Zy-Dur and Brightshadow, Aspirant Knight and Their Apparatus
Stone | Flux | Aether | Hearth |
13 | 14 | 10 | 9 |
Energy | Armor Die | Damage Die | Nexus Die |
10 | D8 | D8 | D8 |
Augments:
- Koradium Heart (Machine Soul) - When you roll despair on a test, you may choose to reroll that test but must take the second result.
Boons:
- Summon Fissure - As an Interaction, create a temporary Aethereal fissure at your location. Roll your Nexus die. At any point, you and any engaged knights can travel back to the location of the fissure. The fissure fades away after you teleport this way or after you use this boon again.
Frame Abilities:
- Aetherwind Form - As a Maneuver, shift into Aetherwind form. You become aloft. In addition, while aloft you have favor on tests made to avoid attacks and may move an additional span while shifting, but also reduce your damage by -2. End this form and the aloft condition as a Maneuver.
- Relentless Charge - If you take a Maneuver and Strike in the same turn, deal +2 damage.
Kin Ability:
- Bend Aether - As an Interaction, roll your Nexus Die and choose one of the following effects: Grant another knight favor on their next Aether or Hearth test, or mark a foe.
Nexus Surge:
- Fissure Phase - You and each engaged or adjacent knight may phase. If you do, until the end of your next turn you take no damage or conditions from foes, and inflict no damage or conditions in foes in return.
Weapons:
- Blade - Deal critical damage on rolls of 1 or 2.
- Caster - If you destroy a foe, deal any excess damage to a foe engaged with it.
Design Notes:
This Dragoon build will be focusing on mobility and utility early on, staying on the move as much as possible to get the big damage bonus from Relentless Charge. Getting aloft and staying there makes this easier, and dealing with other flying foes should be a priority. Having favor on defensive tests will help your durability a lot, although your armor's not bad either. Machine Soul will largely prevent you from rolling despair, making it safer to operate in skyborne terrain and improving all your tests a bit. Summon Fissure can be used to either to provide a getaway route if Zy-Dur gets overextended, or to ferry slower allies around by flying to a key location, opening a fissure, then sprinting back to meet the ground-bound knights and teleporting them en masse.
Ranged combat will be the order of the day while aloft, but there will be times when staying on the ground for the increase damage output may be a better choice. Your kin ability will mostly be useful for marking foes (usually for other knights with higher damage output), although any round you do so you'll lose out on Relentless Charge. Once the AP start coming in your options will expand some, but at this point it's mostly fly-and-shoot, fly-and-shoot with the occasional big repositioning trick. No other frame and precious few foes can match a Dragoon for speed, so exploit that when you can.
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