Agent

AGENT

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

Level 0

What you get when generating a new Agent character.
- 2 Passive Abilities.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[P] Rapid Fire: Whenever the Agent uses an active ability with a [M] marker with a melee weapon, if they roll a 30 or low on the CoS check, that ability can activate its Rapid Fire effect.
In order to activate a Rapid Fire effect, consume 1 Ammo from an equipped firearm of the Agent's. If the Agent does not have a firearm equipped which has Ammo remaining, they cannot activate Rapid Fire.
Rapid Fire effects are freely target-able towards any enemy on the field and True Strike, with a caveat. If the Rapid Fire effect targets the same enemy hit by the initial attack, only the Rapid Fire effect is applied. However, if the Rapid Fire effect is aimed at anther enemy that was not hit by the initial attack, then it deals the firearm's base potency as a True Strike as well.

[P] Situation Assessment: Whenever the Agent uses an active ability with a [F] marker with a firearm, make a note and gain a Intuition stack. Whenever the Agent makes an attack with a melee weapon, they can spend any number of Intuition stacks in order to roll an equal number of additional damage dice. Any unused Intuition stacks are lost at the end of the battle.

Active Abilities

[M][T] Advance: 3MP. 80CoS. Dash, then deal weapon damage and Quicken 1 the Agent. M-Rush
Rapid Fire: Slow 2 the target.
C Earth: +4 damage.
C Launch: The Agent gains Long Energize.

[M][T] Tranquilize: 3MP. 80CoS. Deal weapon damage and inflicts Short Toxin. M-Pin
Rapid Fire: Long Shock the target.
C Air: Inflicts Long E-Falter.
C Pin: +4 damage.

[M][T] Flicker: 2MP. 80CoS. Deal weapon damage. Until the start of your next turn, gain triple the benefit from any LP you spend and ignore Scratch damage. M-Rush.
Rapid Fire: Long K-Shatter.
C Water: +4 damage.
C Rush: Inflicts Short E-Shatter II.

[F][T] Fade: 5MP. 80CoS. Retreat, then deal weapon damage to a target and dispel a single status from them. M-Launch
C Pin: This damage is Supreme, and you Retreat after shooting rather than before.
C Recovery: +4 damage.
C Air: Generate 1 additional Intuition stacks.

[F][T] Eliminate 4MP. 80CoS. Deals weapon damage +2. M-Pin
C Earth: Inflict Long Curse II
C Fire: Inflict Long Exhaust II
C Air: Inflict Long Shock II
C Water: Inflict Long Chill II

[F][T] Snipe: 3MP. 80CoS. Deals weapon damage. For every turn marker between the Agent and the target, gain +10 Critical with this attack. M-Pin
C Rush: The Agent gains Long Lucky.
C Air: +6 damage.

Overdrive Abilities

[OD][T] Overdrive: Double Attack: 80CoS. Deal weapon damage with a melee weapon to one target, and weapon damage with a firearm to a second target. If only one enemy is standing, both attacks may target them. M-Rush.

[OD][T] Overdrive: Multitask: 80CoS. Deals Supreme weapon damage to a single target, then instantly reloads a single firearm. Scratch 6 on a miss. M-Rush+2.

Dazed Abilities

[D][T] Backup Fire: Dazed. 70CoS. Can only be used with a loaded firearm. Deals weapon damage. M-Pin

[D] Advise: Dazed. Grants Short Lucky to a single target. M-Rush

[D][T] Not Out Yet Dazed. 80CoS. Deals weapon damage. Can only be used with a melee weapon. Costs one Intuition stack. (You don't get bonus damage dice from spending this stack.) M-Rush

[D] Glare Dazed. Inflicts Short K-Falter & Short E-Falter. M-Fire

Level 1 (Quick)

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

[Q] Flawless: The Agent can opt to have a single CoS roll they make this round automatically roll a 30, rather than actually rolling.

[Q] Quick load: The Agent instant loads 2 Ammo into a single Pistol, or 1 Ammo into a Shotgun or Rifle.

[Q] Planning: The Agent gains +1LP. If an enemy the Agent targets this turn is Dazed by the end of the round, gain an additional +1LP.

Level 2 (Active)

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

[M][T] Exact Strike: 4MP. 80CoS. Deals weapon damage, and automatically maximize all damage dice rolls. M-Launch
Rapid Fire: Short Burning II
C Launch: +2 damage, M-Launch+2 instead
C Fire: Inflicts Long Burning

[F][T] Command: 2MP. 80CoS. Deals weapon damage, and until the start of the Agent's next turn, they can spend LP for anything affecting any of their allies, not just themself. M-Rush
C Pin: +6 damage.
C Air: The Agent recovers +2LP.

Level 3 (Active)

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

[M][T] Taser: 5MP. 80CoS. Deals weapon damage and inflicts Short Shock II. This attack deals Air damage, rather than Physical. M-Air
Rapid Fire: Long Exhaust
C Rush: +4 damage
C Earth: Inflicts Long Curse

[F][T] Ricochet: 5MP. 80CoS. Deals weapon damage to a single target, then True Strike two additional targets for 6 physical damage. M-Rush
C Air: True Strike all other enemies, rather than two targets.
C Launch: +3 damage to the main target, and +2 damage to the True Strike targets.

Level 4 (Passive, Skill)

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

[P] Mastermind: Any time the Agent spends an Intuition stack, the Agent can forego the bonus damage die and instead opt to recover +5MP.

[P] Point Blank: Whenever the Agent performs a non-True Strike attack with a firearm from the front row against an enemy in their front row, roll an additional damage die.

[P] Catch Me If You Can: Any time the Agent spends LP to dodge an enemy attack, their next attack with a melee weapon deals +3 damage per LP spent.

Level 5 (Upgrade)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. 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 Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Tactical Shift: The Agent may Dash or Retreat if desired, and gains Short Lucky II.

[Q] Sudden Assault: Costs one Intuition stack. Any Technique the Agent uses this turn is T: Double, rather than T: Single. (You don't get bonus damage dice from spending this stack.)

Level 7 (Passive Upgrade)

At level 7 you gain the following passive:

[P] In The Zone: At the start of battles, the Agent starts with 1 free Intuition stack.

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[M][T] Fall Back 80CoS. 3MP. Deals weapon damage and inflicts Short K-Falter, then the Agent Retreats. M-Rush.
Rapid Fire: Inflicts Short K-Falter II
C Rush: +4 damage.
C Recovery: Inflicts Long K-Falter instead.

[F][T] Find Cover 80CoS. 3MP. Deals weapon damage and Short Challenges the target onto a front row ally. M-Pin.
C Earth: +6 damage.
C Launch: Short Taunt II the target onto the same Ally.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD][T] All Out: 80CoS. The Agent gains Long K-Power II, then deals weapon damage to a single target. Scratch 6 on a miss. M-Launch.

[OD][T] Magic Bullet: 80CoS. Deals weapon damage, without consuming ammo (if the weapon uses it.). Scratch 6 on a miss. Hit or miss, for the remainder of the battle, True Strike a single target for 5 physical damage at the end of each round. M-Rush.

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Close Enough: Whenever The Agent deal damage to a target and the target has 15HP or less remaining after calculating damage, that target automatically drops to 0 HP and becomes Dazed.

[P] Respite: Whenever The Agent spends an Intuition stack for a damage die, the Agent can forego the die and instead opt to recover +5HP.

Level 11 (Active)

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

[M][T] Twin Strike: 4MP. 80CoS. Deals weapon damage with an additional damage die. M-Pin.
Rapid Fire: Slow 1, and deal damage regardless of whether Rapid Fire targets the same enemy as the melee attack.
C Pin: Slow 4 the target.
C Fire: +4 damage.

[F][T] Run&Gun: 4MP. 80CoS. Dash, then deal weapon damage and generate an additional intuition stack. M-Rush
C Rush: The Agent gains Short Lucky II at the start of the next round.
C Air: The Agent gains Short Liberation II at the start of the next round.
C Water: Generates M-Rush+6 instead.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. 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 Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive:

[P] Just Like This: Anytime an enemy is Dazed, the Agent deals gains a free Intuition stack.


AGENT Revision In Progress

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

Level 0

What you get when generating a new Agent character.
- 2 Passive Abilities.
- Learn 3 Active Abilities out of a list of 6.
- Choose 1 Overdrive Ability out of a list of 2.
- Choose 2 Dazed Ability out of a list of 4.

Passive

[P] Rapid Fire: Whenever the Agent uses an active ability with a [M] marker with a melee weapon, if they roll a 30 or lower on the CoS check, that ability can activate Rapid Fire. Doing so allows them to True Strike an additional enemy for physical damage based on their equipped firearm.

In order to activate Rapid Fire, consume 1 Ammo from an equipped firearm of the Agent's. If the Agent does not have a firearm equipped which has Ammo remaining, they cannot activate Rapid Fire. When you activate Rapid Fire to True Strike additional enemies, the game dealt is equal to the firearm's base potency. If the target was already hit by the melee attack itself, they cannot be targeted by a rapid fire proc. In addition, many Agent melee attacks apply effects 'After Striking' to a single target they dealt damage too - enemies struck by the rapid fire proc are eligible for this as well, allowing the Agent to more easily spread out debuffs throughout the enemy party.

For each Intuition Stack that the Agent has, rapid fire is improved. For each stack, increase the CoS of this effect by steps of 30 per stack, making a note of each step (range of 30). When the Agent rolls below the new CoS, make a note of how many steps down from the top they are. When activating Rapid Fire, they may target an equal number of enemies as they rolled steps below the total CoS, allowing them to hit multiple enemies with on low rolls as stacks increase.
(For example, an Agent with no stacks has a 30% CoS to activate rapid fire, and may strike one enemy with its activation. On the other hand, when our Agent has 2 Intuition stacks, the total CoS becomes 90%, with three total steps; 90-61, 60-31, 0-30. On a roll of 82, they could target a single enemy with the rapid fire proc, where as with a roll of 54 they could target two enemies, and on a roll of 10, they could target three enemies with the rapid fire proc instead. Each enemy can only be targetted a single time during a rapid fire proc.)

Number Of Targets Table:

Rapid Fire 0-30 31-60 61-90 91+
0 Stacks 1 0 0 0
1 Stack 2 1 0 0
2 Stacks 3 2 1 0
3 Stacks 4 3 2 1
4 Stacks 5 4 3 2
5 Stacks 6 5 4 3

[P] Situation Assessment: Anytime the Agent takes a turn without using an [F] ability, they gain +1 Intuition Stack. Additionally, anytime the Agent performs any kind of Overdrive, they gain +1 Intuition Stack.
When the Agent performs a [F] attack with a firearm, they expend all of their Intuition Stacks as part of the attack, and gain bonuses with that ability for each stack spent.
At character generation, you start with two options for spending stacks, and you can mix and match them as desired when spending them.
- The attack rolls +1 damage die.
- The Agent recovers +2MP.

Active Abilities

[M][T] Advance: 3MP. 80CoS. Dash, then deal weapon damage to a single target. After striking, Slow 1 a single target you damaged. M-Rush
C Earth: +4 damage.
C Launch: Inflicts Short K-Falter II.

[M][T] Tranquilize: 4MP. 80CoS. Deal weapon damage to a single target. After striking, Long Exhaust a single target you damaged. M-Pin
C Air: Inflicts Short Toxin II .
C Pin: +4 damage.

[M][T] Disruption: 4MP. 80CoS. Deals weapon damage to a single target. After striking, Long Curse a single target you damaged. M-Rush
C Air: Deals -2 Suppression.
C Launch: +4 damage.

[F][T] Fade: 5MP. 80CoS. Deals weapon damage to a single target. Until the start of your next turn, triple the effects of any LP you spend and ignore all Scratch damage. M-Rush
C Recovery: The Agent recovers +1LP.
C Air: Grants the Agent a Bubble (10).

[F][T] Eliminate 4MP. 80CoS. Deals weapon damage +2 to a single target. M-Pin
C Earth: Inflict Long Curse II
C Fire: Inflict Long Exhaust II
C Air: Inflict Long Shock II
C Water: Inflict Long Chill II

[F][T] Quick Draw: 3MP. 80CoS. Deals weapon damage to a single target, and Quicken 2 the Agent. M-Rush
C Rush: The Agent gains Long Lucky.
C Air: The Agent gains Long Liberation.

Overdrive Abilities

[OD][T] Overdrive: Double Attack: 80CoS. Deal weapon damage with a melee weapon to one target, and weapon damage with a firearm to a second target. If only one enemy is standing, both attacks may target them. M-Rush.

[OD][T] Overdrive: Multitask: 80CoS. Deals Supreme weapon damage to a single target, then instantly reloads a single firearm. For each Ammo already in the firearm before reloading, deal bonus damage depending on the type of firearm selected. +2 damage per ammo with Pistols, +3 damage per ammo with Shotguns, and +4 damage per ammo with Rifles. Scratch 6 on a miss. M-Rush.

Dazed Abilities

[D][T] Backup Fire: Dazed. 70CoS. Can only be used with a loaded firearm. Deals weapon damage. M-Pin

[D][T] Not Out Yet Dazed. 80CoS. Deals weapon damage. Can only be used with a melee weapon. Costs one Intuition stack. (You don't gain any bonus from spending this stack.) M-Rush

[D] Advise: Dazed. Grants Short Lucky to a single target. M-Rush

[D] Glare Dazed. Inflicts Short K-Falter & Short E-Falter. M-Fire

Level 1 (Quick)

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

[Q] Flawless: The Agent can opt to have a single CoS roll they make this round automatically roll a 30, rather than actually rolling.

[Q] Quick load: The Agent instant loads 1 Ammo into a single firearm, and deals bonus damage with that firearm this round, depending on the type of firearm. Pistols gain +4 damage, Shotguns +3 damage, and Rifles +2 damage.

[Q] Planning: The Agent gains +1LP. If an enemy the Agent targets this turn is Dazed by the end of the round, gain an additional +1LP.

Level 2 (Active)

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

[M][T] Flicker: 5MP. 80CoS. Deal weapon damage to a single target. After striking, dispel a single status from a single target you damaged. M-Rush
C Water: +4 damage.
C Rush: The Agent gains Long Energize.

[F][T] Command: 3MP. 80CoS. Deals weapon damage, and until the start of the Agent's next turn, they can spend LP for anything affecting any of their allies, not just themself. M-Rush
C Pin: The Agent gains +4 Drive.
C Air: The Agent recovers +2LP.

Level 3 (Active)

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

[M][T] Taser: 5MP. 80CoS. Deals weapon damage to a single target, which is air damage rather than physical. After Striking, Long Shock a single target you damage. M-Air
C Rush: +4 damage
C Earth: Inflicts Long Chill.

[F][T] Perfect Shot: 4MP. 80CoS. Deals weapon damage, and automatically maximize all damage dice rolls. M-Launch
C Launch: Slow 4 the target as well.
C Fire: Inflicts Short K-Shatter and Short E-Shatter.

Level 4 (Passive, Skill)

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

[P] Respite: Add the following option to the Agent's list of possible effects to spend Intuition Stacks on when performing a [F] attack with a firearm:
- The Agent True Heals themself for +5HP. If selected multiple times, add the numbers together and apply it as a single True Heal.

[P] Aggravate: Add the following option to the Agent's list of possible effects to spend Intuition Stacks on when performing a [F] attack with a firearm:
- Upgrade a status effect the target is already suffering from from I to II.

[P] Catch Me If You Can: Any time the Agent spends LP to dodge an enemy attack, their next attack deals +3 damage per LP spent.

Level 5 (Upgrade)

At level 5, you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. 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 Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 6 (Quick)

At level 6, you gain a choice of a single Quick Ability out of the following two, or another quick from level 1:

[Q] Sudden Assault: Costs one Intuition stack. Any [M] Technique the Agent uses this turn is T: Double, rather than T: Single. (You don't get bonus damage dice from spending this stack.)

???

Level 7 (Passive Upgrade)

At level 7 you gain the following passive:

???

Level 8 (Active, Skill)

At level 8, you earn a new skill point, and you learn one of the following two Active Abilities, or another active from level 3 or lower:

[M][T] Burning Rave 80CoS. 4MP. Deals weapon damage to a single target. After striking, Long Burning a single target you damaged. M-Rush.
C Fire: +4 damage.
C Recovery: The Agent gains Long Stalwart.

[F][T] Covering Fire 80CoS. 4MP. Deals weapon damage and Short Challenges the target onto a front row ally. M-Pin.
C Rush: Inflicts Long E-Falter II.
C Launch: Inflicts Long K-Falter II.
C Pin: Inflicts Long Toxin II.
C Recovery: +4 damage, and Long Challenge instead.

Level 9 (Overdrive)

At level 9, you gain a choice of a new Overdrive Ability out of the following two:

[OD][T] All Out: 80CoS. The Agent gains Long K-Power, then deals weapon damage with +1 damage die to a single target. Scratch 6 on a miss. M-Launch.

[OD][T] Magic Bullet: 80CoS. Deals supreme weapon damage to a single target, without consuming ammo (if the weapon uses it.). Scratch 6 on a miss. Hit or miss, for the remainder of the battle, True Strike a single target for 6 physical damage at the end of each round. M-Rush.

Level 10 (Passive)

At level 10, you gain a choice of a single Passive out of the following two, or another passive from level 4:

[P] Close Enough: Whenever The Agent deal damage to a target and the target has 20HP or less remaining after calculating damage, that target automatically drops to 0 HP and becomes Dazed.

[P] Point Blank: Whenever the Agent performs a non-True Strike attack with a firearm from the front row against an enemy in their front row, roll an additional damage die. In addition to the extra die, reroll any die results that come up as a 1 until it's a different number.

Level 11 (Active)

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

[M][T] Manna Strike: 4MP. 80CoS. Deals weapon damage to a single target. After Striking, Long E-Falter a single target you damaged. M-Pin.
C Pin: Inflicts Long E-Shatter.
C Water: +4 damage.

[F][T] Explosive Shot: 4MP. 80CoS. Deals weapon damage to a single target. Anytime a damage die rolls its maximum value, roll an extra damage die and add it to the total dealt. M-Launch.
C Fire: Deals fire damage rather than physical, and generates an additional M-Fire+5.
C Pin: Deals supreme damage rather than physical, and roll an additional damage die.

Level 12 (Upgrade/Slot, Skill)

At level 12, you earn a new skill point, and you choose to either Upgrade a single active ability you've learned, or gain an additional Action Ability.

If you choose to upgrade an ability you've already learned, reduce its MP cost by -2 while in combat. 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 Action Ability, pick a single Action ability that you passed on learning at an earlier level.

Level 13 (Passive)

At level 13, you gain the following Passive:

[P] Under Control: Anytime an enemy is Dazed, the Agent deals gains a free Intuition stack.

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