Some light Build brainstorming (Patreon)
Content
Okay, so by my count, Will has 2 primary, 2 secondary, and 1 tertiary slots available.Here's a list of the last known offering of Abilities.Some things to keep in mind: any new Ability will either be a secondary or tertiary ability. Can't select any new primaries, only upgrade them.Tertiaries cannot be upgraded, so Will HAS to pick at least 1 new tertiary Ability.We also need suggestions for upgrades for Uru Drake's Eye, in the format of: Monster/Effect. No guarantee If i'll use them or not, I just don't have a solid idea of how to make the Ability better yet.I currently have a handful of ideas for things Will can upgrade his Primaries with: #1, His right hand, in order to have 2 Phantom Hands and increase the number of slots to 10, allowing for him to give powerful Relics to many more Vassals without hampering his build. This won't remove the Class on his right hand. The reason why his left doesn't have anything is because he was missing the hand when the class was applied, so it kind of thinks that's the way it's supposed to be.#2, The predator. It will be able to give miasma effects to either Map or Aspect of the Serpent. more on that later when we run into it.#3 Something that allows him to modify relics in Phantom Hand ( i only really want this to eventually upgrade the butlers. if there's a better way, gimmie an idea)#4 Something that lets him use the manifested Relics? (Honestly this might be way too OP to allow)As always, more suggestions welcome!And without further ado, here's the list of unclaimed Abilities that you can base your suggestions off of. No guarantee it's complete, or in order.
Uru Breath (minor)
Active: 5 Charges, unleash a blast of space-warping breath, the dimensional ripples cause temporary damage and nausea to those inside the cone. May cause objects to crack or joints to loosen.
Stone Charge
Active: 1 Charge, 20ft range. Coats the user’s body in stone armor and/or propels them forward at lethal speeds.
Venom strike
Active: 1 charge, Add a poison effect to the next attack with a slashing or piercing weapon. Scales with Acuity.
Mighty Leap
Active: 1 Charge, user’s jump distance is tripled for a single jump.
Prey’s Senses
Passive: The User’s field of vision widens, as well as minor improvements to their hearing and smell. Scales with Acuity.
Inexorable
Active: 10 Charges
choose a creature, object, or point in space within range. The user is compelled to move towards it by the world itself. You cannot move further away, nor be moved further away. If you do not move, you will be pushed towards the target at a slow pace. Until User reaches the target, they cannot die, but can be mortally wounded.
Scales with Resistance.
Consumption
Active: 5 Charges
Consume a permanent relic, destroying it in the process, to gain some of its effect for a few minutes. Can only benefit from one consumed relic at a time.
Scales with Resistance
Climber's Piton
Active: 10/1 Charges
10 Charges. Place a dimensional anchor in the terrain. So long as the piton exists user may expend 1 Charge to propel themself directly towards it. Distance scales with Acuity, max number of Pitons with Focus, duration with Resistance.
Progenitor affinity
Passive: Further enhances the natural affinity scaled creatures have towards you.
Stubborn Ass
Passive: User’s Inertia becomes more difficult to change through outside forces, adding force to their attacks and resisting shoves and strikes.
Gravity Charge
Active: 1 charge
The user’s personal gravity is oriented in the direction of the target for Resistance seconds. Ethereal horns grow from the user’s skull, and their brain, skull, and neck are strengthened against impact. Scales with Resistance.
Cancelable.
Astral Tread
Passive: A small doughnut shaped area of gravity below the user’s hands and feet becomes under the control of the user and can be used to push off of, or pull into objects and surfaces. Can provide a tiny amount of propulsion should the user be outside the range of any solid objects, such as underwater or in outer space.
Deceiver’s Molt
Active: 5 charges. Moderate Self-heal. User slips out of their skin and creates a decoy that can perform simple pre-determined actions. The decoy will retain any wounds the user has healed through this Ability.
Titan’s Grasp
Passive: Space and gravity subtly warp around objects the user tries to hold, allowing them to handle objects both larger and smaller than they might’ve otherwise been able to handle, whether that be from cumbersome size or weight.
Serpent’s Tongue
Active: 1 Charge
With a vile word of Eternity, extend the duration of debuffs on the target for (Acu/10) Seconds.
Blood Binding
Active: 20 Charges
Apply your tainted blood to a weapon to imbue it with a fraction of your nature. The weapon will warp fate to always return to you.
On Binding, one Ability will be randomly added based on the User’s Sacrifices. Only one Ability can be bound at a time, To re-roll the random Ability, Cast Blood Binding again.
Uru Drake’s Eye
Passive: Become able to see that which a Uru Drake Progenitor can. Dimensional effects, Charges and miasma become visible to the naked eye.
Serpent’s Gaze
Active: 1 Charge
Inflict (acu/100) seconds of Paralysis on a target you can see the eyes of. Acuity contested by Focus or Resistance, whichever is higher.
Consumption
Active: 5 Charges
Consume a permanent relic, destroying it in the process, to gain some of its effect for a few minutes. Can only benefit from one consumed relic at a time.
Scales with Resistance
Climber's Piton – Active: 10/1 Charges
10 Charges. Place a dimensional anchor in the terrain. So long as the piton exists user may expend 1 Charge to propel themself directly towards it. Distance scales with Acuity, number of Pitons scales with Focus, duration of piton scales with Resistance.