Post by cvasquez on Nov 22, 2021 17:09:32 GMT
This class brought to you by Nerf, a subsidiary of Hasbro. Nerf, it's Nerf or Nothing.
Tier 1
Nerf-o-mancy - The art of the Nerf is an ancient, powerful one, passed down from generation to generation of fun-loving mages who wanted a novel new way of defeating their enemies. Over the generations, the art has grown into something truly special. What will you add to the history of the Nerf Gun Mage? For now, we start with the basics. You are able to imbue a target Nerf gun with magic (only has to be done once), allowing you (and only you) to use intelligence while shooting it. Just like any ability in this class, it technically works on non-Nerf foam dart guns - but why would you settle for inferiority? It's Nerf or NOTHING. Get that through your thick fucking skull.
Secrets of The Dartlers - There exists a plane made entirely of Nerf, and the ancient Nerf Gun Mages tapped into this dimension and harnessed the infinite Nerf energies within to empower themselves to greatness. Within this plane, there's a race of Nerf People who call themselves Dartlers, and no one in the multiverse is better with a Nerf Gun than them. Since you began the trek down this path, you occasionally hear them whisper to you in your dreams. Their secrets have given you a +X to intelligence, where X is equal to your tiers in this class.
Tier 2
Tractor Darts - The Nerf Gun Mages excel at creating different ammo types for their weapons of choice. This beauty is dubbed a "Tractor Dart". Once per encounter as a simple action, you can fire one at a target. On a successful hit, the target is inflicted with the status effect "Stuck", which gives ALL Nerf Guns (not just yours!) advantage to attack rolls against the target, as the Tractor Dart pulls them in. The dart is incredibly discreet - after landing all but the tractor component melts away, making it very hard to clear off.
Nerf-cy - Ok, that pun was a bit forced. The original conceit for Nerf Magic was less about killing your enemies and more about… humiliating them. Like, "I'm so good at this, I don't even need a real weapon to kick your ass". With this ability, you can harness the inherent non-lethal energy of Nerf Weaponry to make all of your Nerf Gun attacks and spells completely non-lethal as a simple action.
Tier 3
Enchanted Darts - Many Nerf Mages did not use Nerf Magic as their primary specialty, because to be honest, only having access to Nerf Guns in a serious life or death scenario is pretty suicidal for all but the most talented Nerf Warriors. So they found ways to combine their other talents with their Nerf abilities, and greatly augment all of their talents. Once per encounter, you can imbue a special Enchanted Nerf Dart with one of your other spells as a simple action. After a successful hit against a target with this dart, that spell automatically triggers with the hit target as the target of the spell, or as the center of the spell with an AOE effect. This has many uses! Just for some examples, this allows you to use a melee range spell at a distance, allows you to use a dangerous AOE ability by firing it off away from your party, and it even allows your other party members to fire the dart and cast your spell! The mana for the spell is consumed when you first make the dart, and it will stay enchanted for the remainder of the mission. It is only able to absorb your spells, and only your spells that are powered by mana.
Nerf Super Savers Club Membership Card - The greatest ability in this entire class! With this special card, you get a 25% discount on any and all Nerf items you purchase on the A-Mall or at any Super Walmart.
Tier 4
Nerf-O-Mancy (Bonus) - "If you pull the trigger once, you are a Nerf Gun Mage. If you pull the trigger twice, you are a Nerf Gun Master" - Unknown. This was apparently revolutionary news for the Nerf Gun Mages, who were floored by the realization you could simply fire more than one shot. You are able to make two basic Nerf Gun attacks with one main action.
Thumb Tacks - OK, that's just cheating. I'm telling Mom. With this little enchantment, all of your Nerf Gun Darts will have Thumb Tacks placed on them magically the moment before they're fired, allowing them to actually do damage AND giving them a chance to inflict the status effect "Bleed" when used against an unarmored target. (Roll luck after a successful hit. Above a 60 and the target is bleeding. If the target is wearing armor, this fails automatically).
Tier 5
The Nerf Makes The Man (Unique) - Or woman! Or anyone in between on the gender spectrum or those who don't conform to the gender spectrum! Everyone can love Nerf, but ability names can only be so long. Pick one of your Nerf Weapons (Which you presumably have many of). This weapon is now your "Signature Weapon" and gains a special new ability based on what the weapon is! You can only change this decision once a month, so choose wisely!
Secrets of The Foam Giants - The Foam Giants are an ancient race of Nerf beings that towered hundreds of feet tall and commanded respect from all they saw. It's said they died out in The Great Nerf-pocalypse. The Foam Giants were known for being remarkably lucky (except for them possibly being extinct) and some of that luck has rubbed off on you! You gain +X/2 to luck, where X is equal to your tiers in this class.
Tier 6
Volatile Darts - Load these bad boys up with a shitload of unstable mana and whoever you hit will wish you just shot them with a regular gun. Once per encounter, fire an explosive volatile dart at a target that damage both the target and any other targets in melee range with a VIOLENT arcane explosion of pure wild mana! Based on intelligence.
Tier 7
Nerf-O-Mancy (Bonus) - The greatest Nerf Mages used to say that if you put your ear up to the darts, you can hear the darts speaking to you... Those Mages were usually told they needed to take a break and actually leave the temple for a bit. You are now able to attempt to magically manipulate foam based on intelligence. Once per day, you can use this to cause a missed nerf dart to curve back around and take your quarry by surprise! You'll gain advantage on this second attempt and more than likely, the target won't even realize that the dart is coming!
Tier 8
Super Sucky Dart - Despite its name, it's actually pretty ok. Once per encounter, fire an extra sticky dart at a target. On a successful hit, you'll be able to retract the dart like a grappling hook to either have the target come to you or you come to the target as a movement action.
Tier 9
It's Nerf or Fucking NOTHING - HOW MANY TIMES DO WE HAVE TO TEACH YOU THIS LESSON, OLD MAN? Once per three missions, turn ALL weapons of ALL combatants into nerf equivalents of themselves for the remainder of the encounter. As long is the weapon is not incredibly potently enchanted or sentient, this automatically succeeds. Otherwise, based on intelligence.
Tier 10
The Nerf Makes The Man (Unique Bonus) - And the bullets make the nerf gun. The once per encounter limits of all of your specialty darts in this class are lifted and can now be used at will. So go out and spread the Nerf Gospel!
Secrets of The Nerf Mages - You refuse to speak of the dark secrets you've learned in your time with the Nerf Mages - but whatever it was made you wiser. You gain +X/4 to perspicacity, where X is equal to your tiers in this class. Rounds down.
Tier 6
Volatile Darts - Load these bad boys up with a shitload of unstable mana and whoever you hit will wish you just shot them with a regular gun. Once per encounter, fire an explosive volatile dart at a target that damage both the target and any other targets in melee range with a VIOLENT arcane explosion of pure wild mana! Based on intelligence.
Tier 7
Nerf-O-Mancy (Bonus) - The greatest Nerf Mages used to say that if you put your ear up to the darts, you can hear the darts speaking to you... Those Mages were usually told they needed to take a break and actually leave the temple for a bit. You are now able to attempt to magically manipulate foam based on intelligence. Once per day, you can use this to cause a missed nerf dart to curve back around and take your quarry by surprise! You'll gain advantage on this second attempt and more than likely, the target won't even realize that the dart is coming!
Tier 8
Super Sucky Dart - Despite its name, it's actually pretty ok. Once per encounter, fire an extra sticky dart at a target. On a successful hit, you'll be able to retract the dart like a grappling hook to either have the target come to you or you come to the target as a movement action.
Tier 9
It's Nerf or Fucking NOTHING - HOW MANY TIMES DO WE HAVE TO TEACH YOU THIS LESSON, OLD MAN? Once per three missions, turn ALL weapons of ALL combatants into nerf equivalents of themselves for the remainder of the encounter. As long is the weapon is not incredibly potently enchanted or sentient, this automatically succeeds. Otherwise, based on intelligence.
Tier 10
The Nerf Makes The Man (Unique Bonus) - And the bullets make the nerf gun. The once per encounter limits of all of your specialty darts in this class are lifted and can now be used at will. So go out and spread the Nerf Gospel!
Secrets of The Nerf Mages - You refuse to speak of the dark secrets you've learned in your time with the Nerf Mages - but whatever it was made you wiser. You gain +X/4 to perspicacity, where X is equal to your tiers in this class. Rounds down.