- Quick stance [Innate Passive - 7 levels] incrases EVA by 1 per level, can go over the cap, but loses MHP,ATK,DEF,SCA,SCD by 3% per level, but gains 1% MHP,ATK,DEF,SCA,SCD on level 7. (that means, EVA +1/2/3/4/5/6/7 while MHP,ATK,DEF,SCA,SCD -3%/-6%/-9%/-12%/-15%/-18%/-20%)
- Quick Shadow [Active Passive - 5 levels] Cooldown:6 turns, Increases unit's speed by 20% per level for 3 turns. (SPD +20%/40%/60%/80%/100%)
- Slash Dash [True Active - 5 levels] Cooldown:3 turns, Deals 50%/75%/100%/125%/150% damage on a single foe, cannot miss.
Tell which is overpowered and which is underpowered or they're all good.
- Healing Blade [True Active - 4 Levels] (Requires Melee Weapon) Cooldown: 5 Turns. Attacks one opponent. Damage / Damage + .5 ATK / Damage + .5 ATK + .5 DEF / Damage + ATK + DEF is restored to a target of my character's choice. If there is left over health from the healing, it is cut into a quarter / half / three quarters / not cut and heals a 2nd target. This may not heal more than two people. (Amounts for the .5 ATK and .5 SCA are always rounded down.)
- Impale [True Active - 5 Levels] (Requires Melee Weapon) Cooldown: 10 Turns. Hits the enemy for 80% Damage. Ignores 10% / 20% / 30% / 40% / 50% of the enemies defense, and permanently lowers it by 4% / 8% / 12% / 16% / 20%. The defense of the same enemy may not be lowered more than once by this.
- Desperation [Innate Passive - 5 levels] For every point of health lost by my character, he does .2 / .4 / .6 / .8 / 1 more damage. This damage is done after the healing effect from Healing Blade. (The number always rounds down.) Items and Spells regarding health restoration towards him are boosted by 25%, this healing boost doesn't apply to Healing Blade.
- Nanomedics [Innate Passive - 10 Levels] Recovers alittle Hp every turn. The higher the level, the more hp is recovered. (Base is 1% of MaxHP, +1% per Level, for a max of 10% at level 10) Also reduces the effect of Poison(or anything similar) by 3% each level.
- Fast Learner [Innate Passive - 4 Levels] Increases experience gained by 125%/150%/175%/200%, SP gained on Lvl-Up by 0/1/2/3 points, and G gained by 125%/150%/175%/200%.
- Death Blossom [True Active - 5 Levels] Combines ATK, SCA. Attacks Randomly 4/5/6/7/8/9 Times, Then finishes with a All Targets attack for 150% Damage.
- Teslabolt [True Active] Cooldown: 3 Turns. Uses Base ATK and SCA for damage. Inflicts Stun and Disables Weapons.
Alternate: [3 levels] Cool: 6 Turns. All of the above + reduces Def+SCD by 20%/30%/40%.
- Low-yield Force Field [Active Passive - ? Levels] On/Off Type. Reduces Damage at the cost of ATK, SCA.
- Total Recall [True Active] Repeats the Last Action Perfectly.
Mod Chips:
Best Limit 1 of each per person.
- MHP Mod [Innate Passive - 5 Levels] Increases Max Health by 6/7/8/9/10 points.
- ATK Mod [Innate Passive - 5 Levels] Increases Attack by 1/2/3/4/5 points.
- DEF Mod [Innate Passive - 5 Levels] Increases Defense by 1/2/3/4/5 points.
- SCA Mod [Innate Passive - 5 Levels] Increases Special Attack by 1/2/3/4/5 points.
- SCD Mod [Innate Passive - 5 Levels] Increases Special Defense by 1/2/3/4/5 points.
- SPD Mod [Innate Passive - 5 Levels] Increases Speed by 1/2/3/4/5 points.
- EVA Mod [Innate Passive - 5 Levels] Increases Evasion by 1/2/3/4/5 points.
- Overdrive [Active Passave - 5 Levels] Increases ATK,DEF,SCA,SCD,SPD,EVA by 10/20/30/40/50% for a short time.
- Extra Action [Innate Passive] Grants an Extra Action.
- Double Attack [Innate Passive] Hit twice for one attack.
- Multi-strike [True Active - 3 Levels] (Melee/Ranged) Cost: 1 Action. Cooldown: 4/5/6 Turns. Adds an extra 1/2/3 hits to your attack. (resulting in a total of 2/3/4 hits in a single attack)
TheBlueEcho wrote:- Fast Learner [Innate Passive - 2 Levels] Increases experience gained by x1.5/x2, SP gained on Lvl-Up by 1/2 points, and G gained by x1.5/x2.
- Nanomedics [Innate Passive - 10 Levels] Recovers alittle Hp every turn. The higher the level, the more hp is recovered. (Base is 1% of MaxHP, +1% per Level, for a max of 10% at level 10)
- Multi-strike [? - 3 Levels] (Melee/Ranged) Cost: 1 Turn Cooldown: 4/5/6 Turns. Adds an extra 1/2/3 hits to your attack.
Couldn't deside if it was a Active Passive or a True Active.
[strike]AFAIK:
Active Passive is something like a buff
True Active is used to attack enemies[/strike]
EDIT:What pure said after I reread
Colin's Augmentations
1. Dual Wield Mastery [REQUIRES RANGE WEAPON] [Innate Passive] [3 Levels] Though Colin never needed to do such to kill this mark, he has mastered dual wielding. This allows him to use his dual pistols with terrifying speed and power, so as to deter assassins on him.
Innate Passive. Whenever Colin dual-wields, his SCA and SPD stats become 110/120/130% of normal, after accounting for stat increases by equipment.
2. Survival Skills [Innate Passive] [5 Levels] Even a hit man like Colin needs to survive, and survive he does. He has miraculously survived several assassination attempts, and this has allowed him to hone his skill further than what is possible for others, in his efforts to deter would-be hit men on him.
Innate Passive. Gives 1/2/3 more SP per level gained, and has 5/10/15/20/25% chance to survive attacks that would kill Colin, with 1 HP. This chance doubles if Colin has at least 50/45/40/35/30% HP when the attack connects.
3. Snipe Shot [REQUIRES RANGE WEAPON] [True Active] [3 Levels] Colin has remarkable ability to transform any gun into a makeshift sniper rifle, using nothing but his own eyes. This allows him, with enough time, to take out almost any mark. This is quite taxing, so he has to rest in between shots.
True Active. Takes a turn to aim, then fires a shot that deals 3/4/5x the damage normally caused. Cooldown: 4/5/6 turns.
My father was one of the top swordsmen in the place. Always wielded only one weapon, and made sure no one could surpass him.
Counter-Strike
Innate Passive If rolling a 6 for a defense roll, automatically returns 10/15/20% of the damage taken as damage to the attacker. This damage cannot go over 10/20/30% of the target's current HP.
Spirit of the Duelist
Innate Passive Increases ATK and DEF by 10/13/16/19/22/25% of current HP. This bonus cannot exceed 30/40/50/60/70/80.
Legacy of the Kumati
Active Passive Costs 1/2/3% HP per turn. Dice rolls become 2-5/3-5/4-6. Can be toggled on or off.
Recommended unlocked at Level 4: Warpspeed [True Active - 3 Levels] Description: Shepard may make a 100% attack using a weapon (either ranged or melee) against every opposing target this turn. Each opponent faster than Shepard may make a defence roll. All opponents slower than Shepard do not make a defence roll.
Cooldown: Equal to half the number of opponents hit. If this number is odd, round up.
Recommended unlocked at Level 6: Gun and Blade [Innate Passive - 5 Levels] Description: As long as Shepard is using two one-handed weapons, one melee and one ranged, his ATK, SCA and SPD are increased to 120%/140%/160%/180%/200% of their final calculated score. If the final value is a decimal, round to the nearest whole number.
Recommended unlocked at Level 8: Slam [True Active - 5 Levels] Description: Using psychic powers, Shepard lifts a target into the air before slamming them down into the ground at high speed. This inflicts damage equal to: target's (ATK+DEF) / (ATK+DEF)*2 /(ATK+DEF)*3 /(ATK+DEF)*4 /(ATK+DEF)*5 without defence calculations OR (SCA+SCD)/(SCA+SCD)*2/(SCA+SCD)*3/(SCA+SCD)*4/(SCA+SCD)*5 without damage calculation.
Cooldown: 2/3/4/5/6 turns.