psst
hey
I know it's divegrass time
but here's some vdriver previews of two goobers.
Levels not finalized
>Catalyst (Dagger) - Deals 2d4 melee piercing dmg. This attack consumes all of your Critical Hits at once. For each Critical Hit consumed this way, increase the damage dealt by 10% of the target's Base Drive.
>Cold Joe – [FN] Roll 1d12. You gain Critical Hits equal to ( Result / 4 ), rounded down.
>Goodberry – Create 1d4-1 items that you can consume up to 5 of at once. When consumed, restore 1d6 Drive to the user per consumed item. If 5 are consumed at once, also grant the user a Critical Hit.
>Summon (Friend) - Summons Friend. Friend has 10 Drive, but only takes damage from Critical Hits, and only takes 1 damage each Critical Hit. Friend restores 1 Drive at the start of each of his turns. Friend moves with you, and occupies the same space you do. Friend can be targeted independently. While Friend is summoned, you gain 1 Critical Hit at the start of each of your turns.
>Terraforming – If there are one or more Terrain Effects active, you can remove one of those Terrain Effects and create Urban Terrain, or increase the current Urban Terrain by 1.
>Urban Terrain - Passive abilities that mention a Terrain Effect, and have an Install Lv of less than the grade of this terrain have no effect. ReInstall Abilities are considered to be 5+RLv for this effect. Urban cannot be higher than 10.
>Swift Swim – Does not lose Drive for moving in Flooding of 5 or higher. Does not suffer a penalty to movement while in Flooding Terrain. When moving while there is Flooding Terrain, increase the number of spaces you can move with a single AS by ( Flooding / 2 ), rounded up.
>Summon (Bloop) - Summons Bloop, who has 20 Drive and is dismissed when his Drive reaches 0. Bloop is always considered to be under the effects of Flooding 1, if there is no Flooding Terrain active. Bloop can only attack units that are affected by Flooding Terrain, and deals 20 Water damage in melee range. Bloop takes its turn immediately after your turn, and moves with you. Bloop has 1 AS on his turn. If Bloop's Drive reaches 100, increase the Flooding Terrain by 1 (it becomes 1 if there is no Flooding Terrain), gain 50 Drive, then dismiss Bloop.
>Catalyst (Trident) - Attack with a weapon that deals 3d4+STR Pierce damage. If there is Flooding Terrain, increase this weapon's damage dealt by 3d6 Water damage.
>Frenzy Trigger – At the start of a turn where your Drive is 50% or less of your Base Drive, or when you reduce a unit's Drive to 0, gain 1 Frenzy Tag. When you have at least 3 Frenzy Tags, you can consume all of your Frenzy Tags during your turn (this is not an action), and if you do, restore 5 Drive (up to your Base Drive) and increase the damage of your next Attack by 1d6, for each Frenzy Tag consumed.
>Wild Shark – If your Drive is less than your Base Drive, and there is Flooding Terrain, abilities you use that include an effect that deals Water damage are always a Critical Hit, but you only restore half as much Drive from dealing damage while this effect is active.
>Flooding Terrain - Movement of 1 space requires ( Flooding / 2 ) (rounded up) additional AS, up to 3 AS @ 3-4 Flooding. If Flooding is 5 or higher, Movement between spaces additionally costs ( ( Flooding – 4 ) * 5 ) Drive. Flooding cannot be higher than 10.