S3 Agent

AGENT

A general outline of the class and what to expect from it goes here.

Level 0

What you get when generating a new Agent character.
- 2 Passive Abilities.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 1 Dazed Ability out of a list of 2.

Passive

[P] Rapid Fire: Whenever the Agent uses an active ability with a [M] marker with a melee weapon, if they roll a 30 or low on the CoS check, that ability can activate its Rapid Fire effect.
In order to activate a Rapid Fire effect, consume 1 Ammo from an equipped firearm of the Agents. If the Agent does not have a firearm equipped and with Ammo remaining, it cannot activate Rapid Fire.
Rapid Fire effects are freely target-able towards any enemy on the field and True Strike, with a caveat. If the Rapid Fire effect targets the same enemy hit by the attack, only the Rapid Fire effect is applied. However, if the Rapid Fire effect is aimed at anther enemy that was not hit by the initial attack, then the deals the firearm's damage, as well.

[P] Situation Assessment: Whenever the Agent uses an active ability with a [F] marker with a firearm, make a note and gain a Intuition stack. Whenever the Agent makes an attack with a melee weapon, they can spend any number of Intuition stacks in order to roll an equal number of additional damage dice. Any unused Intuition stacks are lost at the end of the battle.

Active Abilities

[M][T] Advance: 3MP. 80CoS. Dash, then deal weapon damage and Quicken 1 the Agent. M-Rush
Rapid Fire: Slow 2 the target.
C Earth: +4 damage.
C Launch: The Agent gains Long Energize.

[M][T] Tranquilize: 3MP. 80CoS. Deal weapon damage and inflicts Short Toxin. M-Pin
Rapid Fire: Long Shock the target.
C Air: Inflicts Long E-Falter.
C Pin: +4 damage.

[M][T] Flicker: 2MP. 80CoS. Deal weapon damage and any Luck you spend before your next turn is three times as effective. M-Rush.
Rapid Fire: Long K-Shatter.
C Water: +4 damage.
C Rush: Inflicts Short E-Shatter II.

[F][T] Fade: 5MP. 80CoS. Retreat, then deal weapon damage to a target and dispel a single status from them. M-Launch
C Pin: This damage is Supreme.
C Recovery: +4 damage.
C Air: Generate 1 additional Intuition stacks.

[F][T] Eliminate 4MP. 80CoS. Deals weapon damage +2. M-Pin
C Earth: Inflict Long Curse II
C Fire: Inflict Long Exhaust II
C Air: Inflict Long Shock II
C Water: Inflict Long Chill II

[F][T] Snipe: 3MP. 80CoS. Deals weapon damage. For every turn marker between the Agent and the target, gain +10 Critical with this attack. M-Pin
C Rush: Lower the 1d100 result by 30.
C Air: +6 damage.

Overdrive Abilities

[OD][T] Overdrive: Double Attack: 80CoS. Deal weapon damage with a melee weapon to one target, and weapon damage to a second target with a firearm. If only one enemy is standing, both attacks may target them. M-Rush.

[OD][T] Overdrive: Multitask: 80CoS. Deals weapon damage to a single target, then instantly reloads a single firearm. This damage is Supreme. M-Rush+2.

Dazed Abilities

[D][T] Backup Fire: 60CoS. Can only be used with a loaded firearm. Deals weapon damage. M-Pin

[D] Advise: 100CoS. Grants Short Lucky to a single target. M-Rush+1

Level 1

At level 1, you gain a choice of a single Quick Ability out of the following three:

[Q] Flawless: The Agent can opt to have a single CoS roll they make this round automatically roll a 30, rather than actually rolling.

[Q] Quick load: The Agent instant loads 2 Ammo into a single Pistol, or 1 Ammo into a Shotgun or Rifle.

[Q] Planning: The Agent gains +1LP. If an enemy the Agent targets this turn is Dazed by the end of the round, gain an additional +1LP.

Level 2

At level 2, you learn one of the following two Active Abilities, or another active from level 0:

[M][T] Exact Strike: 4MP. 80CoS. Deals weapon damage, and automatically maximize all damage dice rolls. M-Launch
Rapid Fire: Short Burning II
C Launch: +2 damage, M-Launch+2 instead
C Fire: Inflicts Long Burning

[F][T] Command: 2MP. 80CoS. Deals weapon damage, and until the Agent's next turn, they can spend LP for anything effecting any of their allies, not just them-self. M-Rush
C Pin: +8 damage.
C Air: The Agent recovers +2LP.

Level 3

At level 3, you learn one of the following two Active Abilities, or another active from level 2 or lower:

[M][T] Taser: 5MP. 80CoS. Deals weapon damage and inflicts Short Shock II. This attack deals Air damage, rather than Physical. M-Air
Rapid Fire: Long Exhaust
C Rush: +4 damage
C Earth: Inflicts Long Curse

[F][T] Ricochet: 5MP. 80CoS. Deals weapon damage to a single target, then True Strike two additional targets for 5 physical damage. M-Rush
C Air: True Strike all other enemies, rather than two targets.
C Launch: +3 damage to the main target, and +2 damage to the True Strike targets.

Level 4

At level 4, you gain a choice of a single Passive out of the following three:

[P] Mastermind: Anytime the Agent spends an Intuition stack, the Agent can forego the bonus damage die and instead opt to recover +5MP.

[P] Point Blank: Whenever the Agent performs a non-True Strike attack with a firearm from the front row against an enemy in their front row, roll an additional damage die.

[P] Catch Me If You Can: Anytime the Agent spends LP to dodge an enemy attack, their next attack with a melee weapon deals +3 damage per LP spent.

Level 5

At level 5, you gain a choice of a single new Dazed Ability out of the following two:

[D][T] Not Out Yet Dazed. 80CoS. Deals weapon damage. Can only be used with a melee weapon and if you consume an Intuition Stack (without gaining bonus damage). M-Rush

[D] Glare Dazed. Inflicts Short K-Falter & Short E-Falter. M-Fire

Level 6

At level 6, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

Level 7

At level 8, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Tactical Shift: The Agent moves into the opposite row and gains Short Lucky.

[Q] Sudden Assault: The Agent consumes an Intuition Stack with no further benefit. Any non-Overdrive Technique the Agent uses this round is T: Double, rather than T: Single.

Level 8

At level 8, you learn one of the following two Active Abilities, or another active from level 3 or lower:

[M][T] Fall Back 80CoS. 3MP. Deals weapon damage and inflicts Short K-Falter, then the Agent Retreats. M-Rush.
Rapid Fire: Inflicts Short K-Falter II
C Rush: +4 damage.
C Recovery: Inflicts Long K-Falter instead.

[F][T] Find Cover 80CoS. 3MP. Deals weapon damage and Short Challenges the target onto a front row ally. M-Pin.
C Earth: +6 damage.
C Launch: Short Taunt II the target onto the same Ally.

Level 9

At level 9, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Close Enough: Whenever The Agent deal damage to a target and they have 15HP or less remaining after calculating damage, they automatically drop to 0 and become Dazed.

[P] Respite: Whenever The Agent spends an Intuition stack, the Agent can forego the bonus damage die, and instead opt to recover +5HP.

Level 10

At level 10, you gain a choice of a new Overdrive Ability out of the following two:

[OD][T] All Out: 80CoS. The Agent gains Long K-Power II, then deals weapon damage to a single target. M-Launch.

[OD][T] Magic Bullet: 80CoS. Deals weapon damage without consuming any ammo, if an ammo using weapon is used. For the remainder of the battle, at the start of each of the Agent's turns, True Strike a single enemy for 3 physical damage, or 5 physical damage if this effect hasn't targeted them before. M-Rush.

Level 11

At level 11, you learn one of the following two Active Abilities, or another active from level 8 or lower:

[M][T] Twin Strike: 4MP. 80CoS. Deals weapon damage with an additional damage die. If you hit the same enemy with your rapid fire proc, it deals damage. M-Pin.
Rapid Fire: Slow 1.
C Pin: Slow 4 the target.
C Fire: +4 damage.

[F][T] Run&Gun: 4MP. 80CoS. Dash, then deal weapon damage and generate an additional intuition stack. M-Rush
C Rush: The Agent gains Short Lucky II at the start of the next round.
C Air: The Agent gains Short Liberation II at the start of the next round.
C Water: Generates M-Rush+6 instead.

Level 12

At level 12, you choose to either Upgrade a single active ability you've learned, or gain an additional Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. You also gain the ability to combo with this ability twice per battle rather that once, but must use different kinds of momentum to activate it each time.

If you choose to gain an additional Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13

At level 13, you gain the following Passive:

[P] Just Like This: Anytime an enemy is Dazed, the Agent deals an additional damage die with their next attack. This effect can stack if multiple enemies die between the Agent's actions.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License