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Between castfromhp wanting to make a Golden Sun TTRPG system, and I replaying through Golden Sun: Dark Dawn for about the 5th time (I know it's not as good as the first two, but it's still great and fun), this really inspired me to make a Golden Sun-themed class for PTU.
So, if there's anything wrong with this class, it's all cast's fault.
I've been tweaking and toying with the idea of this class for at least a week. My original plan was to let the Adepts pick a main element and a sub element, letting them use Psynergy from both. After some fleshing out of the features and Psynergy themselves, I decided that was a horrible idea, since there's type subdivision even within elements (Venus Adepts getting Grass-type moves as well as Ground, for example). Thus I decided to let each player pick only 1 element, and gave most of the moves unusual or non-standard effects. (Most of them also have Blast radii of some kind, but that's another story.)
Working partially off how I developed Slimelord, I decided to go a similar path with this class, which is called Adept. (It's not to be confused with the Adept Skill Rank, I know, but that is the official name used for them. And I suppose it could be worse.)
There are still a lot of rough edges (at least to me, there is), and I'm not exactly sure how I chose to handle move trees was the smartest idea. Nevertheless, I present this idea to you guys - because that's what proofing is for. I give to you the Adept class.
(Oh, and I know the moves and stuff look really messy. The final draft of this class will be put in an Excel file, not in Notepad. Like Slimelord would have been, except Slimelord was never properly proofed.)
If you are playing PTU 1.05, the stat tag is just [+SpAtk]. Otherwise, it may be played as-is.
~~~
Adept Features Adept[+SpAtk] [+Any] Pre-requisities: Elemental Connection (either Ground, Water, Fire, or Flying); at least 2 out of Combat, Occult Education, and Focus at Novice Rank or higher Static Effect: Adepts are bound to the essences of the four elements: Venus (earth), Mercury (water), Mars (fire), and Jupiter (wind). When you take Adept, choose one of the following 4 groups, that matches the type of Elemental Connection you have. You become that type of Adept. The first type listed is your Main Element, i.e. the one that matches your Elemental Connection; the second one (in parentheses) is your Sub Element: Venus = Ground (Grass) Mercury = Water (Ice) Mars = Fire (Dragon) Jupiter = Flying (Electric) You resist all attacks of your Main Element's type 1 step further. You also learn 1 move tree, based on your Adept type: Venus Adepts get the Quake series; Mercury Adepts get the Douse series; Mars Adepts get the Fireball series; and lastly, Jupiter Adepts get the Whirlwind series. You will learn the first move of the tree right away; each time you take an Adept feature after this, you will gain the next move in the tree. (A few of the moves learned from Adept in this way have the same names as existing moves, such as Slash or Earthquake. Despite that, they are NOT treated as the same move - they are 2 separate moves!) Psynergy Training[Ranked 3] [+SpAtk] [+Any] Rank 1 Pre-requisites: Adept Class Rank 2 Pre-requisites: Psynergy Training Rank 1, at least 2 of Combat/Occult Edu/Focus at Adept Rank or higher Rank 3 Pre-requisites: Psynergy Training Rank 2 Static Effect: At each Rank, choose 1 of the move trees available to Adepts of your element. You learn that move tree, and gain the first move of that tree automatically. Each time you take another Adept feature after that, you will gain the next move of that tree. (If you have all 7 Adept features, you will learn all moves from the trees you've taken, even if you normally would have missed out.) You cannot choose a tree with only 2 moves with Rank 1 of this feature. Below are the names of the trees, denoted by the first move in each tree. (See the Adept Moves section for a full description of all the moves.) Venus Adept move trees:Growth Cure Gaia Thorn Ragnarok (2 moves) Haunt (2 moves) Mercury Adept move trees:Froth Cool Wish Prism Cutting Edge (2 moves) Cure Poison (2 moves) Mars Adept move trees:Volcano Fume Guardian Aura Heat Wave (2 moves) Fire Breath (2 moves) Jupiter Adept move trees:Slash Plasma Impact Ward Astral Blast (2 moves) Drain (2 moves) Elemental Attunement[+SpAtk] [+Any] Pre-requisites: Adept, at least 2 out of Combat/Occult Edu/Focus at Adept Rank or higher Static Effect: Damaging moves you learn via Adept that are of your Main Element get a damage bonus of +X, where X is the highest out of your Combat, Occult Education, and Focus ranks. Damaging moves from Adept that are of your Sub Element get a damage bonus of +X/2. You also gain the 1st capability, listed below, based on what type of Adept you are. If you have at least 2 out of Combat, Occult Education, and Focus at Expert Rank or higher, you also learn the 2nd capability listed. Venus: Tectonic, Tremorsense Mercury: Fountain, Gilled Mars: Firestarter, Egg Warmer Jupiter: Guster, Magnetic (Tectonic: The user's Struggle Attacks may be Ground-typed if they wish. They can also choose to make their Struggle attacks Special, dealing Special damage, if they wish.) Elemental Immersion[+SpAtk] [+Any] Pre-requisites: Adept, at least 2 out of Combat/Occult Edu/Focus at Expert Rank or higher Bind 2 AP - Standard Action Effect: The effect of this feature depends on what type of Adept you are, but persists as long as the AP remains Bound: Venus Adepts: You are immune to the effects of Sandstorm and Brambles. If you shift through at least 1 square of Brambles when you move, you heal 1/10 of your max HP. (This healing can only trigger once per shift.) Mercury Adepts: All moves you learn via Adept will also freeze the target on 19+ on AC (extending Freeze range by 2), in addition to its other effects. You are immune to the effects of Hail and Ice Spikes; Ice Spikes don't count as Slow Terrain to you, and you don't destroy them if you step on them. Mars Adepts: You can change the natural range of any move you learn via Adept to another specified range, within the following brackets: (Ranged 6/Blast 2; Cone 2; Close Blast 2; Burst 1) OR (Ranged 6/Blast 3; Cone 3; Close Blast 3). You can't be Burned, and you're immune to the effects of Lava. Jupiter Adepts: You gain a Sky speed equal to half of your Overland speed. All moves you learn via Adept gain the Friendly keyword. (For Mars' binding effect, it simply means the move's natural range must be in 1 of the brackets, and can be changed to any of the other range within its bracket, as long as the feature is bound. For example, you could change a Cone 2 to a Burst 1, but you couldn't change a Cone 2 to a Close Blast 3, since they're in different brackets.) One with the Elements[+SpAtk] [+Any] Pre-requisites: 4 Adept Features, at least 2 out of Combat/Occult Edu/Focus at Master Rank Static Effect: You become immune to attacks of your Main Element's type, and resist attacks of your Sub Element's type 1 step further. You also learn 1 move, based on what type of Adept you are: Venus Adepts learn Revive; Mercury Adepts learn Break; Mars Adepts learn Planetary; and lastly, Jupiter Adepts learn Quick Strike.
Adept Moves Moves learned via Adept will be written as such: Name - DB AC Frequency Type Category Range Effect It's a bit sloppy, I know, but when imported to Microsoft Excel, it will look a LOT neater, I promise. The moves are separated out like this: ~Base feature move trees ~Venus Adept move trees ~Mercury Adept move trees ~Mars Adept move trees ~Jupiter Adept move trees ~Capstone moves Each will be within its own spoiler tag. (Oh, and the move trees aren't in the same order as seen on the Psynergy Training feature - they're in the same order as they are on my Notepad file. They're all there, though.) ~~~ Base Feature Move Trees Quake - DB3 AC2 At-Will Ground Special Burst1 Groundsource Trips on 17+. Earthquake - DB5 AC2 EOT Ground Special Burst2 Groundsource Trips on 17+. Quake Sphere - DB7 AC2 Scenex2 Ground Special Burst3 Groundsource Trips on 17+.
Douse - DB4 AC2 At-Will Water Special Line3 Targets (except for Water-types) become Slowed. This can be removed by spending a Shift Action, being hit by a Fire-type move, or ending his/her turn within 3 metres of something with the Heater capability. Drench - DB6 AC2 EOT Water Special Line3 Targets (except for Water-types) become Slowed. This can be removed by spending a Shift Action, being hit by a Fire-type move, or ending his/her turn within 3 metres of something with the Heater capability. Deluge - DB8 AC2 Scene x2 Water Special Line4 Targets (except for Water-types) become Slowed. This can be removed by spending a Shift Action, being hit by a Fire-type move, or ending his/her turn within 3 metres of something with the Heater capability.
Fireball - DB4 AC2 At-Will Fire Special Range6 Burns on 17+. Fire Orb - DB6 AC2 EOT Fire Special Range6Blast2 Burns on 17+. Inferno - DB8 AC2 Scenex2 Fire Special Range6Blast3 Burns on 17+.
Whirlwind - DB3 AC2 At-Will Flying Special CB2 All targets are pushed out of the blast. Tornado - DB5 AC2 EOT Flying Special CB3 All targets are pushed out of the blast. Tempest - DB8 AC2 Scenex2 Flying Special CB3 All targets are pushed out of the blast. Venus Adept Move Trees Ragnarok - DB7 AC2 EOT Ground Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Odyssey - DB9 AC2 Scenex2 Ground Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) On 17+, the target is Stuck until the end of its next turn.
Growth - DB4 AC2 At-Will Grass Special Range4 On 17+, targets are Slowed until the end of their next respective turns. If you know all 3 moves in this tree, instead it will slow them (for the turn) on 15+, and Trip them on 15+. Mad Growth - DB6 AC2 EOT Grass Special CloseBlast2 On 17+, targets are Slowed until the end of their next respective turns. Wild Growth - DB8 AC2 Scenex2 Grass Special CloseBlast3 On 17+, targets are Slowed until the end of their next respective turns.
Cure - DB4 AC0 Scenex2 Ground Special Range4-OR-Self Instead of taking damage, the target heals HP equal to your damage dice roll. (Don't apply stats, W&R, or immunity.) Cure Well - DB7 AC0 Scene Ground Special Range4-OR-Self Instead of taking damage, the target heals HP equal to your damage dice roll. (Don't apply stats, W&R, or immunity.) Potent Cure - DB10 AC0 Dailyx2 Ground Special Range6-OR-Self Instead of taking damage, the target heals HP equal to your damage dice roll. (Don't apply stats, W&R, or immunity.)
Gaia - DB4 AC3 At-Will Ground Special Range6 Against this move, Flying-types and Levitaters are treated as resisting Ground, instead of immune to it. Mother Gaia - DB6 AC3 EOT Ground Special Range6Blast2 Against this move, Flying-types and Levitaters are treated as resisting Ground, instead of immune to it. Grand Gaia - DB8 AC3 Scenex2 Ground Special Range6Blast2 Against this move, Flying-types and Levitaters are treated as resisting Ground, instead of immune to it.
Thorn - DB3 AC2 EOT Grass Special Range6Blast1 Place 1 square of Brambles where this attack hit. If you know all 3 moves in this tree, you can use this move as a Swift Action to place 1 square of Brambles on any 1 unoccupied square within range. Briar - DB5 AC2 Scenex2 Grass Special Range6Blast2 Place 1 square of Brambles in each square of the Blast where this attack hit. Nettle - DB7 AC2 Scene Grass Special Range6Blast3 Place 1 square of Brambles in each square of the Blast where this attack hit. (Brambles are considered a Hazard and Slow Terrain; they have 40 HP, 10 Damage Reduction, and takes damage as if it were Grass-type. Anyone on the ground that moves through (or off of) a square of Brambles is Slowed until the end of its next turn, and takes 1/10 of its max HP in Grass-type damage (apply type matchups, but not stats). Brambles won't trigger abilities that trigger from being hit by Grass-type attacks (e.g. Sap Sipper won't raise Attack, but will still grant immunity).
Haunt - DB0 AC4 EOT Ghost Status Range4Blast2 Targets become Haunted. When Haunted, each time it uses a damaging attack, it makes a DC11 Save Check; if it fails, that attack gains Recoil 1/4 that cannot be ignored or reduced (such as by Rock Head or Magic Guard). Haunted is treated as a Volatile status condition. Curse - DB0 AC6 Scene Ghost Status Range6 Target gains a Perish Count of 5. This Perish Count doesn't disappear if the target is recalled (but it will stop counting down). If this attack hits anything other than a Pokemon, the Perish Count is 7 instead. Mercury Adept Move Trees Cutting Edge - DB5 AC2 EOT Water Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Pushes the target back 2 metres. Plume Edge - DB7 AC2 Scenex2 Water Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Pushes the target upward 4 metres (into the air). It will then fall to the ground as normal, unless it has a Sky or Levitate speed.
Wish - DB4 AC0 Scenex2 Water Special Burst1&Self/Friendly Instead of taking damage, the targets heal HP equal to your damage dice roll. (Don't apply stats, W&R, or immunity.) Wish Well - DB6 AC0 Scene Water Special Burst2&Self/Friendly Instead of taking damage, the targets heal HP equal to your damage dice roll. (Don't apply stats, W&R, or immunity.) Pure Wish - DB8 AC0 Daily Water Special Burst2&Self/Friendly Instead of taking damage, the target heals HP equal to your damage dice roll. (Don't apply stats, W&R, or immunity.)
Prism - DB4 AC2 At-Will Ice Special Range6 If this move hits, all those adjacent to the main target lose 5 HP. Hail Prism - DB6 AC2 EOT Ice Special Range6Blast2 If this move hits a target, all those adjacent to it, but outside of the blast radius, lose 10 HP. Freeze Prism - DB8 AC2 Scenex2 Ice Special Range6Blast2 If this move hits a target, all those adjacent to it (including those inside the blast radius) lose 10 HP.
Cure Poison - DB0 AC0 Scenex2 Water Status Range6-OR-Self Target is cured of Poisoned status condition, in all forms. Restore - DB0 AC0 Scene Water Status Range6-OR-Self Target is cured of all Volatile status conditions.
Froth - DB3 AC3 At-Will Water Special Range4 If the target uses a move on its next turn, it gets an Acc -1 penalty. If you know all 3 moves in this tree, once per scene, you can change this move's effect to "The target is placed in a Vortex" if it hits. Froth Sphere - DB5 AC3 EOT Water Special Range5Blast2 If the targets use a move on their next respective turns, the move gets an Acc -1 penalty. Froth Spiral - DB7 AC3 Scenex2 Water Special Range6Blast3 If the targets use a move on their next respective turns, the move gets an Acc -1 penalty.
Cool - DB3 AC2 EOT Ice Special CloseBlast2 Place 1 square of Ice Spikes in each square of the Blast where this attack hit. If you know all 3 moves in this tree, you can use this move as a Swift Action to place 1 square of Ice Spikes in any 1 unoccupied square within 6 metres. Supercool - DB5 AC2 Scenex2 Ice Special CloseBlast3 Place 1 square of Ice Spikes in each square of the Blast where this attack hit. Megacool - DB7 AC2 Scene Ice Special Burst2 Place 1 square of Ice Spikes in each square of the Blast where this attack hit. (Ice Spikes are considered a Hazard and Slow Terrain; they have 50 HP, 15 Damage Reduction, and takes damage as if it were Ice-type. Anyone on the ground that moves through a square of Ice Spikes is Slowed until the end of its next turn, and takes 1/10 of its max HP in Ice-type damage (apply type matchups, but not stats), then that square of Ice Spikes is destroyed. Ice Spikes won't trigger abilities that trigger from being hit by Ice-type attacks (e.g. Winter's Kiss won't heal, but will still grant immunity). Mars Adept Move Trees Heat Wave - DB6 AC2 EOT Fire Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Pushes the target back 2 metres. Liquifier - DB9 AC2 Scenex2 Fire Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Target gains the Dry Skin ability for the rest of the scene. This effect is removed when the target heals via the effect of Dry Skin. Liquifier can't affect the same target more than once per scene in this way.
Fume - DB5 AC2 At-Will Dragon Special Range6 Flinches on 17+. If you know all 3 moves in this tree, this move will flinch and also lower the target's Speed by 1 Combat Stage on 15+. Serpent Fume - DB7 AC2 EOT Dragon Special Range6 Flinches on 17+. Dragon Fume - DB9 AC2 Scenex2 Dragon Special Range6 Flinches on 17+.
Aura - DB0 AC0 Scene Fire Status Self/Friendly User gains a Heat Aura, which extends 3 metres outward from you. This aura lasts until the end of your 3rd turn later. Any ally who starts his/her turn in the aura, including yourself, heals 1/10 max HP at that time. Healing Aura - DB0 AC0 Dailyx2 Fire Status Self/Friendly User gains a Healing Aura, which extends 3 metres outward from you. This aura lasts until the end of your 4th turn later. Any ally who starts his/her turn in the aura, including yourself, heals 1/10 max HP at that time. Cool Aura - DB0 AC0 Daily Fire Status Self/Friendly User gains a Cool Aura, which extends 3 metres outward from you. This aura lasts until the end of your 4th turn later. Any ally who starts his/her turn in the aura, including yourself, heals 1/8 max HP at that time. (You can't use more than 1 Aura Psynergy per scene.)
Guard - DB0 AC0 EOT Fire Status Range4-OR-Self Target gains 2 Defense Combat Stages. Debilitate - DB0 AC4 EOT Fire Status Range6Blast2 Targets lose 1 Defense Combat Stage. Protect - DB0 AC0 Scenex2 Fire Status Burst2&Self/Friendly Targets gain 1 Defense Combat Stage.
Volcano - DB4 AC2 At-Will Fire Special Range6 Place 1 square of Lava where this attack hit. If you know all 3 moves in this tree, you can use this move as a Swift Action to place 1 square of Lava on any 1 unoccupied square within range, but you can only do this EOT. Eruption - DB6 AC2 EOT Fire Special Range6Blast2 Place 1 square of Lava in each square of the Blast where this attack hit. Pyroclasm - DB8 AC2 Scenex2 Fire Special Range6Blast2 Place 1 square of Lava in each square of the Blast where this attack hit. (Lava counts as a Hazard and Slow Terrain; they don't have HP or stats, but a Water-type attack will destroy them instantly. Anyone on the ground that moves through (or off of) a square of Lava takes 1/10 of its max HP in Fire-type damage (apply type matchups, but not stats); anyone on the ground that ends his/her turn on Lava becomes Burned. Fire-types, and those immune to Fire-type attacks, are immune to the effects of Lava (but abilities that trigger from Fire-type attacks, e.g. Flash Fire, will not be triggered by Lava).
Fire Breath - DB6 AC2 EOT Fire Special Cone2 Pushes the targets back 2 metres. Wyvern Breath - DB8 AC2 EOT Dragon Special Cone2 Pushes the targets back 2 metres. Jupiter Adept Move Trees Astral Blast - DB6 AC2 EOT Flying Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Thunder Mine - DB8 AC2 Scenex2 Electric Special Range6 Opponents consult Defense stat to reduce damage. (It's still a special move, however.) Paralyzes on 17+.
Plasma - DB5 AC2 At-Will Electric Special Range6Blast2 If you know all 3 moves in this tree, this move Paralyzes on 17+, and forces any airborne targets down to ground level. (They do not take falling damage. It can hit targets in the middle of Fly, Bounce, or Sky Drop, but they will not be forced to ground level.) Shine Plasma - DB6 AC2 EOT Electric Special (Range6Blast2)*2 When using this move, place two 2x2 Ranged Blasts anywhere within range, then attack. You can't hit anything more than once in this way (even if the blast ranges overlap). Spark Plasma - DB7 AC2 Scenex2 Electric Special (Range6Blast2)*3 When using this move, place three 2x2 Ranged Blasts anywhere within range, then attack. You can't hit anything more than once in this way (even if the blast ranges overlap).
Impact - DB0 AC0 EOT Flying Status Range4-OR-Self Target gains 2 Attack Combat Stages. (If you target yourself, you gain 2 SpAtk Combat Stages instead.) Blunt - DB0 AC4 EOT Flying Status Range6Blast2 Targets lose 1 Attack Combat Stage. High Impact - DB0 AC0 Scenex2 Flying Status Burst2&Self/Friendly Targets gain 1 Attack Combat Stage; you gain 1 SpAtk Combat Stage instead.
Ward - DB0 AC0 EOT Flying Status Range4-OR-Self Target gains 2 SpDef Combat Stages. Enfeeble - DB0 AC4 EOT Flying Status Range6Blast2 Targets lose 1 SpDef Combat Stage. Resist - DB0 AC0 Scenex2 Flying Status Burst2&Self/Friendly Targets gain 1 SpDef Combat Stage.
Slash - DB4 AC2 At-Will Flying Special Range6 If you know all 3 moves in this tree, this move's range becomes "Line 6" and Flinches on 17+. Wind Slash - DB6 AC2 EOT Flying Special (Range6)*2 Hits two targets within range. Sonic Slash - DB8 AC2 Scenex2 Flying Special (Range6)*3 Hits three targets within range.
Drain - DB0 AC2 Scenex2 Flying Status Range4 If it hits, the target loses 1/10 of its max HP, then you heal HP equal to the amount lost. If this move is a critical hit, the loss is 1/5 max HP instead. Psy Drain - DB0 AC2 Dailyx2 Flying Status Range4 The target loses 1 use of a Scene or Daily-frequency move (his/her choice), then you regain 1 use of a Scene- or Daily-frequency move you've used already (except for this one). The target can't choose to lose frequency of a move it's already used up. Capstone Moves Revive - DB0 AC0 Daily Ground Status Range2 A fainted target becomes revived with 50% HP and is no longer fainted.
Break - DB0 AC0 Dailyx2 Water Status Burst3/Friendly All opponents in range lose all coats, and their combat stages are set to default.
Planetary - DB10 AC2 Dailyx2 Fire Special CB3/Dash/Smite This attack deals Fire OR Dragon-type damage (as desired). You may also choose to have hit targets consult Defense to reduce the damage (it's still a special move, though).
Quick Strike - DB8 AC2 Dailyx2 Flying Special Range8 Flinches the target. You can use this move as an Interrupt during a foe's turn, but it must target the foe whose turn it currently is.
As always, comments, suggestions, feedback, and constructive criticism are appreciated!
[The "PTU" file attached is the class as shown above. The "PTK" file attached is a slightly altered version, tweaking things such as how Adept learns its moves (normally it learns moves as it takes the features normally, but the other version has a feature specifically for learning the moves), as well as incentivizing the use of lower moves in the tree (standardly by reducing effect ranges and accuracy). If you deem the standard "PTU" version too strong for your campaign, consider the "PTK" version instead. Any changes from the normal Adept are written in blue.]
- Attached to this post:
Adept_PTU_Class.xls (48.5 KB) Adept_PTK_Class.xls (52.5 KB)
Edited by DNA, Jun 11 2015, 09:40 AM.
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