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"Rotten Dozen": Gaunt
Eccentric Moogrr * Member Since 2012-02-11
posté May 20, 2013, 19:10:10 | #1
"Rotten Dozen": Gaunt Preface to the "Rotten Dozen"

Twelve class concepts, each more complex than its preceding abomination. Most, if not all, of these class concepts take qualities from existing classes and bend them into something disgusting. Not in a dirty joke sort of way, but when everyone goes home they feel violated. Every class has the same three elements with five spells, five active specialties, and five passive specialties; but one of the element trees has a special requirement to use.

The general lore of where these classes exist is thousands of years in the future for the World of Twelve, where its inhabitants have shared friction to the point of snapping and waging massive wars which destroyed the land. Now all that remains are harsh deserts infested by thieves, mercenaries, and aggressive freaks; no amount of oases can protect the survivors from their own instabilities.

There are many features which do not currently exist in the game which are involved with some of these classes, so my hope is with every document I post to also include a general feature (applies to multiple/all classes), though there are few enough of them to not need one or more in every thread. Although most of these class concepts have been under construction for several months I appreciate feedback, comments, and questions.

The only general feature I need to explain so far is secondary effect duration; things other than direct damage. All effects and states/statuses, unless noted otherwise, only last one turn. If a spell inflicts loss of a characteristic, that loss only lasts for one turn. If a spell inflicts a unique effect and does not say it lasts longer than one turn, it only lasts one turn.

Backstory

A warrior of berserk strength and unrelenting hatred. Gaunt lives to destroy those he considers enemy while passing by the rest who believe they were spared from an abomination banished from the realm of Rushu in fear of competition for the throne.

Gaunt had aggression issues since birth, his parents having abused the child as a labor slave rather than nurturing their own flesh and blood. They never bothered to give their only child a name or educate him beyond whatever physical toils they assigned him while the two would argue over food and drink, often resorting to physical violence to finally settle disputes. When Gaunt was ordered to carry something for either parent, whether to deliver it in exchange for payment with travelers or to dig a burrow for treasures to be hidden, only the promise of sustenance kept him alive throughout his years of weak childhood. With every shout reverberating in his head and bruise swelled he grew up quick and mean, the majority of his nutrients coming from wildlife which wandered in the shallow canyon where they lived. Gaunt learned how to cook his meals from his father after watching him burn letters his mother thought were hidden, though Gaunt never knew what they were about other than they were important to her but offered nothing for himself or his father. This knowledge of cooking eventually led to Gaunt living a brief walk from the rotting shack his parents inhabited in a corner with several animal pelts in a pile where he would sleep until the sun arose and his stomach growled. With this independence his parents quickly became envious, neither having the strength to crush the skull of a large animal in a single strike nor the mass to wrestle a Boowolf until there were no bones left to snap in half. Gaunt learned to be wary of scavengers as he slept, using the location of his shoddily constructed camp to his advantage; it was a dead end. If anything tried to steal his prizes they would find their own pelts joining the collection. Gaunt had long forgotten his parents who were too afraid to try hunting anything in fear of their vengeful spawn reflecting how they dealt with conflicts in front of him for so many years. Gaunt never knew whether his parents fled to quarrel elsewhere or starved to death and he never asks.

One evening before the sun began its approach to nightfall Gaunt heard someone in the canyon. It was audible enough to hear something relatively close, at least far enough to hurl a large rock at, but when he stalked the noise and rounded a corner he found a man wearing a pair of filthy metallic greaves. The stranger and Gaunt shared a few moments staring at one another until the other looked towards his campfire and began to approach. Once Gaunt showed he meant to protect it the stranger backed away for a moment, speaking to an illiterate. Once his tone became more stern Gaunt felt threatened and attacked the stranger, who managed several consecutive times to avoid the attacks. Eventually Gaunt felt his attacks were pointless against this foe, at which point the stranger began to counterattack and managed to knock Gaunt onto his back. The stranger took the opportunity to approach the camp and began attaching a chunk of meat to a skewer, then motioning for Gaunt to join him. Gaunt decided the stranger deserved a cut of his hunt for the day since he managed to knock him down. Once night fell Gaunt prepared a pile of pelts for the stranger who graciously accepted. Once the two were settled the stranger seemed to be speaking to Gaunt, but only after a couple moments seemed to realize Gaunt had no idea what he was saying. That night the two stayed awake, watching the stars, as the stranger slowly begun educating Gaunt to communicate with words and sharing ideas Gaunt realized how depressing his life has been, at which point the stranger fell asleep. Gaunt was awakened the following morning by the stranger who told him he had to leave to continue his travels in simple means he could understand. This stranger was his only friend, the only one who showed any care or kindness to him, so Gaunt wished to join him. With his newfound means of speech he asked the stranger of his name since the previous night the two defined him by his devastating fists as Gaunt, to which the stranger replied his name is Greave.

Though Gaunt survived a while in isolation he finds the company of the other survivors satisfies his loneliness. They became the family he never had or knew he wanted, and now that he has them he has no intent to lose them to the harsh world they all live in.

"Palm" branch (earth)

The earth element uses a stacking buff state named "Metal Hand" which functions similarly to Power but grants the user defensive bonuses and offensive penalties:

Metal Hand:
  • stackable to 100
  • must gain at least 1 level per turn or half of the levels of the state are removed
  • +1% resist per level
  • -0.5% damage per level
  • +0.3 block per level
  • at lv100: +100% resist, -50% damage, +30 block

And now onto the earth spells:

Swift Slap- Gaunt may not be the most agile or accurate, but when the goal is to swing your arm in front of you there are very few things you could possibly do wrong.
  • 2AP
  • 1 range
  • +1 Metal Hand state per hit
  • lvl0 2damage
    • lv0 crit: 3damage
    lvl100 26damage
    • lv100 crit: 39damage
  • lv200 40damage
    • lv200 crit: 60damage

Open Fingers- Gaunt was once approached by a boastful brute who prided himself on his physical prowess. He saw Gaunt and thought he would be a worthy challenge. The man called for everyone in town to watch the two wrestle as a show of his own strength. He tried all sorts of taunts and threats, but Gaunt would only participate when the idiot flicked him on the nose. Some say he was down in seconds, out in under a minute. Surgeon says he had some of the best limbs to have ever graced his collection.
  • 3AP
  • 1 range
  • +2 Metal Hand state per hit
  • lvl0 3damage
    • lv0 crit: 5damage
    lvl100 43damage
    • lv100 crit: 65damage
  • lv200 83damage
    • lv200 crit: 125damage

Crushing Hand- The Gaunt smashes his palms upon the ground which shakes anyone unfortunate to stand nearby.
  • 3AP1MP
  • 1 range
  • attacks an adjacent target and the space behind them (shovel area of effect)
  • +1 Metal Hand state per hit
  • lvl0 3damage
    • lv0 crit: 5damage
    lvl100 41damage
    • lv100 crit: 62damage
  • lv200 79damage
    • lv200 crit: 119damage

Brutality- Gaunt uses one hand to grab the enemy. The other hand strikes with an open palm directly into the face of the foe. If someone walks around with their nose crushed into their face and eyeballs pushed deeper into the sockets, avoid speaking to them about unarmed warriors.
  • 4AP1MP
  • 1 range
  • +3 Metal Hand state per hit
  • lvl0 6damage
    • lv0 crit: 9damage
    lvl100 60damage
    • lv100 crit: 90damage
  • lv200 114damage
    • lv200 crit: 171damage

Armored Palm- After a hard day of smacking skulls out of heads, sometimes Gaunt likes to relax by wearing metal gauntlets to continue the sport without worrying about his hands becoming tired.
  • 6AP1WP
  • 1 range
  • one use per turn
  • inflicts “Rattled and Shaking” state: the target will not deal higher damage from attacking from the back or sides (than they would from attacking at the front; backstab damage and backstab damage bonus both become void)
  • the state is removed if the target successfully dodges the Gaunt
  • consumes all levels of Metal Hand Hand for -0.5% resist per level for the target
    • resist penalty applies after this attack damages
  • lvl0 8damage
    • lv0 crit: 12damage
    lvl100 83damage
    • lv100 crit: 125damage
  • lv200 158damage
    • lv200 crit: 237damage

"Knuckle" branch (fire)


The fire branch is similar to the earth branch, but instead of gaining a state which grants defense and reduces offense does the opposite:

Clenched Fist:
  • stackable to 100
  • must gain at least 1 level per turn or half of the levels of the state are removed
  • +1% damage per level
  • -0.5% resist per level
  • +0.2 crit per level
  • at lv100: +100% damage, -50% resist, +20crits

And now onto the fire spells:

Direct Approach- Hit them with a left! Then a right! Your other right!
  • 3AP
  • 1 range
  • attacks an adjacent target and the space to the right
  • +1 Clenched Fist state per hit
  • lvl0 3damage
    • lv0 crit: 5 damage
    lvl100 43damage
    • lv100 crit: 65damage
  • lv200 83damage
    • lv200 crit: 125damage

Retaliate- They called your mother ugly, so you punched into their ribs hard enough to propel them into a wall which broke their spine. You have no memory of what your mother looked like.
  • 3AP2MP
  • 1 range
  • one use per target per turn
  • up to two uses per turn
  • pushes the target two spaces away
  • deals additional damage (fire element) with every space the target is not pushed back due to collision (the target is stopped from being pushed back because there is a character/wall in the way of the movement path)
  • +1 Clenched Fist state per hit (includes collision hits)
  • lvl0 3damage, 2damage per collision
    • lv0 crit: 5damage, 3damage per collision
    lvl100 28damage, 22damage per collision
    • lv100 crit: 42damage, 33damage per collision
  • lv200 53damage, 42damage per collision
    • lv200 crit: 80damage, 63damage per collision

Skull Crusher- When your enemy kneels before you, crying their last tears, clench your fingers and end their misery. Their final vision will be of your fists crushing their skull with enough force to pop their eyeballs out of their skull. That ought to teach them not to look at you funny.
  • 5AP
  • 1 range
  • one use per target per turn
  • +5 Clenched Fist state per hit
  • if the opposite side of the target is inaccessible (if the Gaunt is at their front and an object/wall is at their back), the Gaunt gains +10 Clenched Fist instead of +5
  • lvl0 6damage
    • lv0 crit: 9damage
    lvl100 60damage
    • lv100 crit: 90damage
  • lv200 114damage
    • lv200 crit: 171damage

Piledriver- Come here! I just want to hug you...
  • 5AP
  • 1 range
  • damages targets adjacent to the target (excluding yourself, hammer area of effect)
  • +2 Clenched Fist state per hit
  • lvl0 6damage and damages adjacent targets for 3damage
    • lv0 crit: 9damage and 5damage to adjacent targets
    lvl100 60damage and damages adjacent targets for 30damage
    • lv100 crit: 90damage and 45damage to adjacent targets
  • lv200 114damage and damages adjacent targets for 57damage
    • lv200 crit: 171damage and 86damage to adjacent targets

Bloody Knuckles- Gaunt was once challenged to use his bare knuckles to beat a path through a mountain, which easily went at least five days worth of travel by dragoturkey, within a year. In a couple months not only was the mountain gone, but a large canyon had been formed. The group who challenged him to the task found him roasting Boowolf meat while sitting on a pile of their pelts, the smallest big enough to swallow a young adult as if they were an olive.
  • 6AP1WP
  • 1 range
  • one use per turn
  • inflicts “Crunch Time” state: the target may not use a pushing/pulling/teleporting/moving action until it inflicts damage to the Gaunt
  • successfully dodging the Gaunt removes the state
  • consumes all levels of Clenched Fist for -0.5% damage per level for the target
  • lvl0 8damage
    • lv0 crit: 12damage
    lvl100 95damage
    • lv100 crit: 143damage
  • lv200 182damage
    • lv200 crit: 273damage

"Cestus" branch (air)

Unlike the normal elemental abilities of Gaunt, Cestus attacks may only be used while the Gaunt has zero levels of both Metal Hand and Clenched Fist. Once at least one of either state is gained all Cestus abilities become disabled for one turn but the special states inflicted by these air spells will remain in effect if already applied.

As a reminder, all secondary effects only last one turn unless noted otherwise. I know someone ignored the previous warning and likely this one as well, so when they whine about it be sure to point and laugh at them. Strange sounds such as snorting are also encouraged.

Wrapped Wrist- Sometimes punching bones into dust with massive metal gloves is too much. Then you realize what you just said and began beating people to death without the metal to feel their pain in your fists personally.
  • 5AP
  • 1 range
  • one use per target per turn
  • the Gaunt and the damaged target may not inflict statuses to each other
  • lvl0 5damage
    • lv0 crit: 8damage
    lvl100 63damage
    • lv100 crit: 95damage
  • lv200 121damage
    • lv200 crit: 182damage

Bear Hands- Sometimes you have to punch fast and metal is too slow.
  • 2AP
  • 1 range
  • the Gaunt gains lock for your next turn per use
  • lvl0 2damage, +2lock
    • lv0 crit: 3damage, +3lock
    lvl100 24damage, +20lock
    • lv100 crit: 36damage, +30lock
  • lv200 46damage, +38lock
    • lv200 crit: 69damage, +57lock

Limb Lock- This brings you back to a game in your childhood that brought you closer to your friends than you wanted to be. That is, if you had any friends as a child. Or wrestled anything that lived more than a day after.
  • 4AP
  • 1 range
  • one use per turn
  • inflicts “Limb Lock”: if the target is locked by the Gaunt during their upcoming turn, this attack will automatically hit them again for no cost to the Gaunt
  • the state is removed if the afflicted successfully dodges the Gaunt
  • lvl0 4damage
    • lv0 crit: 6damage
    lvl100 38damage
    • lv100 crit: 57damage
  • lv200 72damage
    • lv200 108damage

Numb Knuckles- This punch hits hard enough to numb both the target and the Gaunt who threw it, as well as decreasing buffs both receive while increasing penalties received by the target. Come on, shake it off and get back in the fray. Unless you would rather sit on your butt and cry like a baby.
  • 6AP
  • 1 range
  • one use per turn
  • ends your turn
  • all beneficial effects from states active on the target and the Gaunt are halved for one turn
  • lvl0 8damage
    • lv0 crit: 12damage
    lvl100 70damage
    • lv100 crit: 105damage
  • lv200 132damage
    • lv200 crit: 198damage

Painkration- The most primitive and aggressive means of one on one combat Gaunt knows, to wrestle with an opponent with enough proximity to bite their nose off. The victim suffers additional punishment as the Gaunt thrashes along the dirt during the struggle, though they can do the same in return.
  • 2AP2MP
  • 1 range
  • must be used on an enemy
  • one use per turn
  • links the target and the Gaunt and damages per space moved
  • the Gaunt and target may not lock each other while linked
  • if the target moves (using their MP, movement abilities) while linked to the Gaunt, both take damage per space moved
  • if the Gaunt moves (or is moved by an ally) while linked to a target, only the target takes damage
  • if the Gaunt or the target is moved by an enemy (of the Gaunt), both the Gaunt and the linked target take damage
  • if the Gaunt pushes the linked target, only the target takes damage
  • the link is broken if the Gaunt or the target teleports/is teleported
  • lvl0 3damage, 1damage per space moved while linked
    • lv0 crit: 4damage, 2damage per space moved while linked
    lvl100 31damage, 18damage per space moved while linked
    • lv100 crit: 46damage, 27damage per space moved while linked
  • lv200 59damage, 35damage per space moved while linked
    • lv200 crit: 89damage, 53damage per space moved while linked

Before we move on to the specialties, a few words on Metal Hand and Clenched Fist states. Clenched Fist and Metal Hand states will cancel each other out at the beginning of your next turn. If you have lv4 Clenched Fist and gain 5 levels of Metal Hand, they will cancel each other out to become lv1 Metal Hand and no levels of Clenched Fist at the start of your next turn.

Active specialties

Fisticuffs- Gaunt may not be well acquainted with other means of combat, but when you can hit someone straight in the face and their teeth blast through the back of their skull no one questions it.
  • costs 2MP
  • 1 range
  • one use per turn
  • may only be cast on an enemy
  • multiplies the attack bonuses for each element for the target
  • inflicts resist loss equal to the attack gain to the target (by element; if this spell gives +X% fire damage and +Y% water damage, it will also inflict -X% fire resist and -Y% water resist)
  • the damage bonus is removed if the target or one of their allies moves/teleports away (the target you used this specialty on) from the Gaunt (if the Gaunt or one of your allies causes the target to no longer be adjacent to the Gaunt the damage bonus is not removed)
0. *1.05% damage, the target suffers resist loss equal to the damage bonuses gained
  1. *1.1% damage, the target suffers resist loss equal to the damage bonuses gained
  2. *1.15% damage, the target suffers resist loss equal to the damage bonuses gained
  3. *1.2% damage, the target suffers resist loss equal to the damage bonuses gained
  4. *1.25% damage, the target suffers resist loss equal to the damage bonuses gained
  5. *1.3% damage, the target suffers resist loss equal to the damage bonuses gained
  6. *1.35% damage, the target suffers resist loss equal to the damage bonuses gained
  7. *1.4% damage, the target suffers resist loss equal to the damage bonuses gained
  8. *1.45% damage, the target suffers resist loss equal to the damage bonuses gained
  9. *1.5% damage, the target suffers resist loss equal to the damage bonuses gained

Sleight of Hand- Gaunt focuses on the impenetrable strength of a palm forcing an opponent into submission, transforming all levels of Clenched Fist into Metal Hand and converting the critical hit rate into block.
  • costs 1WP
  • 0 range
  • up to 3 uses per turn
  • every level of Clenched Fist becomes one level of Metal Hand (1:1 ratio)
  • applies a modifier to final damage dealt and received
  • if Rise and Yell is used while this spell is in effect: replaces the final damage dealt and received modifiers with those of Rise and Yell
0. *0.98 damage dealt and received
  1. *0.96 damage dealt and received
  2. *0.94 damage dealt and received
  3. *0.92 damage dealt and received
  4. *0.9 damage dealt and received
  5. *0.88 damage dealt and received
  6. *0.86 damage dealt and received
  7. *0.84 damage dealt and received
  8. *0.82 damage dealt and received
  9. *0.8 damage dealt and received

Rise and Yell- When Gaunt learns he has the freedoms to rock and talk, he gains the fury to transform all levels of Metal Hand into Clenched Fist and convert his block rate into critical hits.
  • costs 1WP
  • 0 range
  • up to 3 uses per turn
  • every level of Clenched Fist becomes one level of Metal Hand (1:1 ratio)
  • applies a multipler to final damage dealt and received
  • if Sleight of Hand is used while this spell is in effect: replaces the final damage dealt and received modifiers with those of Sleight of Hand
0. *1.02 damage dealt and received
  1. *1.04 damage dealt and received
  2. *1.06 damage dealt and received
  3. *1.08 damage dealt and received
  4. *1.1 damage dealt and received
  5. *1.12 damage dealt and received
  6. *1.14 damage dealt and received
  7. *1.16 damage dealt and received
  8. *1.18 damage dealt and received
  9. *1.2 damage dealt and received

Hand It Over- Gaunt is easily taunted into jealousy. When he sees someone flaunting their fancy new weapons or armor, Gaunt punches straight through their skull and reaps the spoils.
  • costs 1WP
  • 1 range
  • one use per turn
  • may only be used on enemies
  • steals buffs from the target (AP gain, MP gain, +damage, etc.; only applies to buffs gained during battle)
  • spell level increases how many effects may be stolen at a time
  • buffs are stolen in order of when the target received them (older buffs are stolen first)
  • one buff = one application of beneficial effect(s); for example, a water Xelor using Devotion twice on themself counts as two buffs
0. up to 1 buff stolen
  1. up to 2 buff stolen
  2. up to 3 buffs stolen
  3. up to 4 buffs stolen
  4. up to 5 buffs stolen
  5. up to 6 buffs stolen
  6. up to 7 buffs stolen
  7. up to 8 buffs stolen
  8. up to 9 buffs stolen
  9. up to 10 buffs stolen

Dragging Your Fists- Before the enemy can fly away like the little Tofu they are, the Gaunt grabs onto them which reduces their travel distance and drags the Gaunt a short while before losing your grip.
  • 1 range
  • one use per target per turn
  • must be used on an enemy
  • inflicts “Dragging Your Fists” state:
  • if the target moves or teleports away from the Gaunt with an active or passive spell (having been adjacent to the Gaunt before using the spell), their travel distance is reduced and the Gaunt is dragged after the fleeing target
  • lasts one turn
  • the state is removed if the target successfully dodges the Gaunt
  • if the target moves away/teleports multiple times while this state is applied, the Gaunt will be dragged and their travel distance will be reduced for every move away/teleport
  • this spell must be used before the target moves/teleports to reduce enemy travel distance and drag the Gaunt after them
  • reduced travel and Gaunt drag distances may not be more than half of the total travel distance attempted by the target (if the target tries to teleport 4 spaces away that travel distance may not be reduced any further than 2 and the Gaunt will not be dragged more than 2 spaces)
  • drag distance may not exceed the travel distance reduced (the Gaunt may not be dragged further than the target has its travel distance reduced)
  • if the teleport distance is an odd number the travel distance loss and drag distances are rounded down
  • drag distance will always be stopped by impassable objects
    • if the enemy teleports/moves through a wall/object you will not be dragged through the wall/object
0. costs 2AP2MP; up to -1 travel distance
  1. costs 2AP2MP; up to -1 travel distance and 1 space dragged
  2. costs 2AP2MP; up to -2 travel distance and 1 space dragged
  3. costs 2AP2MP; up to -2 travel distance and 1 space dragged
  4. costs 2AP2MP; up to -2 travel distance and 2 spaces dragged
  5. costs 1AP2MP; up to -2 travel distance and 2 spaces dragged
  6. costs 1AP2MP; up to -3 travel distance and 2 spaces dragged
  7. costs 1AP2MP; up to -3 travel distance and 2 spaces dragged
  8. costs 1AP2MP; up to -3 travel distance and 2 spaces dragged
  9. costs 2MP; up to -4 travel distance and 3 spaces dragged

Passive specialties

Empty Hands- Without having to carry swords or shields around, Gaunt is more resilient in battle with enough health to stick around; or at least die while holding onto an enemy to drag them down with him.
  • +0.5% max health per level (+10% at max rank)
  • -2.5% lock loss received (lock penalties are halved at max rank)
  • when the Gaunt is KO, the Gaunt will still be able to lock enemies but with a reduced locking rate (your lock value upon KO is reduced by a percentage)
  • at lv0 the Gaunt will not be able to lock while KO, but beyond that point the final lock value loss is decreased by 2.5% until lv20 which reduces your final lock value by 50% while KO
    • this effect only applies while the Gaunt is KO but still in battle
    • lv0: -100% of your total lock while KO (will not lock while KO)
    • lv1: -97% of your total lock while KO
    • lv2: -95% of your total lock while KO
    • etc.
    • lv20: -50% of your total lock while KO

Fists of Steel- Want to play rock paper scissors? No no, come back, I promise no contact! Okay, maybe a little...
  • the Gaunt gains Metal Hand from:
    • defeating an enemy
    • decreasing damage taken with block
    • the Gaunt is damaged by a critical hit
    • an ally reduces damage taken from an enemy with block
  • lv1-4: +1 Metal Hand
  • lv5-9: +2 Metal Hand
  • lv10-14: +3 Metal Hand
  • lv15-19: +4 Metal Hand
  • lv20: +5 Metal Hand

Merciless Might- When it comes to beating someone beyond the point of becoming a quivering lump, no one compares or wants to compete with Gaunt.
  • the Gaunt gains Clenched Fist from:
    • defeating an enemy
    • dealing a critical hit
    • one of your attacks has its damage reduced by block by the target
    • an ally critically hits an enemy
  • lv1-4: +1 Clenched Fist
  • lv5-9: +2 Clenched Fist
  • lv10-14: +3 Clenched Fist
  • lv15-19: +4 Clenched Fist
  • lv20: +5 Clenched Fist

Locked Up- Gaunt becomes more powerful with higher lock. If you ran a daycare the brats would be too afraid to speak or look at you, not that you need a job.
  • 1.5% of your lock as damage bonus per rank (30% at max rank)
    • maximum of +100%damage from this effect
  • 0.5% of your lock as crits and block (10% at max rank)
    • maximum of +20crits and +20block from this effect

Solid Grip- Gaunt has an absurd adeptness for taking the Taur by the horns, shackling its legs to his own, then grappling the beast down to the realm of Shushus. The more an enemy flees from Gaunt, the more powerful his locking prowess grows. Gaunt also benefits from his allies successfully locking their common foes.
  • +2lock per level (+40lock at max rank)
  • if the Gaunt successfully locks an enemy, one turn immunity to lock loss
  • when an enemy successfully dodges the Gaunt, +1.5lock per level (+30lock at max rank)
  • if an enemy teleports away from the Gaunt (having been previously adjacent), the Gaunt will gain +0.5lock per level per space the enemy flees (+10lock per space the enemy flees at max rank)
  • if an ally of the Gaunt successfully locks an enemy, the Gaunt will gain +1lock per level (+20lock at max rank)
    • there is no limit to the amount of lock the Gaunt may gain from being dodged, teleported away from, or when an ally locks an enemy

After some feedback and at least a few tweaks and repairs for Gaunt I hope to post the second of the Rotten Dozen, Greave, who has an unhealthy obsession for mobility and area of effect.

No one seems to be interested/willing to give any feedback so Greave will be posted within the next week. a while ago which you can see here. Since the update for elemental spells capping at 200 I will be updating all of these threads for that, then adding a list of all of the classes at the bottom of these original posts so when more class ideas are posted in this section people can find mine and this sentence can be unnecessarily long.

For more of my class concepts if you have a few days to waste reading my nonsense:


All changes to spell effects will be dated and logged at the bottom of the original post:

August 9, 2013


Removed the original "Sleight of Hand" specialty which converted Metal Hand to Clenched Fist and vice versa, replaced by having two separate specialties so the mechanic makes more sense.

"Sitting On Your Hands" was also removed for being stupid to make room for the second new active specialty.

The block penalty on Clenched Fist and crit penalty on Metal Hand have been removed.

The penalty for not reapplying Metal Hand/Clenched Fist every turn has been changed from working the same as Power to halving, since the states are more difficult to obtain compared to Power as Iop.

Limb Lock has been nerfed slightly.

August 26, 2013

The specialty Hand It Over has been changed to make more sense.

The passive Locked Up now gives crits and block for you having more lock.

Fists of Steel and Merciless Might now have another means for the Gaunt to gain level(s) of Metal Hand and Clenched Fist states, respectively.

The passive Solid Grip has the dodge loss converted to lock gain effect removed. The lock gain caused by an enemy teleporting away from you has been nerfed from +20lock to +10lock, but will now give lock for every space the enemy flees for greater potential lock gain.

February 24, 2014

Since willpower is no longer in the game Piledriver no longer has a chance to inflict additional damage to targets in an area of effect around the initial target. Also because I hate probabilities.

Bear Hands will give lock for your next turn instead of the current turn.

Fisticuffs multiplies the damage bonuses of the target instead of adding a static value and removes resist equal to the damage gained. These changes are to make this specialty more useful for enemies with substantial attack and defense bonuses.

Sleight of Hand and Rise and Yell may be used up to three times per turn.

Hand It Over has been changed to simply steal buffs.

Dragging Your Fists has been renamed to Knuckle Dragger to be more insulting.

Empty Hands has been changed to only give +0.5% HP per level instead of +0.75%, but will now also reduce lock loss received.

March 17, 2014

Fire and earth spells no longer give extra levels of Clenched Fist or Metal Hand on crit.

Sleight of Hand and Rise and Yell have had both their secondary effects changed from transforming block/crit into the other to applying a modifier to final damage received and dealt by the Gaunt while the spell is in effect. This modifier does not affect healing. Both specialties will also cost 1WP at all ranks instead of scaling from 3AP1WP to 1WP.


This post has been edited by Kakenshu - March 17, 2014, 19:32:29.
Reason for edit : Twiddling my thumbs
posté October 12, 2013, 12:02:38 | #2
Awesome! I really like the lore and backstory you've got going for your classes. Very nice, keep it up!


Eccentric Moogrr * Member Since 2012-02-11
posté February 25, 2014, 01:23:13 | #3
Thanks, it took more than one night of insomnia to write most of the backstories. It was at least two. I know this is a stupidly late response but I have been spending my spare time (from playing the game as spare time from everything else going on, so spare-spare time) going back to the documents for these classes and revising everything, especially since willpower and perception were removed from the game. I want to clean up the classes I have posted before I post anymore because I only have one or two more I would consider even partially ready to be posted.

Also I have been making revamp documents for classes in game like Sram and Pandawa that I would like to post in the suggestions section, but as links to the document instead of taking an hour to transfer everything onto the forum only for it to bug out and/or get stuck while trying to load.


Ambitious Crackapult * Member Since 2012-03-02
posté March 15, 2014, 10:34:40 | #4
Really nice read

However, I would consider merging Sleight of Hand and Rise and yell onto one.
Replacing levels of clenched fist with metal hand and vice versa depending on which one is higher. (is that how it was originally?)

Same goes for Fists of Steel and Merciless Might - defeating an enemy would grant x amount of whichever you currently have stacked. Landing a crit would give y amount of clenched fist (if its currently active) and blocking would give metal hand etc


Eccentric Moogrr * Member Since 2012-02-11
posté March 15, 2014, 17:39:54 | #5

Quote (Soundtrack8 @ 15 March 2014 10:34) *
However, I would consider merging Sleight of Hand and Rise and yell onto one.
Replacing levels of clenched fist with metal hand and vice versa depending on which one is higher. (is that how it was originally?)

Same goes for Fists of Steel and Merciless Might - defeating an enemy would grant x amount of whichever you currently have stacked. Landing a crit would give y amount of clenched fist (if its currently active) and blocking would give metal hand etc

Yes, Sleight of Hand and Rise and Yell were originally one spell. It did exactly that but I realized not everyone would want to stick with the higher state. To compensate for separating it into two spells I added the crit to block and block to crit transformations.

Since the two states cancel each other out at the end of your turn, having both those passives together would give you a bunch of attack and defense during your turn but you would lose it all by the end of your turn. Having the passives and the state switching actives be separate lets the user choose if they want to use one or both of the actives and one or both of the passives. Also if the passives were combined players would have to use the state switching spells or constantly lose whichever state they roll with.

I want Sleight of Hand and Rise and Yell to only cost 1WP at all levels, but I would need to add another effect that scales by spell level to make leveling it worth the points. Maybe a multiplier for all damages and all resists, like *1.5 damage bonuses and *0.5 resists at max rank for Rise and Yell and vice versa for Sleight of Hand. The attack one would be really powerful since attack bonuses are almost always higher than resist bonuses, especially at higher levels. Maybe a final damage modifier (ex: *1.2 final damage dealt for Rise and Yell, *0.8 final damage received for Sleight of Hand)?

I should also remove gaining extra levels of Clenched Fist and Metal Hand when fire and earth spells crit since only the fire branch can gain crits and Sleight of Hand removes crits.