Post by demonicparadise on Aug 24, 2021 8:32:56 GMT
(Requirements: Both beneficiaries of this class must have this class taken to be of any benefit, and one must be a support.)
-->Tier 1<--
-Team Attack: You two have been fighting together for an awful long time, and in many of your movements are almost completely in sync. Using a simple action to communicate to each other, once per encounter you can combine your Support action and main action into a dual attack on a single target that is defended against as though it were a single attack. This can only use basic attacks.
-Learned Behavior: You two spend way too much time together. You’re clearly rubbing off on one another. Gain X to the primary stat of the other person with this class where X is your tiers in this class. For example, if you are Ame and Grace, Ame gains X to Vitality and Grace gains X to Deftness.
-->Tier 2<--
-Supportive Family: Even if you don’t know how to do the thing your sibling loves, even if it makes utterly no sense to you, you can still be supportive! Once per day, you can give your sibling advantage on any roll through the love and support you share for each-other as a free action.
-Protective Strike: Once per encounter, against a target who has attacked your sibling, you can make an attack against the target to draw their attention. Regardless of if this attack hits, roll luck. On a 65 or above, you are inflicted with You Draw Aggro for 1d2 turns.
-->Tier 3<--
-Not on my watch: You really think I’m going to let you hit my brother??? Once per encounter, you can either tank an attack for your sibling or attempt a combined defense with them. This only works for defenses within melee range, and you cannot attempt a combined defense while one of you is Prone, Stunned, Asleep, Immobilized, In Critical or otherwise unable to move.
-Watchful Eye: You two always know what’s going on with each other. Like… Always. It’s kind of creepy. Upon taking this tier, the siblings with class are now able to sense when something is wrong with the other, and are able to determine things like what status effect the other might be under. This also means, in the case that someone is impersonating your sibling, you gain advantage on discerning if this person is an imposter.
-->Tier 4<--
-Team Attack (Bonus): You’ve got this. You two know each other well enough by now to understand each other’s abilities! You can now use more complicated abilities, so long as these abilities are not limited more than Once per Encounter. You cannot use this for Once per Day abilities.
-Empowered Support: Guess what? The support who took this class now has a simple action. Who says they can’t attack and use items. That’s bullshit.
-->Tier 5<--
-Perfect Synchronization: Just because you're siblings doesn't mean you don't have your differences. Turn those differences into your strengths. Once per Day, Mission or Bounty, you may draw upon your own individual powers to strengthen your attacks and combine them into a much more powerful one. Each Sibling rolls their primary stat for this attack, and the number of successes are the addition of the two rolls. The exact effect of this ability changes depending on the siblings that use it.
(In the case of Ame and Grace, this ability draws upon their buried connection to the Oathborn and Voidborn to empower their attack.)
-Symbiosis: People who live together tend to begin to mimic each other. You gain X/2 to the secondary stat of the other character where X is the number of levels invested in this class.
-->Tier 6<--
-Watchful Eye (Bonus): What good is knowing what status effect your sibling is under if you can't do anything about it? Once per encounter, as a simple action you can remove all status effects from your sibling with this class.
-->Tier 7<--
-Not on my watch (Bonus): You know what really sucks? Sometimes life just, draws you away from the people you care about, and you can't be there to protect them. Well fuck that. You no longer have to be within Melee range to defend your sibling with a combined defense. Once Per Day, when witnessing an attack against your sibling and if you have a defense you can attempt to deploy at range, you can attempt to double defend for your sibling.
-->Tier 8<--
-Situational Awareness: It's really nice having an extra pair of eyes. Especially when those extra pair of eyes are really good at communicating with you. Once per encounter, when rolling Perception rolls, you and your sibling roll together, and you add the total of your perception rolls together.
-->Tier 9<--
-Force to be Reckoned With: Those Once Per Days you weren't allowed to touch before? What was up with that, it would have been nice to have access to those earlier. Well, better late than never. Once per 3 missions, you and your sibling can combine the effects of two once per day abilities into a single attack, combining their successes.
-->Tier 10<--
-Perfect Synchronization (Bonus): How do you get more perfect than perfect? Becoming a singular entity, comes to mind. Once per Month, fuse with your sibling for 1d2+1 turns. This form has access to both of your abilities, even the ones hidden deep away, and is capable of developing skills. While in this form, you take the highest stats of both of you, and are able to apply a 1.15x multiplier to one action per turn (be it a main, simple, or free.) Additionally, you are able to attempt to control your hidden nature, however, performance rolls for these attempts are going to be particularly difficult.
-Reliance: You've put quite a lot of tiers in this class, and at this point it's pretty clear, what would you do without each other? You gain X/4 to the tertiary stat of the other character where X is the number of levels invested in this class.
-->Tier 11<--
Team Attack (Bonus): Almost completely in sync is a thing of the past, who needs almost with how much you two have put into eachother? Using this ability no longer consumes your simple when used. Your Support and Main actions however are still consumed.
-->Tier 12<--
Defensive Counter: Working in tandem pays off best when distractions can be taken advantage of. Once per encounter, when an enemy misses an attack on your sibling, you can take advantage of the distraction to make a basic attack.