Post by cvasquez on Oct 20, 2020 16:05:24 GMT
NOTE: Unless otherwise noted in an ability, anytime you are told to roll luck, you roll it like any other stat.
With strong hearts full, our souls ignite,
When all seems lost in the War of Light,
Look to the stars-- For hope burns bright!
Tier 1
Blinding Hope - The hope within you burns brighter than the sun itself. Gain a one point bonus to luck.
Solid Hope - If you simply focus your hope you may see it take solid form in front of your very eyes. You may now attempt to create hope constructs! Based off luck.
Tier 2
Hope Weaponry - Take your hope one step further and turn it into weaponry, using it to tear down those that stand in your way and bring your dreams into reality. While wielding these weapons, you gain a one point bonus to luck. Attacks made with them are based on luck.
True Corps Suit - As an official member of the Blue Lantern Corps, you may now have your suit active at all times, giving you all of its benefits at all times.
Tier 3
Guardian Angel - Your hopes for peace and safety allow you to create an impenatrable bubble shield around a target once per day, mission, or bounty able to negate an attack targeting them.
Ebb and Flow - Your friends have always given you power. Its just thats a lot more literal now. For every two of your allies that believe in you, you get a one point boost to all stats. Any allies that don't believe in you give a one point penalty to all stats. This ability is toggleable.
Tier 4
Blinding Hope (Bonus) - Hope blossoms and shines from your heart. You gain a one point boost to luck.
PREREQUISITE: You must be equipped with and able to activate the Blue Lantern Ring to take this class.
In fearful day, in raging night,With strong hearts full, our souls ignite,
When all seems lost in the War of Light,
Look to the stars-- For hope burns bright!
Tier 1
Blinding Hope - The hope within you burns brighter than the sun itself. Gain a one point bonus to luck.
Solid Hope - If you simply focus your hope you may see it take solid form in front of your very eyes. You may now attempt to create hope constructs! Based off luck.
Tier 2
Hope Weaponry - Take your hope one step further and turn it into weaponry, using it to tear down those that stand in your way and bring your dreams into reality. While wielding these weapons, you gain a one point bonus to luck. Attacks made with them are based on luck.
True Corps Suit - As an official member of the Blue Lantern Corps, you may now have your suit active at all times, giving you all of its benefits at all times.
Tier 3
Guardian Angel - Your hopes for peace and safety allow you to create an impenatrable bubble shield around a target once per day, mission, or bounty able to negate an attack targeting them.
Ebb and Flow - Your friends have always given you power. Its just thats a lot more literal now. For every two of your allies that believe in you, you get a one point boost to all stats. Any allies that don't believe in you give a one point penalty to all stats. This ability is toggleable.
Tier 4
Blinding Hope (Bonus) - Hope blossoms and shines from your heart. You gain a one point boost to luck.
Purifying Light - Bathe your allies in healing azure light, able to regrow limbs... if you're hopeful enough. Based on luck.
Tier 5
Wish (Unique) - Wish hard and wish true, and your allies may feel its effects. Once per day, mission, or bounty, you may add your luck stats to all of your allies rolls for 1dX turns (Where X is your luck stat divided by 10. Fractions round up).
Willpower - Hope is powerful and awe-inspiring, but it is nothing without the willpower to bring your hopes into reality. You have now been given the power of willpower, and are now able to perform two basic attacks with one main action to fight to make your hopes come true. Also, you may get even stronger while around Green Lantern Ring users...
Tier 6
Hope Manifestation - As a true soldier of hope, you can feel the hope within each and every heart. As a main action, you may attempt to sense what a target's truest hope is based on luck. In addition, once per day, mission, or bounty, you may also attempt to make a physical representation of it with your hope constructs in full color.
Tier 7
Solid Hope (Bonus) - The strangest thing about hope, is it isn't just a static concept. Its alive, its breathing, and now you can tap into that sentience. You may attempt to make sentient hope constructs to perform basic tasks for you. The constructs are not able to talk or fight, however.
Tier 8
Blinding Hope (Bonus) - No lantern burns brighter than you. You gain a two point boost to luck.
Tier 9
Darkest Night - In darkest night, you are the shining beacon that will guide us to dawn. If all the chips are done, all your contingencies have failed, and everything seems lost, don't lose hope. When your hope is all but extinguished, you will be renewed to your full power and summon two "allies" sent by a being beyond your comprehension. Keep in mind that you have no possible way of controlling this new power of yours, and it will only work once per week.
Tier 10
Wish (Unique Bonus) - The candle that burns twice as fast burns half as long. Well, for you its actually twice as long. Your Wish now lasts for 1dX turns (Where X is your luck stat divided by 5. Fractions round up).
Tier 5
Wish (Unique) - Wish hard and wish true, and your allies may feel its effects. Once per day, mission, or bounty, you may add your luck stats to all of your allies rolls for 1dX turns (Where X is your luck stat divided by 10. Fractions round up).
Willpower - Hope is powerful and awe-inspiring, but it is nothing without the willpower to bring your hopes into reality. You have now been given the power of willpower, and are now able to perform two basic attacks with one main action to fight to make your hopes come true. Also, you may get even stronger while around Green Lantern Ring users...
Tier 6
Hope Manifestation - As a true soldier of hope, you can feel the hope within each and every heart. As a main action, you may attempt to sense what a target's truest hope is based on luck. In addition, once per day, mission, or bounty, you may also attempt to make a physical representation of it with your hope constructs in full color.
Tier 7
Solid Hope (Bonus) - The strangest thing about hope, is it isn't just a static concept. Its alive, its breathing, and now you can tap into that sentience. You may attempt to make sentient hope constructs to perform basic tasks for you. The constructs are not able to talk or fight, however.
Tier 8
Blinding Hope (Bonus) - No lantern burns brighter than you. You gain a two point boost to luck.
Tier 9
Darkest Night - In darkest night, you are the shining beacon that will guide us to dawn. If all the chips are done, all your contingencies have failed, and everything seems lost, don't lose hope. When your hope is all but extinguished, you will be renewed to your full power and summon two "allies" sent by a being beyond your comprehension. Keep in mind that you have no possible way of controlling this new power of yours, and it will only work once per week.
Tier 10
Wish (Unique Bonus) - The candle that burns twice as fast burns half as long. Well, for you its actually twice as long. Your Wish now lasts for 1dX turns (Where X is your luck stat divided by 5. Fractions round up).