VALKYRIE
The valkyrie is a marriage of martial and mystic prowess. They use energy to augment fierce skill with supernatural force. They are versatile, equally capable of supporting allies and crushing their adversaries. They wield swords, polearms, guards, scripts, foci, and scepters. Valkyries wear heavy armour.
SKILLS
Aegis
Requirements: ep equal to the damage absorbed, equipped guard
At any time as a free action, you can draw energy to you to guard against incoming damage. Spend ep equal to the amount of damage you wish to nullify. (Alters only modify the total cost, not the cost for each point spent in this way.)
ALTERS
Guardian
Energy increase: 1ep
Your aegis can be applied to a target within 3m.
Absolution
Energy increase: 1ep
Instead of reducing damage taken against an attack, aegis can be used to increase your targets agility against the incoming attack. For every point of energy spent, increase their agility by 2.
Absorption
Energy increase: 1ep
When defending against an attack, grant yourself +1 resilience regeneration for a number of turns equal to your energy spent on your aegis.
Equivalence
Energy increase: 2ep
The damage absorbed by your aegis is also returned to its attacker.
Egress
Requirements: 1ep, equipped polearm
Gather energy to rush in a straight line for a number of metres equal to your might without provoking attacks. Your path must be vacant to rush through it.
ALTERS
Joust
Energy increase: 1ep
Rush through targets to make a basic attack against them.
Disruption
Energy increase: 1ep
Rush through a target and make a basic attack. If this attack hits, it deals no damage, but you push your target with you to the end of your rush.
Path
Energy increase: 1ep
Your rush creates a path of energy that can not be moved across. Targets left in the path (including yourself) can choose to exit on either side. This path lasts for a number of turns equal to half your might.
Collapse
Energy increase: 1ep
Rush through targets to make a basic attack. If this attack hits, it deals no damage but knocks them down.
Empower
Requirements: 3ep, equipped focus
Surge energy through your body, granting yourself +1 ep regeneration for a number of turns equal to your might.
ALTERS
Revival
Energy increase: 1ep
Grant your target +1 resilience regeneration alongside their ep regeneration.
Offer
Energy increase: 1ep
The target of your empowerment can be someone other than yourself in an adjacent space.
Dispel
Energy increase: 1ep
Remove all negative status effects from your target when your empower them.
Shelter
Energy increase: 1ep
Grant your target +1 protection when you empower them.
Enchant
Requirements: 1ep, equipped sword
Imbue your sword with energy to increase its range by 1m for a number of turns equal to your might. (This does not affect your range when reacting to provocation).
ALTERS
Shockwave
Energy increase: 1ep
Release your enchantment from your sword, sending out energy in a line at a range equal to your might. This attack pierces targets.
Shimmer
Energy increase: 1ep
Activate this when enchanting your sword to grant your attacks +1 persistent damage that lasts for a number of turns equal to half your might. This lasts as long as the enchantment persists.
Fate
Energy increase: 2ep
All basic attacks made with your sword break guards while it is enchanted.
Amplify
Energy increase: 2ep
All basic attacks made with your sword deal +2 damage.
Horizon
Requirements: 1ep, equipped scepter
Unleash a wave of energy from your scepter, damaging all targets in a 3m cone.
ALTERS
Gather
Energy increase: 1ep
Each target in your horizon transfers 1 positive status effect to you.
Ribbon
Energy increase: 1ep
Your horizon no longer takes the shape of a cone. Instead you are able control its movement, creating and bending a line of energy in any direction. The number of spaces this ribbon occupies is equal to your might. The same target can not be affected more than once with each cast.
Invigorate
Energy increase: 1ep
Your choice of targets in your horizon can recieve no damage, and instead gain 1 ep.
Cancel
Energy increase: 1ep
Your horizon can also stagger all targets caught in the wave. If they have no readied action, they are knocked down.
Judgement
Requirements: 1ep, equipped script
Carve a circle of energy all around you, dealing damage to all adjacent targets.
Nullify
Energy increase: 1ep
Your judgement circle removes any existing fields from the area.
Seal
Energy increase: 1ep
Targets successfully caught in your judgement are also immobilized until the beginning of your next turn.
Send
Energy increase: 1ep
Your judgement circle can be cast on a space at a range equal to your might.
Patience
Energy increase: 1ep
When this spell is cast, the initial circle does not immediately damage targets. The circle instead lasts for a number of turns equal to your might. At any time, the circle can be detonated to deal all the damage that would have been dealt initially.