Skin - (Using Lithosphere Abilities gives you charges of Golem Skin, expend Charges to transform. X Charges = X Turns).
Rank 1: Increased DR.
Rank 2: Increased DR.
Rank 3: Increased DR.
(may change, boring. like Golem/transform idea though).


[Atmosphere]: Air and storm: Stuns, pushes, single target damage and CC.
Damage:+++  AOE:-  Offense Buff:++  Defense Buff:-  Debuff:+ CC:++   Heal:-   Utility: +Atmosphere Mechanic:  Swiftness - (Using Atmosphere Abilities give charges of Swift. Ap + Verve Cost = Swift charges. Swift may be spent to regain AP spent this turn).
Rank 1:  20 Swift = 1 AP. Store up to 40 Swift.
Rank 2:  15 Swift = 1 AP. Store up to 80 Swift.
Rank 3:  10 Swift = 1 AP. Store up to 100 Swift.
(may be OP/too complicated)


[Hydrosphere]: Water and Ice. AOE modest Direct Damage. Single target/AOE CC.
Damage:++  AOE:++  Offense Buff:-  Defense Buff:-  Debuff:-  CC:+++   Heal:+   Utility: + Hydrosphere Mechanic: Fluidity - (Using Hydrosphere Abilities gives charges of Fluidity. Fluidity charges = AP+Verve Cost. May spend Fluidity for bonus to any d100 roll once per turn. 2 Fluidity = 1 Point Bonus).
Rank 1:  Max Bonus per roll +5.
Rank 2:  Max Bonus per roll +10.
Rank 3: Max Bonus per roll +20.
(may need to be simpler)


(Binary Group)
[Light]: Requires Dawn. Angelic. Light Ray attacks, Holy Shields, Auras, Resurrection.
Damage:++  AOE:+++  Offense Buff:++  Defense Buff:+++  CC:+  Debuff:-  Heal:+++  Utility:-Light Mechanic: Grace.
Rank1: You lose a Bane Slot.
Rank 2: The first Light Boon you apply to a target occupies a Bane slot instead of a Boon slot.
Rank 3: You gain a Boon Slot.

[Dark]: Requires Dusk. Demonic. Curses, Entropy, Life Drain, Dark Pacts, Blood Magic.
Damage:+++  AOE:+  Offense Buff:++  Defense Buff:-  CC:++  Debuff:+++ Heal:++   Utility:-

Dark Mechanic:
Rank 1: Your Dark Banes last longer.
Rank 2: The first Dark Bane you apply to a target occupies a Boon Slot instead of a Bane Slot.
Rank 3: Your enemies all have an extra Bane Slot when battling you.


(Forces Group)

[Mind]: Illusion, Telepathy, Invisibility, Minor Telekenisis and Mind Control.
Damage:+  AOE:- Offense Buff:-  Defense Buff:+  CC:+++  Debuff:+++  Heal:-  Utility: +++

(
Mind Mechanic: Mind Control - (% Chance to Mind Control target for 1 turn when using Mind Abilities on them. % Chance = Ability Verve Cost+AP Cost)
Rank 1: +5% Chance.
Rank 2:  +10% Chance.
Rank 3:  +15% Chance.
(Too boring? Too OP?)

[Warp]: Teleportation, Gravity Manipulation, Force Attacks.
Damage:++  AOE:++ Offense Buff:-  Defense Buff:+  CC:+++  Debuff:++  Heal:-   Utility:++

Warp Mechanic: Breach - (Whenever you use a Warp Ability, roll a Warp Die, on a 1 all Warp abilities go on a 3 Turn Cooldown [Warp Abilities do not cost Verve].
Rank 1: Warp Dice = 1d4
Rank 2: Warp Dice = 1d6
Rank 3: Warp Dice = 1d8


[Spirit]: Anima Walking (astral travel), Spirit Summoning, Totem Possession, Primal Magic.
Damage:+++  AOE:-  Offense Buff:+++  Defense Buff:+  CC:-  Debuff:+ Heal:+   Utility:+

Spirit Mechanic: Anima Echoes -(Whenever you deal the deathblow to an enemy, you gain Temporary Verve).
Rank 1: +1 Verve/ lasts until end of battle
Rank 2: +2 Verve/lasts until rest
Rank 3:  Lasts until used.
(Spirit needs a new Name: Voodoo/Druid/Shaman kind of thing). 


[Shaping]: Abjuration, Conjuration, Constructs, Artifice.
Damage:+  AOE:-  Offense Buff:++  Defense Buff:++  CC:-  Debuff:- Heal:++   Utility:++

Shaping Mechanic: Artificer -(You gain extra Trinket Slots).
Rank 1:  1 Extra Trinket Slot.
Rank 2:  2 Extra Trinket Slots.
Rank 3:  3 Extra Trinket Slots.


[Combustion]: Fire, Explosions, Burning, Heat.
Damage:+++  AOE:+++  Offense Buff:+  Defense Buff:-  CC:-  Debuff:- Heal:-   Utility:-

Combustion Mechanic: Firepower -(Your Combustion Abilities can Crit).
Rank 1: 10%/ x2 Crit.
Rank 2: 20%/ x2 Crit.
Rank 3: x3 Crit

IS THIS EVEN RELEVANT? MONSTER CLASSES?
Quasi-Magic Tags: Quasi Magic [Tags] represent innate supernatural natures, abilities or conditions. They typically do not grant access to Spells, but rather permanent, continuous or conditional abilities.

Ability Tags: Ability [Tags] represent the general abilities that make characters exceptional, from training in certain weapons, to enhancement of their ability scores, to special attacks and attributes grounded in the mundane.

Skill Tags: Skill [Tags] represent specific training in a diverse array of non-combat skills.





IGNORE THIS: BECAME SPECILIZATIONS.

(Magic User Archetype Tags)

[Druid]: Druids are remnants of an ancient order of Animages dating back to prehistory, before the Immortal War. While during the later ages the Druids fell into myth and called many names - Worldwakers, Barrow Builders, Lost Prophets and others - their order reemerged in the wake of the Imperial Cataclysm to restore balance to Spira. Likewise, on the moon of ______ a society of Druids was found distantly watching the world below and recruited new members from the Diaspora.

Druids are most closely related to Shaman, but fulfill different roles in both the world and groups. Whereas Shamans act as emissaries of the spirits of the Anima on Spira, Druids are in many ways their opposites - emissaries of Spira to the Anima.

Taking the [Druid] tag grants access to the [Shaping] Tag, the [Lycan] Tag and any one of either the [Lithosphere], [Atmosphere], or [Hydrosphere] Tags.

Druids use Verve to cast their spells and have increased cool down's on them, but can choose a single [Lycan] Shapeshift ability as their Favored Form. Taking the [Arch-Druid] Tag grants them increased power in their Favored Form and resets all of their cooldowns when shifting forms.

[Animage]: The Animage is the oldest, most generic form of magic user. Animages typically explored magic freely, seeking to gain a broad and diverse knowledge of magic beyond their main schools, or took the opposite approach and became highly specialized. Animages have played diverse roles in society: Advisers, Seers, Spies, Merchant-Mages, Artificers, Scholars and even Soldiers.

Animages choose when selecting the tag to become Generalists or Specialists. Both variants cast their spells using Verve. Specialists declare a specific school to master, all Ability Tags within that school cost 1 less skill point to purchase (does not reduce to 0). Generalists do not choose a school to master, instead they receive any one Elemental Group Tag and any one Forces Group Tag for free.

Animages also receive the [Great Verve] General Tag for free, granting a multiplier to base Verve.

[Overlord]: Overlords are mortals who have found a way to connect to both the light side and dark side of Immortal Magic, but favor neither. Where as Supplicants and Warlocks offer fealty or enter into pacts with Angels or Demons, respectively, for access to the peak of Immortal power - Overlords instead find their own path to those magics by bloodrite, artifacts or other means free of influence.

Due to the overwhelming, dominating nature of Immortal magic when wielded by mortals Overlords must be careful to balance their use of light and dark magic, continual use of one or the other will result in an inability to access the other until the that side's dominance fades.

Overlords gain access to both the [Dawn] and [Dusk] Tag. They may use abilities and spells from either without Verve cost - however, the cooldowns of all their abilities are increased by +1. In addition, if at any point an Overlord uses a [Dawn] or [Dusk] spell/ability twice in a row (excluding all other actions), they become unable to use spells/abilities of the other type for 24 hours. Being dominated by either force also causes minor personality changes for the period as well. Being dominated by the light side causes the overlord to become more controlling, intolerant and dangerously zealous (unwilling to retreat). Being dominated by the dark side causes the overlord to become more selfish, prone to lying and reckless (willing to harm companions).

STOP IGNORING HERE.












Non Magic Tags:

[Hero]: Hero Tags are available to all characters from Level 1 on and represent general, unspecific abilities accessible to any character.

[Skilled ______]: Skilled Tags denote specific training and focus in a particular skill above the natural talent derived from an ability score. Taking a Skilled Tag gives an additional bonus to Skill Checks related to that skill, and even unlock exceptional uses of that skill.

Skills:
Acrobatics (Agility), Stealth (Agility), Piloting (Agility), Misdirection (Agility)
Performance (Confidence), Deception, (Confidence), Influence (Confidence),
Athletics (Strength), Brute Force (Strength)
Medicine (Insight), Mechanics (Insight), Vigilance (Insight), Lore (Insight), Survival (Insight)

[Combat Tactics]: The Combat Tactics Tag allows access to advanced combat tactics such as disarming foes, feinting and tripping.

Combat Tactics Characters: Characters that focus on Combat Tactics are skilled warriors who realize brute force and superior forces can be defeated through cunning and exploitation of weaknesses. The Well Trained Gladiator, Professional Duelist and Front-line General could all be Combat Tactics characters. 

Combat Tactics Mechanic: Vigilance -(You take the Vigilance Action for free every turn, your Vigilance is more potent than others).
Rank 1: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
Rank 2: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
Rank 3: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
(Maybe this should go to Bulwark?)


[Mobility]: The Mobility Tag opens up abilities that allow a character high degrees of speed, mobility and ability to maneuver on the battlefield as well as traverse difficult terrain and reach far off destinations unhindered.

Mobility Characters: Characters that focus on Mobility are masters of terrain and motion. They are hard targets to hit and pin down, and excel at flanking opponents. Difficult terrain that would give others pause poses little difficulty for the Mobility Character. The Battlefield Scout, The Infiltrating Saboteur or Intrepid Explorer could all be Mobility Characters.Mobility Mechanic: Hit and Run -(You can make attacks in the middle of moving. You gain bonuses depending on how many AP you spend on Move Actions in a turn).
Rank 1: +2 Damage per AP used to Move. Using 2 AP to move grants you +20% Dodge Bonus.
Rank 2: +4 Damage per AP used to Move. Using 3 AP to move grants you +20% Attack Bonus.
Rank 3: +6 Damage per AP used to Move. Using 4 AP to move grants you +10% Critical Chance.
(Mobility may get rolled into GWarfare. Like the idea thematically, but might not be enough design space for both. Might be too Power Gamerty = Movement is always great). 


[Guerrilla Warfare]: This Tag gives access to special abilities focusing on hit and run tactics, ambushing, sneak attacks and evasion.

Guerrilla Warfare Mechanic: Concealment -(You have a % chance each turn to enter Stealth equal to your current Cover bonus).
Rank 1: +10%
Rank 2: +20%
Rank 3: +30%

Guerrilla Warfare Characters: Fighting fair is for fools and the dead is the motto of the Guerrilla Warfare Character. These characters prefer sudden ambushes, ranged attacks and diversion to going toe-to-toe, hitting with sudden overwhelming force and then disappearing as suddenly as they struck. The Commando, the Ranger, and the Rogue could all be Guerrilla Warfare characters.  

[Leadership]: The Leadership Tag allows a character to gain abilities focused on increasing the effectiveness of allies both in and out of combat.

Leadership Characters: Leadership Characters realize that no one soldier wins a war. They seek to use their confidence and insight to rally their soldiers to great feats, maximize group effectiveness and even persuade their enemies. Not all leadership characters make war, however. Their skills carry over into negotiations, diplomacy and management of all forms. The Elite Squad Captain, Charismatic Diplomat and Warrior King could all be Leadership Characters.Leadership Mechanic: Inspiring Presence -(Your presence inspires your allies, granting them bonuses).
Rank 1: Allies gain +1 Movement.
Rank 2: Allies heal 1 HP per turn.
Rank 3: Allies gain a 10% bonus to Saves.
(this class is the Bard analogue mixed with some Paladin). 


[Weapon Mastery]: The Weapon Mastery Tag allows access to abilities which add unique special attacks to weapons, gain bonuses to wielded weapons and increase the effectiveness of allies weapons.

Weapon Mastery Characters: Weapon Mastery Characters seek to hone their ability with their weapons to perfection. They learn to see their weapons not as mere tools, but as an extension of their will and desire. For a Weapon Mastery character, second place is never an option. The Sniper, The Elite Mercenary and Roving Sword Master could all be Weapon Mastery Characters. 

Weapon Mastery Mechanic: Weapon Focus -(When you use Weapon Master Abilities, you gain Focus charges, expend Focus Charges for bonus Damage Dice on standard Attacks once per turn. Focus Charges = Verve + AP cost).
Rank 1:  12 Charges = +1d6 Damage
Rank 2:  12 Charges = +1d8 Damage
Rank 3:  12 Charges = +1d10 Damage(Prob too complicated. Drop damage down a dice, Rank 1 = first attack in turn, rank 2 = 2nd attack in turn, etc . . . )


[Bulwark]: The Bulwark tag is for the dedicated defender, giving access to Abilities which increase the effectiveness of Heavy Armor, Shields, and Cover.

Bulwark Characters: In a battle killing your enemy is good, but surviving to win the war is better. To this end Bulwark Characters focus on providing a good defense for both themselves and others. They seek to use the best, most defensive armors possible and how to manipulate, improve and maintain them to great effect. They might be found on the front lines, protecting tacticians, or enhancing and shoring up the defenses of fortifications. The Combat Engineer, The Kingsguard, and the Phalanx Captain could all be Bulwark Characters. 

Bulwark Mechanic: Armored Core -(You become a fortress; gaining ability to use the Shield Sphere item and heavier armors for free).
Rank 1: You can equip and use a Shield Sphere. You gain the [Light Armor] Tag.
Rank 2: You gain the [Medium Armor] Tag.
Rank 3: You gain the [Heavy Armor] Tag.(Shield Sphere = Drone that puts out single direction force field that gives Cover)

[Soldier]: This tag grants access to well rounded abilities which aid the character in being both an effective warrior both individually and as a member of a unit.

Soldier Characters: Soldier Characters know that the secret to success is adaptability. They train for diverse conditions, with many weapons and rarely find themselves in a situation where the can't be effective. Soldiers not only apply this skill to combat, but often have at least one Skilled focus, which allows them to excel in many different roles. The Adventurer, The Grizzled Veteran and the Combat Medic could all be Soldier Characters. 

Soldier Mechanic: Limit Break -(You have a Limit Meter, when it is full you may expend your Limit Meter to engage a Limit Break. When in Limit Break you gain double AP and movement for the turn and you gain bonus damage. Each Soldier Ability fills up Limit Meter by Verve +AP Cost. Limit Meter does not fill when Limit Break is active) .
Rank 1: Limit Meter = Attacks give +2 Limit Meter Points, +2 Bonus Damage, Extra Skill Point.
Rank 2: Limit Meter = Attacks give +3 Limit Meter Points, +4 Bonus Damage, Extra Skill Point.
Rank 3: Limit Meter = Attacks give +4 Limit Meter Points, +6 Bonus Damage, Extra Skill Point.

[Living Weapon]: This Tag is for those who eschew weapons in favor of becoming a weapon themselves, it opens up abilities that grant martial arts, incredible feats of endurance, willpower and agility.

Living Weapon Characters: Living Weapon Characters are masters of their body and mind, either through intense dedication to their training. They have little need for conventional weapons, though may use them as circumstances dictate, but typically seek to replace the need of them with their own abilities. Living Weapon characters perfectionism and exceptionalism extends beyond combat as well, seeking perfection in the skills they attain and roles in life. The Warrior Monk, The Experimental Soldier and the Temple Guardian could all be Living Weapon Characters.Living Weapon Mechanic: Unarmed -(Your unarmed attacks are as lethal as weapons, dealing great damage with little Miss Chance. Normal Unarmed Attack: 1d4 Damage, 20% Miss, 5% Crit, Crit x2).

Rank 1: 1d8 Damage, 10% Miss, 10% Crit, Crit x2.
Rank 2: 1d12 Damage 0% Miss, 20% Crit, Crit x3.
Rank 3: 2d8 Damage, 0% Miss, 25% Crit, Crit x4.
(Monk)


[Juggernaut]: This Tag opens up abilities that turn a character into a force of unstoppable determination and fury. Battle Rages, Enhanced Intimidation and the ability to destroy obstacles that stand in their way.

Juggernaut Characters: Juggernaut Characters are implacable foes both on and off the battlefield. They seek their targets without fear or mercy, utterly dedicated to their task. Both their incredible will and physicality grants them tremendous endurance, with the ability to shrug off attacks that would fell lesser warriors as well as the ability to unleash brutal attacks. Those who would seek cover from Juggernauts are likely to find it crashing down upon their heads. The Unyielding Bounty Hunter, The Berserker and the Seigemaster could all be Juggernaut Characters. 

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