Post by cvasquez on Oct 20, 2020 16:32:05 GMT
Heir of Breath (DFT/LUK)
Tier 1
- The Breeze - Beseech The Breeze. Roll 1d100
- Windy Pajamas - +X to deftness
- Cyclone Slip - Once per day negate a trap. You may roll luck upon trap negation. >80, trap is rearmed specifically to only spring for the person who laid it. <30, the trap immediately goes off
- Flight - Flight. Once per day roll luck to see if the wind is favorable.
- Sylladex Shenanigans - sylladex
- Breathless - No need to breathe
- The Breeze (B) - while unconscious/in critical, flip a coin to see if the breeze helps you out
- Breeze-Port - teleport behind a target in view as a reaction to an attack
- Breath of Air (U) - Once per day turn to wind. +5 to deft in wind form, may perform a basic aerokinetic attack then immediately disperse
- Luck by Birth-Right - +X/2 to luck
- The Breeze (B) - Deftness-based aerokinesis
- Breeze-icane - Once per encounter AoE wind drill
- Winds of Freedom - When attacked, roll luck. Above 95, turn to wind and dodge instantly and resolve anywhere you chose. May resolve twice per encounter
- Galeforce Winds - Once per day auto-breeze
- Breath of Air (UB) - Free usage of wind-turning
- Windy-Other - Turn target to wind based on deftness. If not resisted, auto-succeeds. Only lasts one turn in combat, can be sustained longer outside of it
- The Breeze (B) - Attempts to track or find you have their rolls halved
- Fraymotifs - May pay credits for special combo attacks with other players. More players, more powerful, more credits. Start with once per day solo 2x deftness attack
- Wind-Kin - Unlimited move actions
- Galeforce Winds (B) - Twice per day auto-breeze
- True Freedom (TU) - if team wipe, can go back in time and give one piece of advice
- Class Mastery - 1.5x to class-based rolls
- Wind Beneath My Wings - Two basic attacks for one main action
- Breeze Buddy - At mission start summon breeze in support slot. actions based on your deftness. can use your at-will actions
- Conditional Immortality - May only die heroic or just death
- Breath of Air (UB) - Once per day can turn into wind but maintain human form, creating a "breeze-form". Breeze-form is immune to physical attack and capable of using your weaponry. Roll luck at the end of every turn. 60 or more allows form maintenence. DC raises 10 each successful check
- True Freedom (TUB) - You cannot be stunned, stared, or held against your will
- Class Mastery (B) - 2x to class-based rolls
- The Breeze (B) - Conceptual Wind Manipulation
- Roll Beseecher - Once per day, a target must roll a second time. A friendly target (or yourself) may freely choose which of the two to take. A hostile target must take the lower of the two results. Once every two weeks, make target roll one more point than a successful DC or contest.
- Inheritance - You passively exude breathable air (universally and magically breathable to all freindly targets regardless of differences in respiratory systems. you determine the meaning of "friendly target"). When done passively has no energy consumption, but may be maintain actively at energy cost to increase the speed, quantity, or both of the air produced. This also allows you to roll luck upon use of a limited usage skill. >95 and the charge is not expended in the ability's usage
- Breeze Fighter - Beseech The Breeze with every basic attack. This may increase the attack's damage, speed, guide the sword to a more vital location, hit a completely different target The Breeze feels more vital to a battle's successful conclusion, or whatever else The Breeze wants. Once per encounter, roll luck to have The Breeze possibly assist in an impressive acrobatic move that wins you the battle - or have it untie your shoes and pants you
- Unstuck (AU) - Meta-teleportation that doesn't work through time/space manipulation but manipulation of the "story". therefore, conventional teleportation negation will fail. if a target attempts to forcibly teleport you, you may change the destination without alerting the target