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.