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[Curate] Promo: Artisan
#1
The word Artisan conjures up a craftsman who deals in much more finer things, such as jewelery or glass, however in the context of the world of Sigrogana the Artisans were much more different. Armed with fabled hammer, tongs and chisel, they work tirelessly over the heat of their soulforges, the melodic chime of the timeless mithril striking against itself is a song heard by few. What is it that they forged? The precious treasures they toil endlessly to perfect? Runes of course, the ancient magic only conjured by the most skilled hands, for only the most perfect epigraphs can draw upon such old and forgotten power. These small circular etchings can be held in one's hands so easily, and only need the mere force of the creator's will to fuse with armor or blade; whether cloth, wood, or metal. An Artisan may share their power with allies by shattering their runrs, granting them and anyone around them with a short but powerful boon.

[headline=4]Enough fluff, what the hell is an Artisan?[/headline]

Artisans are my proposed Defensive Promo class for curate. Artisans employ the power of runes, symbols etched into mithril disks that can be applied to weapons and armor. In game runes are represented by slotted skills that offer a passive effect simply by being equipped, similar to passives. The twist is that runes can be used like skills to "shatter" them and grant a temporary but more concentrated bonus to themselves and others nearby.. Using a rune exhaust it until it can be "reforged", calling upon the power of your soulforge to reconstruct it to be used within the same battle again at the cost of some FP and momentum. Artisans also have a few offensive skills, such as calling down a thunderous strike with their hammer, piercing an enemy's defense with their chisel, or holding them in place with their tongs. Artisans are skilled with basic martial weapons (spears, swords, and axes) as well as tomes because of their base class. Their stat growths are mostly defensive, having Moderately high DEF, RES, and WILL. They would also have some STR, SKILL, and VIT, growths but not as high.

[headline=4]How does it function?[/headline]

The way Artisans function is primarily as a tank. The runes it employs are mostly defensive, granting regeneration to HP, a damage shield, extra evasion, ect. When runes are activated they create a 'burst' of power and grants the user and surrounding allies a stronger effect based on the rune's nature. Shattering runes allows the player to quickly adapt their defenses and allows the class to be played as a support as either a primary or sub role, as required for curate promos.

[headline=4]Show me the skills![/headline]

Innate

Soulforge
The Artisan's forge is in no means a physical forge you might find in any blacksmith, it is a manifestation of their focus that allows them to utilize and reconstruct their runes. Forging these runes requires an Artisan to put a bit of themselves into each one, making them all unique to their creator and only bending to their will. Runes generate a passive effect while equipped in a skill slot, but can also be used on enemies or allies for various effects. Once a rune has been expended it can be reforged by using it again, costing an amount of FP based on the rune.
Rank 1: Grants a 5% bonus damage reduction for each rune skill equipped. Runes that have been shattered do not apply until reforged.

Runecasting
Increases the range of rune shatter effects by 1 per rank
Rank 1: +1 range
Rank 2: +1 range
Rank 3: +1 range
Rank 4: +1 range
Rank 5: +1 range

Masterwork
An Artisan forges their own body like any other weapon, increasing their hardiness
Rank 1: +1 DEF +1 RES
Rank 2: +1 DEF +1 RES
Rank 3: +1 DEF +1 RES

Passives

Epigraphy
Each rune is a letter in the old language, combining them spells out words of inspiration to fight by. Increases power and hit for each active rune equipped
Rank 1: +1 Power & Hit
Rank 2: +1 Power & Hit
Rank 3: +1 Power & Hit

Weighted Words
Charges your runes with even more arcane power, making them easier to reforge but at the cost of weighing them down.
Rank 1: Halves the FP cost of reforging runes and lowers the momentum by 1 at the cost of +2 BW per rune equipped.
Rank 2: Equipping this skill does not take up a Skill Pool slot.

Utility
*Note that due to how runes function, they can fit almost any skill type. For now I decided to make them utility skills*

Unq Rune
FP cost 30 to reforge
A rune that means 'life'. Grants a passive regen effect to yourself based on Rank. When shattered, heals yourself and allies for WILL + (rank * 3) HP
Rank 1: FP 18, Power 2
Rank 2: FP 16, Power 4
Rank 3: FP 14, Power 6

Hem Rune
FP cost 30 to reforge
A rune that means 'Vitality". Grants additional max HP equal to your WILL/2 + Rank. When shattered, grants a shield that nullifies up to WILL + (Rank * 1.5) damage to yourself and allies for one turn.
Rank 1: FP 16, Power 8
Rank 2: FP 14, Power 10
Rank 3: FP 12, Power 12

Sol Rune
FP cost 45 to reforge
A rune that means "Warding". Reduces magical damage up to WILL/4 + Rank. When shattered, grants a buff to yourself and allies that allows them to absorb FP equal to the cost of the next offensive spell cast on them up to a max of WILL/2 + rank
Rank 1: FP 18, Power 8
Rank 2: FP 16, Power 10
Rank 3: FP 14, Power 12

Lys Rune
FP cost 50 to reforge
A rune that means "Swiftness". Increases your move and dodge by rank. When shattered, grants you and allies double the initial effect as well as additional hit equal to your WILL/2 + rank
Rank 1: FP 16, Power 2
Rank 2: FP 14, Power 3
Rank 3: FP 12, Power 4

Support

Reforge Body
A technique that allows the Artisan to bring back an ally from the verge of death by reforging their soul itself, but at the cost of your runes.
Rank 1: FP 50, Returns an ally from the downed state and shatters all runes on yourself, restoring 50 HP per rune. This skill does not take up a Skill Pool slot.

Defense

(nothing yet, stay tuned)

Offense

Thundering Hammer
Calls down the might of the Artisan's forge hammer, dealing blunt electrical damage per rune equipped and silencing the target.
Rank 1: FP 10, Damage: WPN Power +1 electric damage per active rune
Rank 2: FP 14, Damage: WPN Power +2 electric damage per active rune,
Rank 3: FP 16, Damage: WPN Power +3 electric damage per active rune +1 silence duration
Rank 3: FP 18, Damage: WPN Power +4 electric damage per active rune
Rank 3: FP 20, Damage: WPN Power +5 electric damage per active rune +1 silence duration

Piercing Chisel
Pierces an enemy with the Artisan's chisel, dealing piercing damage that ignores a percentage of a target's armor based on the number of runes that are pending reforging.
Rank 1: FP 8, Damage: WPN Power, ignores 1% of target's defense per inactive rune.
Rank 2: FP 10, Damage: WPN Power, ignores 2% of target's defense per inactive rune.
Rank 3: FP 12, Damage: WPN Power, ignores 3% of target's defense per inactive rune.
Rank 3: FP 14, Damage: WPN Power, ignores 4% of target's defense per inactive rune.
Rank 3: FP 16, Damage: WPN Power, ignores 5% of target's defense per inactive rune.

Grasping Tongs
Restricts an enemy in place with the Artisan's tongs, dealing damage and reducing their evasion.
Rank 1: FP 8, Damage: WPN Power, reduces enemy evasion by 1% per active rune for 1 turn
Rank 2: FP 10, Damage: WPN Power, reduces enemy evasion by 2% per active rune
Rank 3: FP 12, Damage: WPN Power, reduces enemy evasion by 3% per active rune, +1 duration
Rank 3: FP 14, Damage: WPN Power, reduces enemy evasion by 4% per active rune
Rank 3: FP 16, Damage: WPN Power, ireduces enemy evasion by 5% per active rune, +1 duration

I'll be editing this post with any further updates. The idea is VERY ROUGH at this moment, it is far from finished and needs a lot of balancing. I plan on having at least 5 or 6 different runes to use when it's done.
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