Agent

AGENT

The Agent is a class that explicitly blends together both melee and firearms attacks, creating a fighting style with a high rate of attack with a little bit of luck involved that excels at crowd control. They have two separate types of abilities: melee attacks that inflict statuses and have a rising chance to allow the agent to take free gunshots at extra targets as they build stacks with them, and direct firearm attacks with support or finishing effects that expend stacks for further bonuses and generally have powerful combo options. While there's a moderate degree of luck involve with how optimally the Agent can perform, as they increase in levels that can take options to make certain mechanics more reliable, and have access to far more methods of LP restoration than any other class in SOD.

Level 0

What you get when generating a new Agent character.
- 3 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] Agent's Endurance - The Agent gains +20 Maximum HP. Additionally, when not engaged in battle, the Agent may spend LP to recover HP, which each LP spent recovering +15HP.

[P] Rapid Fire: Rapid Fire grants the Agent the ability to make additional firearm attacks after executing an [M] ability with a melee weapon. Rapid Fire's activation rate is equal to 30 x (Current + 1) Intuition - result checks equal to or below that number activate Rapid Fire. When Rapid Fire activates, the Agent may perform at least one Rapid Fire attack, plus another such attack for each step of 30 that the result check is below the activation rate. (So when the rate is 60, a roll of 60 grants 1 hit, a roll of 30 grants 2 hits, a roll of 00 - say, after Lucky - grants 3 hits.) To make a Rapid Fire attack, the Agent spends 1 ammo from an equipped firearm and True Strikes a target not struck yet by this action for that firearm's potency in physical damage.

That is to say, after attacking with an [M] ability, if you roll equal to or less than 30 x Intuition, you can shoot a number of targets other than the main target - but no target more than once - for a physical True Strike, with damage equal to the firearm's base potency - spending 1 ammo each time.

[M] abilities inflict statuses to one target damaged by that action. Any enemy successfully damaged by that action is a valid choice for that status, including targets added by Rapid Fire.

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: The Agent has a special resource called Intuition - they begin each battle with 0 Intuition. Anytime the Agent takes a turn without using a [D] or [F] ability, they gain +1 Intuition. Additionally, anytime the Agent performs any kind of Overdrive, they gain +1 Intuition. Unspent Intuition is lost at the end of battles.
Whenever the Agent performs an [F] attack with a firearm, they expend all Intuition, selecting an Intuition Bonus. This grants a special property to the ability.
They start with the two bonuses below:
- +1 Damage Die per Intuition
- The Agent recovers +3MP per Intuition.

Active Abilities

[M][T] In-Fight: 4MP. 80CoS. Dash, then deal weapon damage to a single target. After striking, Long Taunt a single target you damaged. M-Rush
C Launch: Inflicts Short K-Falter II on the hit target.
C Earth: +4 damage.

[M][T] Synth Venom: 5MP. 80CoS. Deal weapon damage to a single target. After striking, Long Toxin a single target you damaged. M-Pin
C Pin: +4 damage.
C Air: Inflicts Short K-Shatter on the hit target.

[M][T] Demagic: 4MP. 80CoS. Deals weapon damage to a single target. After striking, Long E-Falter a single target you damaged. M-Rush
C Launch: +4 damage.
C Air: Suppress the hit targets by -2 Drive.

[F][T] Take Cover: 4MP. 80CoS. Deals weapon damage to a single target. Until the start of your next turn, ignore all Scratch damage and anytime you spend LP you can adjust the CoS by +/- 30, rather than 10 per LP. M-Rush
C Air: Grants the Agent a Bubble (10).
C Recovery: The Agent recovers +2LP.

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

[F][T] Flip Shot: 4MP. 80CoS. Deal weapon damage to a single target and slow 1 them, then Retreat and Quicken 1 the Agent. If your turn marker is now adjacent to the targets, deal +4 damage. M-Rush
C Launch: Don't retreat and +4 damage.
C Pin: Don't retreat, and the Agent gains Long Lucky.
C Rush: Don't retreat, and Slow 2 / Quicken 2, rather than 1.
C Recovery: The Agent gains Long Liberation.

Overdrive Abilities

[OD][T] Overdrive: Mission Complete: 80CoS. Targets all enemies with a negative status, and deals weapon damage. (This ability isn't inherently ranged, and will fail to target enemies in the back row if a firearm is not used.) 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. 3MP. 80CoS. Deals weapon damage. Can only be used with a melee weapon. 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 Rush: The Agent gains Long Energize.
C Water: +4 damage.

[F][T] Sabotage: 4MP. 80CoS. Deals weapon damage to a single target. Until the start of the Agent's next turn, whenever an enemy misses a target with their Action, True Strike them for physical damage equal to 4 times the number of Intuition spent on this ability. M-Pin
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 on the hit target, as well.

[F][T] Perfect Shot: 5MP. 80CoS. Deals weapon damage, and automatically maximize all damage dice rolls. M-Launch
C Launch: Slow 3 the target as well.
C Fire: The Agent cleanses a negative status.

Level 4 (Passive, Skill)

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

[P] Catch a Break: Add the following option to the Agent's list of possible effects to spend Intuition on when performing a [F] attack with a firearm:
- The Agent True Heals themself for (6 x Intuition Spent) HP.

[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 (1 x Intuition Spent) status effects the target is 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] Doubletime: Any [M] Technique the Agent uses this turn is T: Double, rather than T: Single. Apply the "After striking" effect to an additional target, too. Don't gain Intuition after acting this round.

[Q] Predict: Slow 1 an enemy, and Short Shock II them.

Level 7 (Passive Upgrade)

At level 7 you gain the following passive:

[P] Follow The Plan: Anytime the Agent uses their Action to Defend, they gain +1 Intuition.

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] Hounding Strike 80CoS. 4MP. Deals weapon damage to a single target. After Striking, Long Curse a single target you damaged. M-Pin.
C Launch: +4 damage.
C Water: Inflicts Long Challenge on the hit target, as well.

[F][T] Panic Fire 80CoS. 4MP. Deals weapon damage to a single target, and for each Intuition spent on this attack, copy a single negative status from any of the target's allies onto them. M-Pin.
C Rush: Spread a status already inflicted on the main target to one of the target's allies.
C Recovery: True Strike all targets negative statuses are copied from for 6 air damage.

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] Burn Out: 5MP. 80CoS. Deals weapon damage to a single target. After striking, Long Burning a single target you damaged. M-Rush.
C Air: +4 damage.
C Recovery: The Agent gains Long Stalwart.

[F][T] Sharpshoot: 5MP. 80CoS. Deals weapon damage to a single target. While executing this attack, whenever a die rolls its maximum value, roll two additional dice, totaling all rolled dice towards damage. M-Launch
C Pin: Deals supreme damage rather than physical, and roll an additional damage die.
C Fire: Deals fire damage rather than physical, and True Strike all other enemies for 5 fire damage.

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 +1 Intuition.

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