Shifter

[17:50] <Serenity‘> I think what I’d like to do is probably change it up so that it's "+1 die to you and a friend" "double lucky" "quicken 3, spread between up to 3 targets" "long energize an ally" "long E-Power an ally" and maybe stick with "short liberator" for the last?

SHIFTER

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

Level 0

What you get when generating a new Shifter character.
- 1 Passive Ability.
- 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] Shroud: Shifters specialize in finding the cracks in reality, and shifting between them to gain an advantage over their adversaries. As such, many of their ability will give them a "Hidden" effect or stance to be under. While the Shifter is Hidden, double the effects of any LP they spend to defend against incoming attacks. Additionally, anytime the Shifter performs a Defend action, they gain the Hidden effect.

When the Shifter takes any action while Hidden, they lose the effect unless otherwise stated. However, most of their offensive abilities are powered up in some way when doing so! Those that are have an ambush effect listed under the ability's effect text. When making an ambush attack, the Shifter may ignore all row restrictions, as well.

Active Abilities

[S] Mass Accumulator: 2MP. 100CoS. Retreat, and become Hidden. At the start of the next round, grant yourself and an ally Short K-Power. M-Earth
C Rush: Grant Short K-Power to a third target.
C Air: Grants a Bubble (5) to both targets, as well.

[S] Precognition: 2MP. 100CoS. Retreat, and become Hidden. At the start of the next round, grant yourself and an ally Short Lucky. M-Water.
C Recovery: Shifter recovers +1LP.
C Fire: Grants Short Lucky to a third target.

[S] Anti-gravity: 2MP. 100CoS. Retreat and become Hidden. You can then Quicken a single target 3, three targets by 1, or two different targets by 1 and 2 each. M-Air
C Pin: Cleanse a single status with the same name from each quickened target.
C Launch: Generates M-Launch+6 in addition to the M-Air.

[T] From Beyond: 4MP. 80CoS. Dash, then deal weapon damage and Push the target. M-Launch.
Ambush: Long E-Shatter the target, and can Pull rather than Push if desired. M-Launch+6 instead, and can be generated at the start of the next round rater than immediately, if desired.
C Earth: Inflicts Short K-Shatter as well. If Unhidden, inflicts Short K-Shatter II.
C Launch: Slow 2s the target. If Unhidden, deals +2 damage and Slow 4s.

[T] Warp Strike: 4MP. 80CoS. Dash, then deals weapon damage +2. M-Launch
Ambush: Roll an additional damage die and double the weapon's base potency.
C Water: Deals +3 damage. If Unhidden, deals +6 damage.
C Pin: Inflicts Short K-Falter. If Unhidden, inflicts Short K-Falter II instead.

[T] Severance: 4MP. 80CoS. Dash, then deals weapon damage and dispels a single status from the target. M-Pin.
Ambush: Roll an additional damage die, and damage is now supreme. Also, the target can no longer benefit from the status you dispelled from them.
C Recovery: Dispel same row targets, as well.
C Launch: +3 damage. If Unhidden, deals +6 damage.

Overdrive Abilities

[OD][T] Parallel Slash: 80CoS. Without breaking Hidden, deal weapon damage +3 and inflict Long Shock to a single target. This attack ignores row restrictions. M-Rush

[OD] Stasis Field: 100CoS. Without breaking Hidden, grant yourself or an ally a Bubble (30) and Long Stalwart. M-Recovery

Dazed Abilities

[D] Alternate Position: Dazed. 80CoS. Push or Pull the target into the opposite row. M-Rush.

[D] Skulk: Dazed. 100CoS. Become Hidden. If already Hidden, True Strike a single target for 4 physical damage and stay hidden. M-Rush.

[D] Never A Better Time: Dazed. Use an Item from the Shifter's inventory.

[D] Slip Stream: Dazed. Quicken 1 an ally. M-Rush.

Level 1 (Quick)

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

[Q] Assassinate: If the Shifter is Hidden and attacks this round, any LP spent to modify the attack's CoS roll causes the attack to deal +4 damage per LP spent.

[Q] Parting Gift: If the Shifter becomes Hidden this round, True Strike a single target for 8 physical damage.

Level 2 (Active)

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

[S] Options, Options: 4MP. 100CoS. Retreat, then become Hidden. The Shifter gains Short Liberation at the start of the next round. M-Water.
C Rush: Gain Short Focus at the start of the next round as well.
C Fire: Gain Short Stalwart at the start of the next round as well.

[T] Explosive Entry: 4MP. 80CoS. Dash, then deals weapon damage. True Strike a different target for 5 physical damage. M-Rush.
Ambush: Weapon attack targets two enemies, rather than one.
C Air: True Strike a second target for 5 physical damage. If Unhidden, deal weapon damage to a third target instead.
C Fire: Deals +3 damage. If Unhidden, deals +6 damage.

Level 3 (Active)

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

[S] On the Mend: 2MP. 100CoS. May only be used while Hidden. The Shifter recovers 1d8+12 HP, then grants an ally Short H-Power II. M-Recovery.
Field: Restores 6 HP to the Shifter.
C Wind: Another ally is targeted by the healing effect.
C Pin: Grants another ally Short E-Power II.

[S] A Better Now: 2MP. 100CoS. May only be used while Hidden. The Shifter recovers +8MP, then grants an ally Short Focus. M-Recovery.
C Rush: Grants another ally Short K-Power II.
C Fire: Grants another ally a Barrier (6).

Level 4 (Passive, Skill)

At level 4, you earn a new skill point, and you gain a choice of a single Passive out of the following two:

[P] Precaution: The Shifter begins battles Hidden.

[P] Silencer: Basic attacks made with a firearm no longer remove Hidden from the Shifter. While Hidden, basic attacks with a firearm deal +2 damage.

Level 5 (Upgrade/Slot)

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

If you choose to upgrade an ability you've already learned, lower its MP cost by -2. 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 Active Slot, you may also immediately learn a single active ability from level 3 or lower to fill it with.

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] Never Saw It Coming: The Shifter's next non-OD attack deals +1 damage for each position between their turn marker and the targets. Double the damage bonus if the Shifter started the turn Hidden.

[Q] Flare Up: Quicken 4 the Shifter, then act as if any positive statuses upon them were at II power levels for this round.

Level 7 (Passive Upgrade)

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:

[S] Prepared Knife: 3MP. 100CoS. Retreat, then become Hidden. The next attack the Shifter makes True Strikes an additional target for 5 physical damage. M-Water.
C Launch: The True Strike deals 10 damage, instead.
C Water: True Strike two additional targets, rather than one.

[T] Unravel: 3MP. 80CoS. Dash, then inflicts weapon damage and inflicts Short Burning. M-Pin.
Ambush: Roll an additional damage die, and Inflicts Long Toxin.
C Launch: Deals +3 damage. If Unhidden,, deals +6 damage.
C Fire: Inflicts Short Burning II instead. If Unhidden, inflict Long Burning as well.

Level 9 (Overdrive)

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

[OD][T] Black Hole Slash: 80CoS. Dash, then deals weapon damage and Slow 5s the target. M-Pin.
Unhidden: Roll an additional damage die, and Slow 3 all other enemies as well.

[OD][S] Song from the Stars: 100CoS. Retreat, then become Hidden and gain a Barrier (10). The Shifter's next attack deals +10 damage, and has +20 Accuracy and Critical. M-Water.

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] Hard to Forget: Whenever the Shifter Retreats, select a single enemy and inflict Long Taunt upon them. The Shifter may only have one enemy Taunted in this fashion at a time - new applications override the old ones.

[P] Charge Up: Whenever the Shifter Retreats, if they score a Burst, they gain Short K-Power at the start of their next turn as well.

Level 11 (Active)

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

[S] Starlight: 4MP. 100CoS. Retreat, then become Hidden. The Shifter gains +2 Drive. M-Air.
C Rush: The Shifter gains Short E-Guard II.
C Recovery: The Shifter gains +1 Drive, but all allies in the same row also gain it.

[T] Sky Drop: 3MP. 80CoS. Dash, then deals weapon damage and inflicts Short Exhaust. M-Launch.
Ambush: Short Exhaust II instead, and Suppresses -2 Drive.
C Earth: Exhaust is Long.
C Launch: +3 damage. If Unhidden, deals +6 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 Active Slot.

If you choose to upgrade an ability you've already learned, increase its potency by +1. 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 Active Slot, you may also immediately learn a single active ability from level 11 or lower to fill it with.

Level 13 (Passive)

At level 13, you gain the following passive:

[P] Out of This World: For each turn the Shifter spends Hidden, increase the potency of their attacks by +2 for the remainder of the battle. This effect stacks.

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