S3 Maverick

MAVERICK

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

Level 0

What you get when generating a new Maverick character.
- 1 Passive Ability, with a choice of how it functions.
- 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] Follow My Lead - Maverick's are at their best at the head of the pack, leading the attack. When creating a Maverick, choose one of the following as your Follow My Lead effect:
- Anytime the Maverick generates Momentum, it's +1 better.
- Anytime the Maverick has spent LP since the end of their last turn, any Momentum they generate is +3 better. (ie, if you used LP to dodge an attack after taking your last turn, of if you spent LP on your action for the current turn in question.)

Active Abilities

[T] One, Two: 3MP. 80CoS. Deal weapon damage to an enemy, and grant an ally Short K-Power. M-Rush.
C Launch: Long K-Power, rather than Short.
C Fire: Instead, grant a row Short K-Power.
C Rush: Grants Short K-Power II, instead.

[T] Trauma Team: 3MP. 80CoS. Deals weapon damage and grants an ally Short H-Power. M-Recovery.
C Water: Grants Long H-Power instead.
C Fire: Grants Short H-Power II instead.
C Rush: Short Stalwart II any ally.

[T] Quick Hit: 2MP. 80CoS. Deal weapon damage to an enemy, then Quicken 1 the Maverick or an ally. M-Rush.
C Rush: Quicken 4, instead.
C Launch: Deal +5 Damage, then Retreat.

[T] Slip Strike: 2MP. 80CoS. Deals weapon damage to an enemy, then Short Taunts the enemy onto one of the Maverick's front row allies. M-Rush
C Pin: Short Challenge the enemy onto any ally as well.
C Water: True Heal +10HP to the ally Taunt is directed to.

[T] Alms Taking: 4MP. 80CoS. Deal weapon damage to an enemy, and dispel a status on the target. M-Launch.
C Fire: The Maverick gains a Short version of the status they dispelled at the start of the next round.
C Water: The Maverick is True Healed for +10HP.
C Rush: Pick an ally and cleanse a status.

[T] Feint: 3MP. 80CoS. Dash, then deal weapon damage to an enemy. If the moment you choose matches the equipped weapons, it's +3 rather than +2. Generates a single M-Rush+2, M-Pin+2 or M-Launch+2
C Earth: Inflicts Short Taunt II.
C Water: Inflicts Short Shock II.

Overdrive Abilities

[OD][T] Overdrive: Bushwhack: 80CoS. The Maverick Quicken 2s, then deals weapon damage to a single enemy. Deals +1 damage for each turn marker between the Maverick and the enemy. M-Rush+2

[OD][S] Overdrive: Go Wild: 100CoS. Grants a single ally Long Liberation & Long Focus, then cleanses them of all negative statuses. M-Recovery+8

Dazed Abilities

[D] Follow The Plan: Dazed. Generate a single M-Rush+2, M-Pin+2 or M-Launch+2

[D] Match Flick: Dazed. Inflicts Short Burning. M-Fire

Level 1

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

[Q] Tag In: You and an ally in the opposite row both change rows. Ally gains +2 Drive.

[Q] Right On Time : Swap your turn marker with an ally's. Finish the rest of your turn on your new turn marker, if you're now slower. It's tricky!

[Q] Allow Me: Reload an ally's guns.

Level 2

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

[S] Devil's Lab: 3MP. 100CoS. The Maverick gains Short Liberation at the start of next round. Generates M-Earth, M-Fire, M-Air, and M-Water.
C Supreme: All momentum generated is +2.
C Rush: The Maverick gains +2 Drive.

[T] Opening Strike: 3MP. 80CoS. Deals weapon damage, then grants an ally Short Lucky. M-Pin
C Fire: Grants the ally Long Lucky instead.
C Pin: Suppresses the enemy's drive -2.

Level 3

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

[T] Conversion: 4MP. 80CoS. Deals weapon damage and inflicts Short E-Shatter. M-Launch
C Earth: Damage is Fire instead, and M-Fire+4 rather than M-Launch.
C Fire: Damage is Air instead, and M-Air+4 rather than M-Launch.
C Air: Damage is Water instead, and M-Water+4 rather than M-Launch.
C Water: Damage is Earth instead, and M-Earth+4 rather than M-Launch.

[T] Slam: 3MP. 80CoS. Deals weapon damage and Slow 2s the target. M-Launch
C Launch: +4 damage
C Earth: Short Exhaust II

Level 4

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

[P] Somebody Loves Me: The first LP the Maverick spends each battle is instantly refunded. You start battles with Short Lucky.

[P] Leader of the Pack: The Maverick may Quicken 2 after initiative is determined at the start of a battle. Roll an additional damage die on during the first round.

Level 5

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

[D] You Got This: Dazed. Grants an ally +2 Drive. M-Air

[D] Drag: Dazed. Slow 1s an enemy and inflicts 1 supreme damage. M-Pin

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] Freebie: Grant an ally Short Focus II and Short Liberation II.

[Q] Lets Finish This: All of the Maverick's allies roll an extra damage die with attacks this round.

[Q] Regroup: Quick 3 two of the Maverick's allies.

Level 8

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

[T] Distraction: 3MP. 80CoS. Deals weapon damage to an enemy, and grants a Barrier (5) to an ally. M-Pin.
C Rush: True Heals +8HP to the ally as well.
C Pin: Inflicts Short Shock II.

[T] Flint Strike: 5MP. 80CoS. Deals weapon damage and inflicts Short Burning II. M-Fire.
C Air: Inflicts Short Burning on other enemies in the same row.
C Launch: Inflicts Short Burning II on a target in the opposite row.

Level 9

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

[P] Hurry Up: At the start of each battle, select a single ally and grant them +2 Drive, then Quicken 1 them or the Maverick.

[P] Watch Yourself: At the start of each battle, select a single ally and grant them either Long E-Guard or Long K-Guard, then Quicken 1 them or the Maverick.

[P] All Clear: At the end of each battle, the Maverick can distribute +5MP total through-out the party any way they see fit.

Level 10

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

[OD] Overdrive: Courage & Bluster: Grants the Maverick's allies +4 Drive. M-Rush+3

[OD] Overdrive: Brilliant Combination: Generates M-Rush+5, M-Pin+5, M-Rush+5, M-Recovery+5, M-Fire+5, M-Earth+5, M-Air+5 and M-Water+5.

Level 11

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

[T] Kill Order: 20MP. 80CoS. Deals weapon damage. If this enemy is Dazed by the end of the round, the Maverick and their allies recover +5MP. M-Recovery
C Earth: This ability costs -10MP.
C Launch: +4 damage.

[S] Free Energy: 5MP. 100CoS. Restores 1d6+4 MP and grants Short E-Power to a single target. M-Recovery.
C Air: Grants Long E-Power instead
C Recovery: Grants Short E-Power to the entire row.

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] More Where That Came From: Anytime the Maverick takes a Defend action, they fully regain the use of all of their combos.

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