Alright. That will be 95 AP then.Cimeries wrote: Die-Hard
If Heron's HP is reduced to 0, as long as Heron has MP left, he will use them to heal himself for 3 HP per 1 MP (for a max. of 15 HP recovered). Additionally, he is completely immune to damage until the beginning of his turn. This can be toggled on/off.
I will display the icon next to his small portrait when it is on.
195 AP, then.Cimeries wrote: Warmachine
When Heron performs an overkill, one third of the difference (rounded down) between 0 and the victim's negative HP is distributed among his party members as bonus MP. Allies with the largest MP pools have greater priority. Heron is always last on the list of priority.
The latter.Does A gain MP until he's full again?
Or does A gain one point, then B, then A, then B, then A, etc. until they are all distributed, with A simply going first?
Please also add that if only animated weapons are in the front row, the front row will be treated as not existing. So if you're both in cover and your weapon's in front, you can attack and be attacked in melee as if everyone was in front.Cimeries wrote: Animate Weapon [4 Mana]
Heron can, through the manipulation of mana, control a weapon as if he was holding it. An animated weapon follows Heron's orders, which are silent (telepathic).
Properties of an animated weapon:
+ Only one can be controlled at once.
+ Inherits half of Heron's relevant corresponding base stats as their own.
+ Avd and CAvd is set to 0, but gains +20 Hit.
+ Has 4 HP, takes one point of damage on a standard hit, and 3 on a critical.
+ Can only be critically hit by spells or magical attacks.
+ Destroyed if their HP drop to 0.
+ Must be in Heron's possession in order to be animated.
+ Can not be animated mid-combat.
+ Can be disenchanted at will. If they were damaged, add the difference as a "worn" penalty of 1 Atk, 10 Hit per point of damage.
+ Animating a worn weapon starts them off with the HP difference again, but they regain their normal stats.
+ An animated weapon is subjectable to be Repaired (for 1 HP) and Augmented.
+ May alternatively be Augmented to increase its Max HP by 1.
+ Every animated weapon caps Heron's MP by one point until disenchanted/destroyed.
+ Cannot be healed, cannot be buffed or debuffed.
+ Must be a melee weapon.
Yes, long, I know. xD
I just want this version to be useful for anything other than meat-shielding. The ones Hood was using were kind of a pushover.
I changed the "as from the Juggernaut ability" part since I intend to upgrade it later on.
Also, if disenchanted mid-combat, it counts as a minor action.
235 AP.
185 AP if you remove the +20 Hit.
Decrease the cost from 85 to 60 AP then.Cimeries wrote:Edit: If you have not considered it into the cost of Repair yet, I forgot to add that it can only be used outside of combat, as is Augment, but that one is implied anyway.