Dragoon Classes: Mastership When progressing up the ladder towards mastership of the Dragoon class, a character goes through certain stages of growth. During these stages, new skills and abilities come into bloom. When a dragoon is first inducted into the order, he gains all the non-exclusive skills along with one class skill. When he progresses far enough, the council will OOCly agree to say that they've enough experience to learn a new skill. The stages are: -LEARNING PHASE- Apprentice (No skills gained.) Squire (No skills gained.) -ACTIVE PHASE- Newcomer (One skill gained.) Venerable (One skill gained.) Elder (Two skills gained.) Master (Master skills gained.) Along with the normal non-exclusive skills, there's a few more that go with becoming a master.. GENERAL MASTER SKILLS - Those who have been in the order for quite some time eventually ascend to the rank of Master. These few who stand above the rest are proficient in both melee combat and control of the Spirit. Non-combat skill - Wisdom: A master has learned through experiences: things he's done and things others have done. Because of this, a master can learn ONE and only ONE skill from another class in their alignment. All the restrictions and rules of this skill remain in tact. Combat skill - Vertical Acrobatics: A master has enough control of the Dragon Spirit to concentrate it's power into the soles of his feet. So long as a certain vertical plane(Wall, tree, etc.) is relatively smooth and not curved, a master can run along it. Can be used four times a day. LAWFUL/NEUTRAL MASTER SKILL - When one becomes a dragoon master, they have learned enough to use a powerful attack.. Combat skill - Blast: A dragoon master can summon the Spirit into a physical form much like an Afflicter or Mediator does. Taking a turn to concentrate, the master discards his weapon momentarily to fire off a fire ball from the palms of his hands. Like the Spirit Breath, the fire doesn't burn quite as hot as real flames.. but man, does it hurt. Can be used twice a day. CHAOTIC/NEUTRAL MASTER SKILL - Those who progress this far into the depths of darkness can also turn the Spirit into a physical form.. Combat skill - Spirit Wave: The dark dragoon masters can slash at the air, and a blade of pure energy will lash forward 30ft. They cause deep lacerations, but they don't kill. Can be used twice a day. One turn charge. ALL INCLUSIVE(aka 'politically correct') SKILLS - Every dragoon can use these skills. They just need to have undergone the spiritual training. - Levitate: Summons the spirit to make objects under fourty pounds 2ft in the air for three turns. Can be used 10 times a day. (Must talk with Ben.) - Non-aggressive Spirit push/pull: Used in conjunction with Levitate. This allows the user to pull and push the object back and forth in the air, slowly. Can be used offensively. Unlimited uses, so long as Levitation is being used. - Dragoon(Non-aggressive) Jump: The Dragoon can push his legs to their breaking point and jump 30 feet into the air. Can be used 5 times a day. This requires concentration(One-turn charge) and can't be used in combat. - Dragoon Dash: The Dragoon once again summons the spirit to increase their leg muscles, and they can run at incredible speeds. This requires heavy concentration(two-turn charge) and can't be used in combat - LAWFUL/NEUTRAL CLASSES - PARTISAN - A melee specialist. Instead of performing various miracles such as the Spirit Breath feat, Dragoon Partisans focus more on using their faith to enhance the muscles in their own body to become a better and stronger defender of the faith. - Partisan Jump: The user jumps a total of 20ft in combat. You can divide the 20ft any way, so you can jump 10ft upwards and 10ft forward if you want. Can be used 3 times a day. (Tell me if this is a problem.) - Partisan Speed: For two turns, the world appears to be 40% slower around the user. The Spirit increases the reaction time of the user, giving them more time to act defensively or offensively. Can be use once a day. The body is pushed to its physical limits due to the 40% increase in body work it's actually doing, and the dragoon will be extremely tired after this skill is used. - Superior Spirit Push/Pull: Using the spirit, the Partisan can exert a powerful blast that can throw people around. Can be used 3 times a day. MEDIATOR - Through great spiritual training, a member of the Order can become a mediator. Throwing away most of their melee training, they trade it in for spiritual powers that impress most everyone. By the spirit, they become an effective force of good.. or neutrality. Whichever. Non-combat skills - Domination: Through the Spirit, a mediator can dominate the mind of a person for one turn to make them do their bidding. Can be used 2 times a day. Doesn't work on other Dragoons, paladins, the undead, wizards, or liches. - Healing: When outside of combat, a mediator can incite the spirit to increase metabolism and can get most wounds to heal almost instantly. If used too many times, this begins to age a person. Can be used once a day. Combat skills - Concentration: When using a move that normally takes more than one turn to perform, a mediator can drop one turn off their charge time. In the case of a one-turn charge, this doesn't apply. Always active. - Spirit Breath: The Spirit is within a mediator, if no one else. With training, a mediator can use a Breath attack that exhumes flames from the mouth like a flamethrower. These spirit flames don't burn quite as hot as real fire, but they do get the point across. Takes heavy concentration(Two turn charge. Concentration doesn't apply.) Lasts for two turns. Can't move while Spirit Breathing. Can be used 2 times a day. - Spirit Whirlwind: An enhanced version of the Spirit push/pull. A mediator will give up his weapon and create a whirlwind around himself that blows attackers away. One turn charge. Lasts two turns. Can be used once a day. VIGIL - Balance is a major part of the Dragoon Order. Vigils operate with a balance of both spiritual feats and physically enhancing skills. While not as effective in melee combat as a Partisan, or as persuasive and powerful in the ways of the Spirit as a Mediator, Vigils blend both the spiritual and physical into one effective package Non-combat skills - Persuasion: This feat creates dissention in the mind of the target. The vigil can then try and persuade the target to do things their way. It's not nearly as effective as the Domination skill. - Superior Levitation: The Mediator can lift heavier objects(Up to 80lbs.), and can levitate multiple objects. When levitating multiple objects, Spirit Push/Pull can't be used. Combat skills - Flurry: A feat similiar to Partisan Speed. Instead of depending on heavy blows, a vigil can buff the muscles in their arm so they can attack quicker than normal. The vigil must concentrate for a turn, before initiating his attack. While in this state, the vigil cannot defend because he's attacking too quick. - Foresight: The vigil concentrates for two turns, and then falls into a trance. While in the trance, the vigil cannot, AND I STRESS THIS, cannot attack. However, they can predict any attack from within 15ft and dodge it preemptively. - Last Stand: When the cards are stacked against a vigil and they're taking a beating, they can summon the Spirit to aid them in their time of need. A vigil concentrates for a turn, and then all his wounds are temporarily healed. The muscles in their body operate at 80% efficiency, and thus they can easily be overpowered. If the vigil can't disable his enemy in four turns, he passes out from overexertion. Forged to restore balance to the wavering Spirit, these warriors are self-serving, immoral, deceptive, greedy, and just plain -evil-. Led by the unstoppable and charismatic masked man known simply as "the Crowing", this blooming group of antithesises wield a darker side of the Spirit. Their feats strike terror into all.. AFFLICTER - As a counterpart to the Lawful/Neutral mediators, one can only imagine the horrors an afflicter can bring. The people who become afflicters are horrid, and the feats they perform are even worse. [ Fear Aura taken off due to RPA request. ] Combat skills - Spirit's Frost: Again a contrast is made, but this time it's glaringly obvious. Instead of the fiery breath of spiritual faith that a mediator breathes, an afflicter will reach into the depths of his faith and mind, turning both belief in the Spirit and distaste for the target into a frigid and sensational mist. The mist exhumed by the afflicter causes serious freezerburn, and will numb the skin and hinder movement. It takes heavy concentration, so two turns are needed to charge this attack up. The mist hangs in the air for three turns after it's exhumed. Can only be used once a day. - Affliction: The namesake of the darker road's class. While it takes a while to bend the Spirit to do such a thing, the three-turn wait is worth it. If interrupted by an opponent, the charge of course fails and they lose this once-a-day skill until tomorrow. If the charge is complete, painful boils began to sprout up on a selected limb(Face, chest, right or left arm, right or left leg). The boils keep on popping and reforming all day long, and only the dusk of a brand new day can restore the skin. The limb is too injured to be used(In the case of the face, the character is partially blinded and partially deafed.) As a review, this move has a three turn charge and a once-a-day use. - Touch of Anguish: Tis one final line of defense for an afflicter aside from melee combat. If an afflicter can lay a hand on an victim, he can induce a surge of frost into the body so long as they can keep their hand on the target for one turn. The freezing cold and numbness jolts the body and causes severe pain in the internal organs. As a result, breathing becomes harder. If a mediator or another afflicter is affected by this, they cannot use Spirit Breath or Spirit's Frost for the duration of the conflict. Otherwise, it's just really hard to breathe and the character's in pain. This skill has a one-turn charge and the user MUST be in body contact with the victim. Can be used twice a day. TORMENTOR: Those who walk the path of a Tormentor are vicious and emotionally rough. Dominating in melee combat, the few dragoons who walk down this dastardly path are among some of the most feared warriors in all the world. Intimidating. Fierce. Seemingly unstoppable.. Non-combat skills - Fear Aura: A tormentor is a scary thing to face down. To add to this, a tormentor is enshrouded by a blackish-purple aura. When within melee range of a tormentor, a character becomes undecisive and more willing to run away. Always active. Paladins, Kender, dragoons, and the undead are immune to Fear Aura. Combat skills - Tormentor's Dash: Unlike the other classes, a tormentor can use Dragoon Dash in battle. The quick burst of speed can be used to throw an opponent off balance.. or to run away if things get too rough. The burst is a quick sprint forward that is usually double or even triple the normal running speed of the tormentor. Though normally a Dash requires heavy concentration, it only takes one turn to charge up the Tormentor's Dash. Can be used 5 times a day. - Spirit Lance: An enchantment feat. The tormentor channels the Spirit into the palms of his hands and then into his weapon. The weapon will glow until the built up energy is released. There's one of two ways to discharge the energy: one is a beam of energy that can hurl opponents back, and one requires that the tormentor get his weapon inside of his foe's skin. When the weapon is inside the victim, they can discharge the energy and cause second degree burns in that general area. Can be used twice a day. One turn charge and such. - Kharlia's Lance: Unlike other dragoon skills, this one relies on outside assistance other than the Spirit. The tormentor jams his spear into the ground, and charges spiritual energy into his palms as he does with the Spirit Lance feat. He then fires the energy into the ground. Rows of earthen spikes begin to tear up the earth and attempt to impale anyone within 10ft of the tormentor. This takes up one of the Spirit Lance's uses. The earth returns to normal after the attack is over. OPPRESSOR - Oppressors are a balance between the dark spiritual feats and the offensive capabilities of the other classes. Terrible to face and lovely to have at your side, the oppressors have many toys to torture their victims with. Non-combat skills - Determination: If an oppressor finds himself cornered by four or more people, and it -HAS- to be at least four, he forces the spirit to increase his combat potency. All of his skills get an extra turn for that day, even when the battle ends. His strength and speed are increased by 20% for the duration of the battle. Combat skills - Dragon's Roar: To keep his opponents in check, the oppressor has a skill that interrupts concentration and spellcasting. He summons the spirit and raises a roar that shakes the earth. Can be used three times a day. - Incinerate: Instead of the frigid and earthen attacks of their compatriots, an oppressor finds himself using fire like any stereotypical dragon. They channel the Dragon Spirit into their palms like a tormentor, and they make their weapons glow a fiery red. The glow causes the metal part of the weapon to be extremely hot, of course. The weapon maintains its state for five turns. If an oppressor gets into a weapon deadlock with his foes and they maintain a deadlock for more than one turn, he begins to melt the victim's weapon. If the deadlock is held for more than three turns, the weapon is melted down. The burns the fiery aura emits causes second degree burns, and third degree if jammed into the body and not removed for a turn. Can be used twice a day. - Freak Out: An.. odd skill, but fun none the less. The oppressor concentrates for a turn, before falling into a trance. He plants his hands on the ground, and any objects within 30ft of him that are less than 15 lbs. begin to rotate in a circular motion around the oppressor. This can be used as a barrier of blades or even as a confusion technique. Can be used three times a day. Note that the oppressor is immobile during this state and it lasts three turns. ----