Class: Mime
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To pretty much no one's surprise, Bill called Mime. Which hopefully he will not get banned.
Mime
Description
Mimes are SHADOWS, and possess the ability to ABSORB monster powers that are used on them through careful study, concentration, and sometimes simply the fact that whatever doesn't kill them makes them stronger. Additionally, they may COPY the powers of allies. Mimes MEMORIZE a limited number of powers that they can use, having a certain number of MEMORY SLOTS to assign powers to. They may choose to FORGET powers in their memory slot, though these techniques are not truly gone, simply temporarily out of reach.
Mimes may not copy every power they come across. Simply put, there are things that can never be duplicated. Mimics follow the following rules:
Mimes cannot totally mimic Element-Keyword powers. When a Mimic copies such an effect, it reverts to a TYPELESS state, and loses its additional effects.
Mimes can chain together two MELEE or two RANGED abilities, using STARTERS and FINISHERS. Your Mimicked spells will have details.
Mimes use WILL as their Primary Attribute. You add your Primary Attribute to your to-hit and damage rolls.
Mimes are a curious and rare breed on Libra. Able to mimic some, though not all, of a Mage's abilities, they can be called upon to assist Mages. Mimes prefer to be in the thick of things, either in cities where they can emulate the skills of others, or deep in monster-occupied areas to copy various monster skills.
Overview
Arrange the values 4, 3, 2, 2 among your Attributes.
You start with Hit Points equal to 18 + [Vitality x 3]. When you gain HP as a bonus or from levelling up, you gain [8 + Vitalityx0.5] HP.
You have 100 Technique Points (TP). During Combat, whenever the Initiative tick hits 0, you regain 10 TP. You will always have full TP at the beginning of combat.
When you gain a level, you gain 10 AP, or Ability Points, to purchase ability enhancements. There are General AP abilities, Clade AP abilities, and Class AP abilities. General AP abilities are more broadly useful, Clade AP abilities are somewhat more specialized, and Class AP abilities may only improve one ability, but do so extremely well.
Every 5 levels, you gain 5% to all of your skills, and a new skill at 30. Regardless of how much skill you have, you will still miss at 96+.
Every 10 levels, you gain +1 to a stat of your choice. At level 25, and level 50, you will gain +1 to all stats. Be aware that your stats will cap at 9 for the purposes of your Dodge, Resistance and HP, though they can go higher for the purposes of hit and damage.
Skills
Arcana (Mimicry) - 70%
Larceny - 40%
Skill I (Your Choice) - 40%
Skill II (Your Choice) - 30%
Skill III (Your Choice) – 30%
Equipment
You are not proficient with any weapons, instead using implements. You cannot use shields. You begin play with one “Weapon” slot, and three “Armour” slots. You are carrying the following items:
Endless Notebook
You have so many techniques to learn and not enough brainpower to remember everything. Time to write this all down.
Type: Implement
Damage: 1d8 Typeless
Effect: Whenever you Mimic a spell, you deal your Implement's WD as Typeless damage.
Masque Wristlet
A silver wristlet with a series of mask charms, each with a different expression on their face.
Effect: +2 Armour, +2 M.Armour
Red Potion
A flask of red, sparkling liquid. Mm, cherry!
Effect: Grants 30% of your maximum HP. Consumable.
Powers
Level 1
Mimic
Monkey See, Monkey Do, Monkey Cast A Spell On You.
Active * Class, Ghost
Cost: 10 TP
Speed: 10
Effect: You copy the last allied Power used, as though you were using the Ghost version of that spell.
Scan
You learn about your opponents through careful study.
Active * Class, Special
Cost: 1 TP
Speed: 1
Effect: You Scan one enemy, gaining knowledge of their Level, HP, EP/TP, Powers, and Status effects.
Special I: Scan sees all the Powers that you may Mimic. Once per battle, you may Learn a new Power from an enemy as though they had used it on you.
Special II: Scan functions on allies, allowing you to see their Level, HP, EP/TP, Powers, and Status effects. If you can learn one of their Powers, you may do so as though you had used Emulate Power. You may do this out of combat.
Emulate Power
You are letting the expert work.
Reaction * Class
Gain/Cost: --
Trigger: An ally uses one of their Powers.
Effect: You learn that Power and may add it to your Notebook.
Notes:: When you Copy a Power with the Element-Keyword, your version of the Power is Typeless and does not possess any of the Power's effects based on Class or Aspect. You may not Emulate Passive powers, only Active powers or Reaction powers. If a power is Innate, it can never be Copied.
Absorb Power
Whatever doesn't kill you makes you stronger. Ow.
Reaction * Class
Gain/Cost: --
Trigger: You are hit by an enemy Power and survive.
Effect: You learn that Power and may add it to your Notebook.
Notes: You do not need to take damage from a Power to Absorb it, but you do need to suffer from the effects of it, such as being successfully put to Sleep, or Stolen from. If a power is Innate, it can never be Absorbed.
Memorize
Some dance to remember...
Dramatic * Class
Gain/Cost: --
Effect: You assign one of your Learned Powers to one of your Memory Slots.
Notes: You have WILL+1 Memory Slots at character creation.
Forget
Some dance to forget...
Dramatic * Class
Gain/Cost: --
Effect: You discard one of your Learned Powers from one of your Memory Slots.
Notes: You only Forget your Powers if you say that you do. Otherwise, you retain what is in your Memory Slots between Sessions and after extended periods of rest.
Level 4
Observe
That had to hurt. Here, let me take notes...
Reaction * Class
Cost: --
Trigger: An ally is hit by an attack and survives.
Effect: You learn that power and may add it to your Notebook.
Special: This Power follows the same rules as Absorb Power.
Level 8
Eye for an Eye
Isn't the whole world blind already?
Reaction * Class, Special
Cost: 20 TP
Trigger: You are hit by a Magic-Keyword power.
Effect: You take half damage, and the other half of the damage is taken by the enemy who used the power on you.
Level 12
Scan II
You learn about your opponents through even more careful study.
Active * Class, Special
Cost: 1 TP
Speed: 1
Effect: You Scan one group of enemies, gaining knowledge of their Level, HP, EP/TP, Powers, and Status effects.
Memory Slots and Notebook
Your Notebook is simply the place that you may keep all of the Powers you have Copied and Absorbed over time. You may keep every one of them, they are never lost or discarded. When you gain better Implements (which will always be Notebooks), you automatically switch over every Power you have obtained thus far.
Your Memory Slots are the place where you slot in Powers that you wish to use. You must Rest to Learn new powers, and once per day, you may alter your Learned powers. Between Sessions, you are said to remember any previously Memorized powers, only Forgetting if you declare that you have done so.
Notebook
===========
Patch Notes
===========
2014/01/02
- Added Eye for an Eye, and Scan II.
2013/12/10
- Added Observe as a Level 4 ability.
- Changed TP to be 100 at Level 1, but does not increase with level.
2013/12/05
- Changed class name from Mimic to Mime.
- Removed the class triangle section from the Mime's description.
- Edited information regarding AP.
- Clarified what Primary Stat means.
- Changed Primary Stat to Primary Attribute to remain internally consistent.
- Altered the restrictions on Mime's ability to emulate and absorb powers.
- You gain the keyword "Starter": A Starter begins a chain of attacks.
- You gain the keyword "Follow Through": When you hit with a Starter, you may use a Follow Through.
- Added 'Mimic' as a Power.
- Altered the description on Scan.
- Added a link to the Mime's Notebook.
- Altered the second paragraph under Memory Slots and Notebook.
Mime
Description
Mimes are SHADOWS, and possess the ability to ABSORB monster powers that are used on them through careful study, concentration, and sometimes simply the fact that whatever doesn't kill them makes them stronger. Additionally, they may COPY the powers of allies. Mimes MEMORIZE a limited number of powers that they can use, having a certain number of MEMORY SLOTS to assign powers to. They may choose to FORGET powers in their memory slot, though these techniques are not truly gone, simply temporarily out of reach.
Mimes may not copy every power they come across. Simply put, there are things that can never be duplicated. Mimics follow the following rules:
Mimes cannot totally mimic Element-Keyword powers. When a Mimic copies such an effect, it reverts to a TYPELESS state, and loses its additional effects.
Mimes can chain together two MELEE or two RANGED abilities, using STARTERS and FINISHERS. Your Mimicked spells will have details.
Mimes use WILL as their Primary Attribute. You add your Primary Attribute to your to-hit and damage rolls.
Mimes are a curious and rare breed on Libra. Able to mimic some, though not all, of a Mage's abilities, they can be called upon to assist Mages. Mimes prefer to be in the thick of things, either in cities where they can emulate the skills of others, or deep in monster-occupied areas to copy various monster skills.
Overview
Arrange the values 4, 3, 2, 2 among your Attributes.
You start with Hit Points equal to 18 + [Vitality x 3]. When you gain HP as a bonus or from levelling up, you gain [8 + Vitalityx0.5] HP.
You have 100 Technique Points (TP). During Combat, whenever the Initiative tick hits 0, you regain 10 TP. You will always have full TP at the beginning of combat.
When you gain a level, you gain 10 AP, or Ability Points, to purchase ability enhancements. There are General AP abilities, Clade AP abilities, and Class AP abilities. General AP abilities are more broadly useful, Clade AP abilities are somewhat more specialized, and Class AP abilities may only improve one ability, but do so extremely well.
Every 5 levels, you gain 5% to all of your skills, and a new skill at 30. Regardless of how much skill you have, you will still miss at 96+.
Every 10 levels, you gain +1 to a stat of your choice. At level 25, and level 50, you will gain +1 to all stats. Be aware that your stats will cap at 9 for the purposes of your Dodge, Resistance and HP, though they can go higher for the purposes of hit and damage.
Skills
Arcana (Mimicry) - 70%
Larceny - 40%
Skill I (Your Choice) - 40%
Skill II (Your Choice) - 30%
Skill III (Your Choice) – 30%
Equipment
You are not proficient with any weapons, instead using implements. You cannot use shields. You begin play with one “Weapon” slot, and three “Armour” slots. You are carrying the following items:
Endless Notebook
You have so many techniques to learn and not enough brainpower to remember everything. Time to write this all down.
Type: Implement
Damage: 1d8 Typeless
Effect: Whenever you Mimic a spell, you deal your Implement's WD as Typeless damage.
Masque Wristlet
A silver wristlet with a series of mask charms, each with a different expression on their face.
Effect: +2 Armour, +2 M.Armour
Red Potion
A flask of red, sparkling liquid. Mm, cherry!
Effect: Grants 30% of your maximum HP. Consumable.
Powers
Level 1
Mimic
Monkey See, Monkey Do, Monkey Cast A Spell On You.
Active * Class, Ghost
Cost: 10 TP
Speed: 10
Effect: You copy the last allied Power used, as though you were using the Ghost version of that spell.
Scan
You learn about your opponents through careful study.
Active * Class, Special
Cost: 1 TP
Speed: 1
Effect: You Scan one enemy, gaining knowledge of their Level, HP, EP/TP, Powers, and Status effects.
Special I: Scan sees all the Powers that you may Mimic. Once per battle, you may Learn a new Power from an enemy as though they had used it on you.
Special II: Scan functions on allies, allowing you to see their Level, HP, EP/TP, Powers, and Status effects. If you can learn one of their Powers, you may do so as though you had used Emulate Power. You may do this out of combat.
Emulate Power
You are letting the expert work.
Reaction * Class
Gain/Cost: --
Trigger: An ally uses one of their Powers.
Effect: You learn that Power and may add it to your Notebook.
Notes:: When you Copy a Power with the Element-Keyword, your version of the Power is Typeless and does not possess any of the Power's effects based on Class or Aspect. You may not Emulate Passive powers, only Active powers or Reaction powers. If a power is Innate, it can never be Copied.
Absorb Power
Whatever doesn't kill you makes you stronger. Ow.
Reaction * Class
Gain/Cost: --
Trigger: You are hit by an enemy Power and survive.
Effect: You learn that Power and may add it to your Notebook.
Notes: You do not need to take damage from a Power to Absorb it, but you do need to suffer from the effects of it, such as being successfully put to Sleep, or Stolen from. If a power is Innate, it can never be Absorbed.
Memorize
Some dance to remember...
Dramatic * Class
Gain/Cost: --
Effect: You assign one of your Learned Powers to one of your Memory Slots.
Notes: You have WILL+1 Memory Slots at character creation.
Forget
Some dance to forget...
Dramatic * Class
Gain/Cost: --
Effect: You discard one of your Learned Powers from one of your Memory Slots.
Notes: You only Forget your Powers if you say that you do. Otherwise, you retain what is in your Memory Slots between Sessions and after extended periods of rest.
Level 4
Observe
That had to hurt. Here, let me take notes...
Reaction * Class
Cost: --
Trigger: An ally is hit by an attack and survives.
Effect: You learn that power and may add it to your Notebook.
Special: This Power follows the same rules as Absorb Power.
Level 8
Eye for an Eye
Isn't the whole world blind already?
Reaction * Class, Special
Cost: 20 TP
Trigger: You are hit by a Magic-Keyword power.
Effect: You take half damage, and the other half of the damage is taken by the enemy who used the power on you.
Level 12
Scan II
You learn about your opponents through even more careful study.
Active * Class, Special
Cost: 1 TP
Speed: 1
Effect: You Scan one group of enemies, gaining knowledge of their Level, HP, EP/TP, Powers, and Status effects.
Memory Slots and Notebook
Your Notebook is simply the place that you may keep all of the Powers you have Copied and Absorbed over time. You may keep every one of them, they are never lost or discarded. When you gain better Implements (which will always be Notebooks), you automatically switch over every Power you have obtained thus far.
Your Memory Slots are the place where you slot in Powers that you wish to use. You must Rest to Learn new powers, and once per day, you may alter your Learned powers. Between Sessions, you are said to remember any previously Memorized powers, only Forgetting if you declare that you have done so.
Notebook
===========
Patch Notes
===========
2014/01/02
- Added Eye for an Eye, and Scan II.
2013/12/10
- Added Observe as a Level 4 ability.
- Changed TP to be 100 at Level 1, but does not increase with level.
2013/12/05
- Changed class name from Mimic to Mime.
- Removed the class triangle section from the Mime's description.
- Edited information regarding AP.
- Clarified what Primary Stat means.
- Changed Primary Stat to Primary Attribute to remain internally consistent.
- Altered the restrictions on Mime's ability to emulate and absorb powers.
- You gain the keyword "Starter": A Starter begins a chain of attacks.
- You gain the keyword "Follow Through": When you hit with a Starter, you may use a Follow Through.
- Added 'Mimic' as a Power.
- Altered the description on Scan.
- Added a link to the Mime's Notebook.
- Altered the second paragraph under Memory Slots and Notebook.