12-25-2018, 05:44 PM
Considering people are suggesting new traits now, I wanted to suggest my own idea for a few traits I'd like to say.
Underdog
Req: None.
You perform best when outnumbered, and can pull through even when the odds are against you. When there are more enemies than allies, you gain +5 to Weapon Power.
No Surrender
Req: None.
No matter what the world brings your way, you will fight on til the very end, whether you think you can succeed or not. Reduces chance of fleeing to 0, rendering you incapable of running, but boosts Weapon Power by +10.
[Odd Strength
Req: Not taking any of the even traits.
You perform better when things feel odd. On odd numbered turns, you gain +5 weapon power, but -5 power on even turns.
Odd Speed
Req: Not taking any of the even traits.
You move faster when things feel odd. On odd numbered turns you gain 5 initiative (or cel, whichever works), but on even numbered turns you lose 5 initiative instead.] These two would be good with an even variant. You'd be unable to take odd and even traits together, though.
Martyrdom
Req: Die Hard
Even when you're down, you won't accept it without trying to take someone down with you. When you activate Die Hard, you gain a buff called "Matyr", giving +10 to your initiative for that turn, but locking you out of skills and magic for the length of it. Once your turn next ends, or you are killed, the Matyr ability will activate, reducing your health and FP to 0 (if they are not already), and deals damage equal to the drained FP to any enemy within 3 range of you. You cannot proc die hard more than once in a single battle with this trait.
Underdog
Req: None.
You perform best when outnumbered, and can pull through even when the odds are against you. When there are more enemies than allies, you gain +5 to Weapon Power.
No Surrender
Req: None.
No matter what the world brings your way, you will fight on til the very end, whether you think you can succeed or not. Reduces chance of fleeing to 0, rendering you incapable of running, but boosts Weapon Power by +10.
[Odd Strength
Req: Not taking any of the even traits.
You perform better when things feel odd. On odd numbered turns, you gain +5 weapon power, but -5 power on even turns.
Odd Speed
Req: Not taking any of the even traits.
You move faster when things feel odd. On odd numbered turns you gain 5 initiative (or cel, whichever works), but on even numbered turns you lose 5 initiative instead.] These two would be good with an even variant. You'd be unable to take odd and even traits together, though.
Martyrdom
Req: Die Hard
Even when you're down, you won't accept it without trying to take someone down with you. When you activate Die Hard, you gain a buff called "Matyr", giving +10 to your initiative for that turn, but locking you out of skills and magic for the length of it. Once your turn next ends, or you are killed, the Matyr ability will activate, reducing your health and FP to 0 (if they are not already), and deals damage equal to the drained FP to any enemy within 3 range of you. You cannot proc die hard more than once in a single battle with this trait.
Ending 145: Disappointed in Humanity