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Nikos
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Aug 12 2017, 11:34 PM
Post #1
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- Posts:
- 23
- Group:
- Admins
- Member
- #2
- Joined:
- Jul 25, 2017
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Engineer

The most intense of academics or jurry riggers can learn to become engineers for the world, using once forgotten skills to mend technology to their will. They can use this to aid allies, create defensive structures, and enhance overall firepower of their team or, if sadly alone, themselves.
Tiers and their stat bonuses / reductions
- [Tinkerer] +1 INT, +1 VIT, -1 SPD
- [Circuit Breaker] +2 INT, +1 VIT, -2 SPD
- [Machination Expert] +3 INT, +1 VIT, -2 SPD, -1 STR.
Engineer Abilities (Tinkerer)
- Engineer Abilities (Tinkerer)
- [Medibot] - Takes 1 Action, deployable. Has 25% of the HP of the Engineer who deployed it. For 3 rounds while deployed, it acts as a targetable, immobile device that heals by the party by 2 HP per round. Can be targeted and killed. [2 Round Cooldown.]
- [Hardy Turret] -Takes 2 Actions, deployable. Has 50% of the HP of the Engineer who deployed it. Until it is destroyed, the turret does a flat damage of 2 per attack (able to be controlled by the user, having 1 Action per turn), gaining additional damage for every point of INT you have (Ex. A turret doing 2 damage but the Engineer has 7 INT means 9 Damage.) The turret has no speed, and thus, will always go last. [3 Round Cooldown.]
Engineer Abilities (Circuit Breaker)
- Engineer Abilities (Circuit Breaker)
- [Surprise Explosion] - Takes 1 Action. A limited ticking time bomb you made on the fly, inflicting damage equal to half of your INT. [1 Round Cooldown.]
- [Get ‘Yer Armor] -Takes 2 Actions. Give a target a temporary boost to their health, applying extra HP to their healthbar equal to half of the INT of the user which lasts for one round, acting as a safety net for squishier characters. [2 Round Cooldown.]
Engineer Abilities (Machination Expert)
- Engineer Abilities (Machination Expert)
- [Blowout] - Takes 1 Action. The next damage done by a Turret controlled by you will deal area of effect damage, hitting all opposing enemies with heavy shotgun rounds. (Ex. A single target could take 6 Damage, but now all targets take that 6 Damage.) [2 Round Cooldown.]
- [Close Eye] - Passive Ability. Gain extra gold from each encounter due to salvage skills, increasing gold gains by 50% in battles, spars, and dungeons.
Edited by Nikos, Aug 13 2017, 01:15 AM.
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