Post by The Overseer on Sept 13, 2020 22:39:59 GMT
KEYBLADE WIELDER
It turns out that when it's powered by the power of friendship or whatever, a big unwieldy key is actually a pretty useful weapon!
Tier 1
It turns out that when it's powered by the power of friendship or whatever, a big unwieldy key is actually a pretty useful weapon!
Tier 1
Chosen – The light within your heart shines brightly and takes form as a giant key designed for hand-to-hand combat in a turn of events no one could have foreseen. You keyblade may unlock any lock you come across, or lock any unlocked lock you come across. You may gain a new keychain in each universe you visit and successfully complete a mission. Summoning one of these multiversal keyblades is a simple action. Attacks with your keyblade are based off your primary keyblade stat (as chosen below).
Awakening – Before you sit three items of great power; a sword, a shield, and a staff. Which will you choose? Which will you forsake? Gain +X to robustness, vitality, or intelligence, where X is your tiers in this class. This is your primary keyblade stat.
Tier 2
Magic Key – A giant key like this has gotta be magic if it’s gonna do any damage. Choose either white or black magic. You gain access to all low-level spells of this choice.
On Guard – On guard? En guarde! You may attempt to defend against any type of attack with your keyblade based on your primary keyblade wielder stat. Once per encounter, you may attempt a basic keyblade attack on your attacker after a successful block, assuming they're within melee range.
Tier 3
Duality – Choose light or darkness. If you choose light, you may once per encounter fire a spear of holy light at a target. If you choose dark, you may once per encounter fire a salvo of dark energy shots at a target. Based off your primary keyblade wielder stat.
Chain of Hearts - You make a lot of friends in your adventures, and it'd be a shame to leave those friends behind forever! If you make a particularly strong connection with an NPC, you may attempt to summon them to perform an action for you! They'll use your keyblade wielder stat for whatever action they perform, however.
Tier 4
Keymanship Training – You’ve started taking your fighting style seriously, as non-serious as it may seem. You have learned the technique of the ‘Strike Raid’, a keyblade technique where you throw your keyblade with reckless abandon at an enemy. Don’t worry, it’ll come back though. Once per encounter, you may imbue your strike raid with an element for cooler effects (Fire, Ice, Air, Poison, etc.). Based on your primary keyblade stat.
Second Chance - As long as you've got one more HP, you're good to go. Once per day, when you're knocked into critical condition you will automatically negate the next non-BOP attack that targets you as you hold on TIGHT to your last HP point.
Second Chance - As long as you've got one more HP, you're good to go. Once per day, when you're knocked into critical condition you will automatically negate the next non-BOP attack that targets you as you hold on TIGHT to your last HP point.
Tier 5
Synch Blade (Unique) – Once per day, mission, or bounty, you may summon a second keyblade for three turns, gaining all the abilities and bonuses of both. While this ability is active, you may perform two basic attacks for the price of one main action.
Awakening? – So like, you grabbed your magic artifact or whatever, but the other ones didn’t disappear... I guess you can just grab a second one? Gain +X/2 to robustness, vitality, or intelligence (excluding your original choice), where X is the number of tiers you have in this class.
Tier 6
Magic Key (Bonus) – The magic keeps on coming. Choose either white or black magic. You gain access to all spells of the next tier of this choice (For example, if you picked black magic last time and pick it again, you gain access to all medium-tier black magic spells. If you picked black magic last time and pick white magic, you gain all low-tier white magic spells).
Tier 7
Grand Magic - You're a grand wizard! Not... that kind of grand wizard though... Repeatedly casting the same spell builds up a lot of magical prowess in this ol' key of yours, allowing you to pump it up to insanely strong heights. After casting the same spell twice in combat, your third time casting will cast a "-za" version of that spell, the next tier above "-ga" spells. For example, casting fire twice will allow you to cast firaza once, a much more powerful version that can deal a lot more damage! Using grand magic will make you unable to cast anymore magic until the end of your next turn as your MP recharges.
Tier 8
Duality (Bonus) – If you’ve chosen darkness, once per day you may create a corridor to darkness to teleport you somewhere else based on your primary keyblade wielder stat. If you’ve chosen light, once per day you may unleash a devastating light attack known as “Ragnorak”, a flurry of light magic unleashed from keyblade. Roll a 2d2 when using Ragnorak. This is the number of times you may attack based on your primary keyblade wielder stat. You may choose the attacks targets as you wish.
Tier 9
Drive – Once per day, you may unleash a powerful technique known as a drive form where you combine with a member of your team and become more powerful than you could possibly imagine. Particulars are further detailed in each drive form. You may rarely get drive forms like keyblades, although not nearly as frequently. You only start with one drive form:
Valor Form: Combine with a member of your team to add their physical stats onto yours for 1d2 turns.
Tier 10
Synch Blade (Unique Bonus) – You may always have two keyblades out at once, and all the benefits this brings.
Awoken – You took the second one and nothing happened. Might as well grab the last one too. Gain +X/4 to intelligence, robustness, or vitality (depending on which has not been chosen yet) where X is your tiers in Keyblade Wielder.
Tier 11
Mark of Mastery – You’ve taken the first step to being a true master of the gigantic key. You can use your keyblade in new ways no one else has ever done! You may now summon keyblade armor, an incredibly powerful suit of armor that doubles your defensive rolls against darkness-based attacks. Despite it’s apparent heft, your new armor doesn’t impede your movement whatsoever.
Tier 12
Chain of Hearts (Bonus) - May your heart be your guiding key. Once per day, you may use an ability of someone who your heart is "connected to". This means any NPCs you've made meaningful connections with as well as any of your friends!
Tier 13
The Power of Friendship – You didn’t expect to get to tier 20 without an ability named after friendship, did you? Did you forget what class you’re using? Once per day, mission, or bounty, you may use a special combination attack with your allies that’ll be different depending on who it’s used with! Limit of two other allies.
Tier 14
Tier 14
Drive (Bonus) – Your drives now level up and give you bonuses out of your drive form, as well as bonuses TO the drive form! They cap at level 7. Their “growth abilities” (abilities outside of the drive form) are first unlocked at level 3, upgraded at level 5, and maxed out at level 7. Levels 2, 4, and 6 are bonuses to the drive itself. Every drive has different ways to gain experience. For example, your valor form will gain 30% experience on every successful attack while in the form.
Tier 15
The Heart’s Key (True Unique) – Your heart is attuned to the keyblade, and the keyblade is attuned to your heart. It knows you – inside and out, and it has created a keychain to allow your true self to shine through. You gain an incredibly powerful and unique keyblade based on who you are. No two keyblades given by this ability are the same. No other keyblade wielders may use this keychain.
Class Mastery - Once per encounter, activate this ability as a simple action. You gain a 1.5x multiplier to all class-related rolls made this turn.
Tier 16
Mark of Mastery (Bonus) – You know how they go to a lot of different worlds in Kingdom Hearts? You can do that, no problem. You may now turn your keyblade into a keyblade glider that is capable of traversing to different universes! Make sure to wear your armor before you activate it though. Based on your primary keyblade wielder stat.
Tier 17
Magic Key (MAXXED) - FUCK IT. You know what? If you're this dedicated to the keyblade to take 17 tiers of this class, you've gotta have a lot of magic in your heart. You gain access to ALL Final Fantasy magic. Whether you're actually capable of casting them and surviving is another story.
Tier 18
Chosen (Bonus) – The multiverse flows through your veins. I won’t even say what’s pumping it, because it’ll stop feeling like a real word if we say it too much (I’ll give you a hint though, it rhymes with fart). Your connection to the keyblade, and thus the multiverse itself, is so strong that once per day, mission, or bounty, you may attempt to use a universal ability from the universe of a keychain you possess. In addition, you no longer need to have your keyblades out to use the abilities they give you! You DO need your keyblade out to use a universal ability from its universe however.
Tier 19
Synch Blade (Unique MAXXED) – Through a magic you don’t quite comprehend but you aren’t really gonna argue with, once per day, mission, or bounty, you may summon a third keyblade telekinetically floating near you for three turns. While this keyblade is out you not only gain the benefits of this third keyblade, but you may perform THREE basic attacks for the price of one main action. If you have three keyblades out that synergize in some way, you may find yourself in possession of an incredibly powerful ability for the duration as well…
Tier 20
The Heart’s Key (True Unique MAXXED) – If you’re with your friends, once per week you may attempt to do the impossible.
Class Mastery (Bonus) - Once per encounter, activate this ability as a simple action. You gain a 2x multiplier to all class-related rolls you make this turn.