Class Skill Mechanics
A bit late, but here are the mechanics I've got hammered out for Class Skills so far.

Independent Action: Grants automatic Mana regeneration when outside combat.
A: 5 Mana per turn
B: 4 Mana per turn
C: 3 Mana per turn
D: 2 Mana per turn
E: 1 Mana per turn


Item Construction: Enables creation of items and Mystic Codes.
A: Capable of making Mystic Codes on par with low-level Noble Phantasms.
B: Capable of making complex enchantments, homunculi and large-scale constructs.
C: Capable of making potions, poisons and remedies.
D: Capable of making basic charms.
E: Capable of removing and utilizing parts from existing constructs.


Mad Enhancement: Increases Parameter Ranks when activated. Can engage multiple enemies in range with the same attack, but any allies close to those targeted enemies will receive splash damage.
A: Rank-Up to all Parameters, but loses all ability to think. User becomes a killing machine that howls with an infectious animalistic rage. Can use a Primal Roar to forcibly aggro a single target once per battle.
B: Rank-Up to all Parameters, but robs one of most of their sanity. User cannot communicate with allies or enemies.
C: Rank-Up for all Parameters except Mana and Luck. User cannot speak or think clearly.
D: Rank-Up to Strength and Endurance. User's language is simplistic and cannot speak in complex sentences.
E: Rank-Up to Strength. User is always angry when active.


Magic Resistance: Decreases Magic damage.
A: Cancels spells of A-Rank and below. Efficacy of High Thaumaturgy and Greater Rituals is reduced to 25%.
B: Cancels spells with an aria of three verses or lower. Efficacy of High Thaumaturgy and Greater Rituals is reduced to 50%.
C: Cancels spells with an aria of two verses or lower.
D: Cancels Single-Action spells.
E: Efficacy of Single-Action spells is reduced by 50%.


Presence Concealment: Renders the user undetectable. Initiating an attack causes this effect to drop, but has the benefit of being a surprise attack that is very difficult to dodge or intercept.
A: Cannot be detected without physically interacting with target.
B: Detectable only at close range and in line of sight.
C: Cannot be detected when outside line of sight.
D: Allows for spying from a long distance.
E: Unnoticeable when disguised and in a crowd.


Riding: The ability to control vehicles and Phantasmal Species as mounts. Plus modifiers boost a mount's Endurance or damage output.
A: Divine Beasts or lower may be mounted. Cannot ride members of Dragonkind.
B: Phantasmal Beasts or lower may be mounted, as well as any vehicles from the Age of the Gods.
C: Monstrous Beasts or lower can be mounted, as well as most terrestrial and aquatic vehicles.
D: Any mundane animals may be mounted, as well as most terrestrial vehicles.
E: Mundane animals may be mounted.


Territory Creation: Builds a Territory favorable to the user and ideal for practicing magecraft. Grants bonuses for self and allies when inside that Territory.
A: Construction of a Temple is possible. All spell and ritual costs are halved and allies gain 5 HP per turn outside combat.
B: Construction of a Sanctuary is possible. Basic spell and ritual costs are halved and allies gain 5 HP per turn outside combat.
C: Construction of a Workshop is possible. Basic spell costs are halved.
D: Can protect a room against eavesdroppers and outside observation.
E: Can quickly set a camp for easier rest during travel.
 
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Mad Enhancement: Increases Parameter Ranks when activated. Roll a d20 per turn if allies are present, as they are at risk for being targeted in the user's madness. A Sanity Roll of 10 or higher is required to not harm allies.
A: Rank-Up to all Parameters, but loses all ability to think. User becomes a killing machine that roars with unbridled animalistic rage. Bonus to intimidate enemies; an extra d20 is rolled with a DC of 10 to successfully intimidate, but is blocked by D-Rank resistance to Mental Interference. -5 to Sanity Roll.
B: Rank-Up to all Parameters, but robs one of most of their sanity. User cannot communicate with allies or enemies. -4 to Sanity Roll.
C: Rank-Up for all Parameters except Mana and Luck. User cannot speak or think clearly. -3 to Sanity Roll.
D: Rank-Up to Strength and Endurance. User's language is simplistic and cannot speak in complex sentences. -2 to Sanity Roll.
E: Rank-Up to Strength. User is always angry when active. -1 to Sanity Roll.
This seems to make it impossible to cooperate.
You're literally more likely to hurt your allies than your enemies. Unless you've only got E Rank. Then you've only got a 50% chance.

Seriously, "User is angry" shouldn't equate to (1d20-1) > 10 needed to not turn around and try and murder your friends.

With higher ranks, it could be helped by clarifying you're not gonna turn around from your enemies to attack your allies until the guy you're attacking is dead, but as it stands, Mad Enhancement makes Berserker literally worse than useless in a raid.
 
This seems to make it impossible to cooperate.
You're literally more likely to hurt your allies than your enemies. Unless you've only got E Rank. Then you've only got a 50% chance.

Seriously, "User is angry" shouldn't equate to (1d20-1) > 10 needed to not turn around and try and murder your friends.

With higher ranks, it could be helped by clarifying you're not gonna turn around from your enemies to attack your allies until the guy you're attacking is dead, but as it stands, Mad Enhancement makes Berserker literally worse than useless in a raid.
How about I change the effect to making the user attacking a different enemy than the one targeted if more than one is present instead of harming allies? I'm trying to stick with an underlying theme of Mad Enhancement making the user unfocused and imprecise in combat with the reduced sanity.
 
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Why not have it lower the efficacy of saving rolls or cut down on Stat bonuses for rolls regarding hitting people?
-nvm I just realized my suggestion wouldn't work.
 
How about I change the effect to making the user attacking a different enemy than the one targeted if more than one is present instead of harming allies? I'm trying to stick with an underlying theme of Mad Enhancement making the user unfocused and imprecise in combat with the reduced sanity.
That might make it too small a drawback, though... Still, it's the best solution I can think of. I started thinking of something bigger for higher levels, but attacking your allies is kinda awful, and unless it's a DC1 or something, the penalty will push it beyond acceptable levels.

Like, maybe you've got a 25% chance of attacking an ally once for every enemy you kill, but I'm not sure how many enemies the group'll be fighting, you know?
 
How about having the user of ME take damage every time they miss/fail an attack, with the Rank determining the amount of HP they lose?
A: 10
B: 8
C: 6
D: 4
E: 2
 
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Maybe having you roll not to damage yourself every time you initiate an attack? Or to take the original effect and have the Rank determine the DC needed, with A-Rank requiring a roll of 10 and scaling down from there?
 
What about splash damage? Like if an ally gets to close they're in risk of getting harmed, at the same time this could be seen as a benefit when dealing with multiple enemies?
So Mad Enhancement would allow a Berserker to confront multiple enemies by aggroing them all into attack range, but if a Berserker engages the same enemy their teammates are fighting, the allies would also get damaged by Berserker's widespread attacks?
 
I quite like Kharn the Betrayer's special rule. If he misses his attack then he hasn't actually missed, he's just hit one of his allies due to the berserk rage. If there is no-one nearby he just misses as normal.
 
I equate Berserkers with human-blenders. If you're nearby there's a serious risk of being collateral damage because they're not thinking straight. They just want to kill their enemy, so what do they care if their backhand swings wide and hits someone else?
 
How's about this?

Mad Enhancement: Increases Parameter Ranks when activated. Can engage multiple enemies in range with the same attack, but any allies close to those targeted enemies will receive splash damage.
A: Rank-Up to all Parameters, but becomes a killing machine that howls with infectious bestial rage. Can use a Primal Roar to forcibly aggro a single target once per battle.
B: Rank-Up to all Parameters, but robs one of most of their sanity. User cannot communicate with allies or enemies.
C: Rank-Up for all Parameters except Mana and Luck. User cannot speak or think clearly.
D: Rank-Up to Strength and Endurance. User's language is simplistic and cannot speak in complex sentences.
E: Rank-Up to Strength. User is always angry when active.
 
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How's about this?

Mad Enhancement: Increases Parameter Ranks when activated. Can engage multiple enemies in range with the same attack, but any allies close to those targeted enemies will receive splash damage.
A: Rank-Up to all Parameters, but becomes a killing machine that howls with infectious bestial rage. Can use a Primal Roar to forcibly aggro a single target once per battle.
B: Rank-Up to all Parameters, but robs one of most of their sanity. User cannot communicate with allies or enemies.
C: Rank-Up for all Parameters except Mana and Luck. User cannot speak or think clearly.
D: Rank-Up to Strength and Endurance. User's language is simplistic and cannot speak in complex sentences.
E: Rank-Up to Strength. User is always angry when active.
*Thumbs up*
 
... Independent action is obnoxiously abusable.

So. What does Divinity do, since Im apparently losing half of one of my skills to make up another one that Im going to have no ranks in for forever and a half.
 
... Independent action is obnoxiously abusable.

So. What does Divinity do, since Im apparently losing half of one of my skills to make up another one that Im going to have no ranks in for forever and a half.
As long as it isn't abused to be a proxy battle continuation, I would think it would lose quite a bit of its perks in a scenario where there are no masters and stuff.
 
... Independent action is obnoxiously abusable.

So. What does Divinity do, since Im apparently losing half of one of my skills to make up another one that Im going to have no ranks in for forever and a half.
Divinity: Ability to harness the divine power in one's bloodline. Protects against methods of spiritual corruption/possession. Allows the user to bypass religious/divine means of protection, such as Protection of the Faith or Enlightenment of the Sacred Fig, of equal Rank. May possess secondary effects that vary depending on the deity from which the user is descended.
 
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Great. So Im just out and out lising effectiveness again.

Ah well, my fault for picking a Caster whose skillset doesn't line up with Medea's. Knew I should have gone with Saber.
 
Well since there's no master to draw a physical form sustenance tax from, doesn't basically everyone have that "drawing from one's own reserves" clause applied to them now? Sort of like everyone's incarnated.
Reread IA's description. E rank is 1 per turn. Thats where it starts. At a A rank, a Archer can now reuse that A rank Nible Phantasm they used last fight two turns after the battle finished.
 
TBH I think it's fine. If Archer is being forced to use their NP every battle, there's either something wrong with enemy scaling or something wrong with how Archer is skilled and statted.

Besides, there's not much else IA can do other than ghetto-rig Battle Continuation or give bonuses for lone-wolfing, but then that defeats the point of it being called Independent Action and the RP being a dungeon crawler, respectively.
 
TBH I think it's fine. If Archer is being forced to use their NP every battle, there's either something wrong with enemy scaling or something wrong with how Archer is skilled and statted.

Besides, there's not much else IA can do other than ghetto-rig Battle Continuation or give bonuses for lone-wolfing, but then that defeats the point of it being called Independent Action and the RP being a dungeon crawler, respectively.
... You know, besides trivialising non-boss encounters and punishing everyone who doesnt come into a boss battle at full mana because the Archer easily can.
 
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