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So... Karaten is at the forefront of both magic and tech.... - Printable Version

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So... Karaten is at the forefront of both magic and tech.... - Ranylyn - 08-17-2015

... so why do we only have mages and engineers, but the closest thing to a hybrid is Magic Gunner?

So I started working on this because I was bored. it's still a work in progress. Just sharing what I have.


Class Suggestion: Magnetech

Years of study into arcane fields and the more recent surge of technological advancements has enabled some more creative mages to synergize and hybridize. Specializing in manipulating Magnetic Fields, these mages deploy and manipulate small machines to play more of a utility role in battle. Between their mastery of magnetic fields and machinery, these individuals are welcome allies.

Unlock Requirements:

20 Mage
Engineer Unlocked
Trigger Astral Belt's Damage condition on an enemy.

Alternate 3rd condition: Rank 3 Geomancy

Growths And Bonuses

(Distribution is just a reshuffled engineer)

Strength: 0%
Will: 40% +2
Skill: 30% +1
Cel: 10%
Def: 20% +2
Res: 40% +2
Vit: 20%
Fai: 0%
Luc: 20% +1

Weapons: Guns, Tomes


Offensive Skills:

Attack Drone (5 ranks - Augment Compatible)

Deploys a single attack drone adjacent to the Magnetech. Attack Drones deal damage based on the type of elemental enchantment cast upon it, provided they pass a hit check. If not enchanted, it won't fire, and it will be destroyed after two rounds of not being enchanted. Any ailments last for 2 rounds. The turret has a range of 4.
Fire: Fire damage. Skill + Lv/2 - Enemy Res. Causes Lv/2 Burn
Ice: Ice Damage. Unresistable 5% of opponent's HP. Causes Lv/20 Slow.
Wind: Wind Damage. Unresistable Skill/2. +5 Range.
Earth: Earth Damage. Will + Lv/2 - Enemy Def. Causes Lv/3 Magnetism.
Lightning: Lightning Damage. Damage is unresistable Momentum*10 (60 damage if it doesn't move, 30 if it does.)


Rank 1: 30 FP, Max 1 Drone
Rank 2: 25 FP
Rank 3: 20 FP
Rank 4: 15 FP
Rank 5: 10 FP, Max 2 drones.


Copy Bit (5 ranks) Range = 4

Places a Copy Bit at the target location. Anyone standing within 1 range of that location will have their actions replicated at 50% efficiency (Example: 40 damage resulting in an extra 20 damage) once per turn for 3 rounds. Multile bits can be placed for multiple allies, but each party member can only benefit from one bit of the same type per turn. The bit is destroyed once the affected party member takes damage.

Rank 1: 50 FP, max 1 Bit
Rank 2: 47 FP
Rank 3: 44 FP, Max 2 bits
Rank 4: 41 FP
Rank 5: 38 FP, Max 3 Bits

Bombard (5 ranks, Requires: Magnetic Flux) 3 range

Sometimes, you just need to throw everything at them! Sacrifice all your drones and bits within 10 range of your target to slam them all into it for Rank * 5 unresistable pierce damage per drone/bit.

Rank 1: 100 FP
Rank 2: 90 FP
Rank 3: 80 FP
Rank 4: 70 FP
Rank 6: 60 FP

Defensive Skills

Decoy Bit (5 ranks) Range = 4

Places a Decoy Bit at the target location. Allies within 1 range will have the decoy absorb a flat of the damage taken for them, until the decoy is destroyed. The decoy can only protect one ally per turn, but multiple decoys can be placed. The reduction applies to every hit of multi-hit attacks, but only once per single hit attack. For example, an attack dealing 50 total damage will deal 10 to the decoy and 40 to the player, while an attack dealing 200 damage would do 10 to the decoy and 190 to the player.

Rank 1: 10 FP, Reduces 2 damage, 10 HP Max 1 Bit
Rank 2: 12 FP, Reduces 4 damage, 15 HP
Rank 3: 14 FP, reduces 6 damage, 20 HP, Max 2 Bits
Rank 4: 16 FP. Reduces 8 damage, 25 HP
Rank 5: 18 FP, Reduces 10 damage, 30 HP, Max 3 Bits


Attractive Bit (5 ranks, Elemental Compatible) Range = 5

Places an Attractive Bit at the target location. Enemies within X*2 range will be pulled towards the bit X tiles every turn, where X equals rank. Enemies affected are affected by Magnetism LvX until the bit is destroyed. The bit can be attacked directly. Once destroyed, it explodes and deals Rank*10 damage to all targets affected by magnetism.

Rank 1: 30 FP, 30 HP
Rank 2: 27 FP, 60 HP
Rank 3: 24 FP, 90 HP
Rank 4: 21 FP, 120 HP
Rank 5: 18 FP, 150 HP


Support Skills:

Covering Drone (5 ranks)

Deploys a Covering Drone. The drone hovers around for 3 turns using "Covering Fire" from the Magic Gunner tree, which reduces the target's hit chance against allies other than the user. This drone is particularly frail and will be destroyed in a single hit.

Rank 1: 30 FP, Max 1 Drone
Rank 2: 25 FP
Rank 3: 20 FP
Rank 4: 15 FP
Rank 5: 10 FP, Max 2 Drones.

Utility Skills:

Cling (2 ranks)

Passive: Casting a Bit next to an ally causes it to follow them as they move.
Active: 3M. Clings a bit to an adjacent ally, so it follows them as they move. If used on an alkready clinged bit, it will uncling.


Mobilize (5 ranks, 6 range)

Allows the Magnetech to reposition their drones and bits manually. A single drone or bit can be moved up to 5 tiles per use.

Rank 1: 5M
Rank 2: 4M
Rank 3: 3M
Rank 4: 2M
Rank 5: 1M

Passive Skills:

Corrosive Fumes (1 rank)

Gun Skill. Only usable by Throwers. The harsh smoke generated by throwers cause the target to have difficulties breathing due to inhalation, which can also, often, be painful. After taking damage from the Magnetech's thrower, the target continues to take half that damage per turn over the next two turns. While this effect does not stack, using a thrower again will reset the duration.

Rank 1: learn Skill

Innate Skills:

Magnetic Flux (1 Rank)

What sets the Magnetech apart from the Engineer is their use of magnmetism to manipulate their machines. Without this ability, you're just another engineer.

Rank 1: Able to use the following skills: Cling, Mobilize, Bombard

Attunement (3 ranks)

All that messing with polarity can really disorient someone. If "End Turn" is selected without taking any action at all, the Magnetech recovers FP.

Rank 1: 10 FP
Rank 2: 20 FP
Rank 3: 30 FP

Perpetual Flux (3 ranks)

Adaptability is key. Allows you to overwrite one elemental enchant with another. Additional Ranks also increase the duration of elemental enchantments by 1 per rank. Astral Belt also gains a further Rank*2 defense boost.

Rank 1: Learn Skill
Rank 2: +1 duration to enchant spells.
Rank 3: +1duration to enchant spells.