S3 Weapon Master

WEAPON MASTER

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

Level 0

What you get when generating a new Weapon Master character.
- 2 Passive Abilities, with a choice of how one functions.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 1 Dazed Ability out of a list of 2.

Passive

[P] Armed to the Teeth: Weapon Masters make use of a lot of weapons - far more than any other class. Luckily, they're rather adapt at carrying them all. Whenever a Weapon Master has a weapon equipped, only count half of its Weight when factoring in initiative rolls and Drive Gauge penalties. Additionally, when first creating a Weapon Master, all weapons are purchased at half cost (they cost their normal amount after gen though, so make sure you start with what you need!).

[P] Elemental Stances: Weapon Masters function a little bit different from other classes. Rather than having a list of abilities available for use each round, they perform basic attacks, which are powered up by various elemental stances based on each weapon. When first creating a weapon master, assign every single type of weapon to one of the four stances: Fire, Earth, Wind or Water. Weapons may be assigned in any way that pleases the Weapon Master, so long as every element has at least one weapon assigned to it. From now on, any time the Weapon Master performs a basic attack while wielding as specific weapon, that are considered to be in that stance. If, during the course of adventuring, the Weapon Master happens upon a new type of weapon not on the equipment list, assign a stance to it the first time they perform a Full Rest while having access to it.

Each time the Weapon Master performs a Basic Attack while in a stance, they can then, at level 0, choose a single option available from a list unique to each stance, pay 3MP, and gain a bonus on that attack. As the Weapon Master levels, they'll gain different ways to interact with these bonuses, potentially learn more options, and gain combos for each stance.

For now though, simply pick two options from each stance for the Weapon Master to learn.

Fire Stance

- +3 damage.
- Roll an extra damage die
- True Strike an additional target for 4 physical damage.
- Inflict Short K-Shatter
- Inflict Short E-Shatter
- Inflict Short Taunt

Earth Stance

- Gain a Bubble (5)
- Gain a Barrier (3)
- Ignore the first damage die rolled against you this round.
- Gain Short K-Guard II
- Gain Short E-Guard II
- Inflict Short Challenge

Air Stance

- Dash, before or after attacking.
- Retreat, before or after attacking.
- Quicken 1
- Slow 1 the target.
- Inflicts Short Shock
- Until the start of the Weapon Master's next turn, double the effects of spent LP.
- Push the target.
- Pull the target. (Deals -4 damage but ignores row limitation if used with a melee weapon)

Water Stance

- +20 CoS
- +20 Crit
- +2 Drive to an ally, or +1 Drive if they've benefited from this already this fight.
- Momentum+2, or change momentum generated to another physical type.
- True Heal an ally for +4HP.
- Short Lucky an ally.
- Restores +3MP to an ally.

Overdrive Abilities

[OD][T] Overdrive: Panoply: Deals weapon damage from the heaviest weapon equipped. This attack applies the weapon properties of all of the Weapon Master's equipped weapons. Generates a momentum for each equipped weapon.

[OD][T] Overdrive: Art of War: Deals weapon damage. For the rest of the battle, the stance that the weapon used in this attack with belongs to can activate an additional bonus effect at no extra cost. Generates momentum based on the weapon.

Dazed Abilities

[D][T] Struggle: Dazed. 60CoS. Deals weapon damage without benefitting from a stance. The Weapon Master cannot use this weapon again until they are undazed. Generates momentum based on the weapons.

[D] Lingering Wound: Dazed. Inflicts Long Disease on any enemy the Weapon Master has dealt damage to during the course of the battle. M-Recovery

Level 1

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

[Q] Pride and Skill: Activate an additional stance bonus this turn, and without paying an additional MP cost.

[Q] Chain Scheme: Any stance bonuses that apply to the Weapon Master's attack this round effect an additional target.

[Q] Empty City: If the Weapon Master activates no stance bonuses this round, they recover +5MP.

Level 2

At level 2, your stances gain the ability to perform combos:

Each stance selects a different momentum it is capable of performing a combo, chosen from the list of: C Rush, C Launch, C Pin, C Recovery.

Activating Fire stance Combo grants the following effect: +5 damage.
Activating Earth stance Combo grants the following effect: the Weapon Master is True Healed for +8HP.
Activating Air stance Combo grants the following effect: The Weapon Master is Quicken 4. If the ability already Quickens, increase the value by +4 instead.
Activating Water stance Combo grants the following effect: +2 damage, and Momentum+4 is generated.

Alternatively, any stance can opt instead to have the combo option instead upgrade statuses from Short to Long.

Level 3

At level 3, your stance gain a new bonus option:

Each stance can now perform elemental hits. Treat this as you would any other bonus available for a stance, adding it to list of available options. When activated, changed the damage the attack deals from physical to the stance's matching element, and change its momentum to match as well. (True Strikes made in Fire stance while making an elemental attack are changed to fire as well.)

Level 4

At level 4, you gain the following passive, which a choice of how it works:

[P] Stance Shifting: When the Weapon Master performs an attack from a stance that they were not in last turn, they gain a bonus effect with no additional MP cost. When this passive is learned, determine which bonuses are gained by moving from stance to stance. Bonuses are chosen from the normal bonus options lists, but can be ANY possible bonus, not just the ones that the Weapon Master as learned. The bonus is selected from the stance in use, but are assigned based on the stance the Weapon Master was in last round, and the same bonus cannot be picked twice.

For example:
Earth -> Fire: +2 damage.
Air -> Fire: Inflicts Short K-Shatter.
Water -> Fire: True Strike an additional target for 4 physical damage.

Level 5

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

[D] Renewed Vow: Dazed. Select a single stance. It gains the ability to perform combos. M-Recovery.

[D][S] Sigh: Dazed. 3MP. 80CoS. Dispels a single status from an enemy. M-Earth.

Level 6

At level 6, you choose to either learn new stance options, or gain the Void Stance.

If you choose learn new stance bonus options, select one for each stance from the list at level 0.

If you choose to acquire the Void Stance, reassign any number of weapon's elemental stance to it, then select one of the following benefits:
- When the Weapon Master makes an attack in Void Stance, they recover +3MP.
- When the Weapon Master makes an attack in Voice Stance, then can degrade a single status effect on themself by either reducing the duration from Long to Short, or the power from II to normal levels.

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] Martial Dance: The Weapon Master can activate bonuses from a second stance this round, and up to four total.

[Q] Strength of Two: At the end of the current round, the Weapon Master takes an additional turn. The Weapon Master must use a weapon they did not already use this round on the additional turn.

[Q] Biding Time: Receive an MP rebate for any bonuses you activate this turn, and gain no effect from them. On the Weapon Master's next turn, receive the activated bonuses with no additional cost.

Level 8

At level 8, your stances gain a second combo option:

Each stance selects a different momentum it is capable of performing a combo, chosen from the list of: C Fire, C Earth, C Air, C Water.

Activating Fire stance Combo grants the following effect: True Strike an additional target for 6 physical damage.
Activating Earth stance Combo grants the following effect: Grants the Weapon Master a Barrier (5). If the ability already grants one, increase the value by +5 instead.
Activating Air stance Combo grants the following effect: Slow 4 the target. If the ability already slows, increase the slow value by +4 instead.
Activating Water stance Combo grants the following effect: Lower the CoS check result by -40.

Alternatively, any stance can opt instead to have the combo option instead upgrade statuses from Short to Long.

Level 9

At level 9, you gain the following Passive:

[P] Without Flaw: When the Weapon Master performs an attack with an elemental stance, they can choose to active two bonuses, rather than one. Pay the MP cost for both effects.

Level 10

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

[OD][T] Overdrive: Arsenal Open: 80CoS. Deals weapon damage to a single target. Repeat this attack three more times, selecting a different weapon and enemy to target each time. If a different weapon or enemy cannot be selected, the attack ends. M-Rush

[OD] Overdrive: Gods are Laughing: The Weapon Master gains Long K-Power, Long E-Power and Long Liberation II. M-Recovery.

Level 11

At level 11, you learn new options for your stances:

Select a single stance bonus for each elemental stance to learn.

Level 12

At level 12, you choose to either learn new stance options, or gain the Void Stance.

If you choose learn new stance bonus options, select one for each stance from the list at level 0.

If you choose to acquire the Void Stance, reassign any number of weapon's elemental stance to it, then select one of the following benefits:
- When the Weapon Master makes an attack in Void Stance, they recover +3MP.
- When the Weapon Master makes an attack in Voice Stance, then can degrade a single status effect on themself by either reducing the duration from Long to Short, or the power from II to normal levels.
If the Weapon Master has already learned Void Stance and chosen this option, the second bonus type they did not previously learn is unlocked. The Weapon Master can only benefit from one of these bonuses per round.

Level 13

At level 13, you gain the following Passive:

Never-Falling Star: When the Weapon Master performs an attack with an elemental stance, they can choose to activate an additional bonus at no further MP cost. As well, they can select the same bonus twice. (If the bonus inflicts a Short Status, selecting it twice upgrades its power to II)

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