Lighthearter
President of the United States
It was a hell of a fight. Line infantry blasting away at each other, Clockwork armored units crushing trees, fliers and zeppelins cruising overhead...it was intense. A lot of good men died.
We lost.
The attackers came from Lourene, our neighbor to the east. Lourene and the Kingdom have had a...checkered history, but nothing like this. Lourene has always wanted the Gemstone Hills in the Barony of Silver Shores, and no one's ever been entirely sure why...but now they've all but got them. Their Queen's rule is expanding as far west as the River Ruby - maybe further. Maybe they've taken the whole Kingdom. Who knows?
Certainly not you, bedraggled, cut off from the main force, and just trying to reach safety so you can sleep the night through without the rumble of cannon-fire waking you up. Your focus is a lot smaller right now.
What happens next is up to you. Cut off, trapped behind the lines...you'll have to decide exactly how best to stall the Lourainer advance and continue doing your duty to the King. Whatever path you choose will be fraught with danger, but in the end, maybe you can change the course of this war from the shadows.
__
Welcome, welcome. This is an LHAC, as you probably surmised. I threw it together on a whim and didn't consider ramifications before I posted it, which based on past history is a pretty solid pedigree for its success, don't you think?
To start with, let's make you a character.
Name: Your character's name.
Appearance: Your character's physical appearance.
HP: Your character's hit points. This starts at 10, plus your HP bonus.
Level: 1 Your character's level. This is based on XP.
XP: 0 Your XP. You gain levels based on how much XP you have, and earn it after missions.
SP: 2 "Story Points" enable a player to simply describe to the GM and the party how an action will transpire, without rolls. In combat, these function as guaranteed total successes, or as an instant recovery for all actions. Either use also clears any negative effects like stunning and demoralization. You regain 1SP at the end of every mission, though you cannot go over your cap. Temporary SP can be earned from good roleplaying and teamwork. Those are awarded to the party as a whole and can be used by anyone. During character creation, you can also spend one or both of your starting SP on additional starting Feats. Spending one SP will lower your cap to 1 as well, but spending both will not lower it to 0. Some boss enemies will also possess SP, in which case you can use an SP of your own to cancel out whatever their chosen use is.
Stats: You start with 5 in each stat, plus 10 free points. No going above 10 in a stat, no going below 1. Some stats are listed as "SECONDARY" in a certain category, which means they provide +1 for every 2 points you have in that stat, BUT ONLY if that lesser bonus is higher than your bonus in the primary stat. In essence, Secondary and primary bonuses do not stack.
-STR: Melee damage, RP strength, HP(+2HP for every point of STR), SECONDARY Melee Dodge
-DEX: Melee dodge, Melee to-hit, RP acrobatics/flexibility, riding, initiative, SECONDARY Ranged Dodge
-INT: Knowledge, Engineering, Piloting, SECONDARY Ranged Dodge
-WIS: Street Smarts, Healing, Ranged Damage, SECONDARY Melee Dodge
-AIM: Ranged to-hit, Perception, Ranged Dodge, SECONDARY Melee to-hit
-CHA: Charisma, resistance to morale attacks, disguises, leadership, SECONDARY HP(+2HP per point of CHA up to 5, +1HP for every point of CHA afterward)
Equipment: This is whatever you managed to salvage from the Battle of Border. Everyone starts with any two items of their choice that are NOT weapons. For weapons, everyone starts with a simple pistol. When we start the first mission, I will issue a few other weapons out based on the team's stats and makeup, and you can decide who gets what.
Pistol
Tattered Uniform(Company B)
Two items of your choice that are not weapons
Feats: Feats are special abilities and training your character possesses. You start with any two of them, though you can increase that by sacrificing SP.
Bio: This is where you tell us who your character is, and how he or she wound up fighting in the Battle of Border, and why you're still along for the ride with the scattered remnants of Company B.
More Information:
-Missions:
The first mission is set in stone, but after it is finished, the team will have to decide which of the initial five missions to pursue. Each one gives a sizeable XP reward for completing it, along with contact with NPCs, looted items, plot progression, dealing blows to the Lourene occupation, and potentially seizing valuable information you can use to complete further missions.
-Weapons and Upgrades:
There are a few weapons in the game. Each one can be modified with one or more of three options. You can upgrade a weapon once per level up, provided you are in a position where you can work on the weapon. If you are not in such a position when you level up, you can bank the upgrade until you have access to a workshop. You CAN perform the roll and do the work of upgrading the weapon for a companion yourself, and it will cost THEM an upgrade, not you.
Adding a second upgrade to a weapon requires an engineering check(modified by INT) at a DC of 10, to avoid breaking the weapon. Adding a third requires a check at a DC of 17.
Fighting unarmed provides no to-hit bonuses, and operates on a 1D6 damage scale.
Heavy Weapons(Halberds and Heavy Muskets) are designed to fight cavalry and Clockwork armored units, rather than infantry. As such, they take penalties to aim when engaging human-sized targets or smaller, without the requisite upgrade.
-Lourene Tactical Manual:
We lost.
The attackers came from Lourene, our neighbor to the east. Lourene and the Kingdom have had a...checkered history, but nothing like this. Lourene has always wanted the Gemstone Hills in the Barony of Silver Shores, and no one's ever been entirely sure why...but now they've all but got them. Their Queen's rule is expanding as far west as the River Ruby - maybe further. Maybe they've taken the whole Kingdom. Who knows?
Certainly not you, bedraggled, cut off from the main force, and just trying to reach safety so you can sleep the night through without the rumble of cannon-fire waking you up. Your focus is a lot smaller right now.
What happens next is up to you. Cut off, trapped behind the lines...you'll have to decide exactly how best to stall the Lourainer advance and continue doing your duty to the King. Whatever path you choose will be fraught with danger, but in the end, maybe you can change the course of this war from the shadows.
__
Welcome, welcome. This is an LHAC, as you probably surmised. I threw it together on a whim and didn't consider ramifications before I posted it, which based on past history is a pretty solid pedigree for its success, don't you think?
To start with, let's make you a character.
Name:
Appearance:
HP:
Level: 1
XP: 0
SP: 2
Stats:
-STR:
-DEX:
-INT:
-WIS:
-AIM:
-CHA:
Equipment:
Pistol
Tattered Uniform(Company B)
Feats:
Bio:
Name: Your character's name.
Appearance: Your character's physical appearance.
HP: Your character's hit points. This starts at 10, plus your HP bonus.
Level: 1 Your character's level. This is based on XP.
XP: 0 Your XP. You gain levels based on how much XP you have, and earn it after missions.
Spoiler :
Level One: 0XP
Level Two: 1000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Three: 3000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Four: 5000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Five: 8000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Six: 11000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Seven: 15000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Eight: 19000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Nine: 24000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Ten: 29000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Two: 1000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Three: 3000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Four: 5000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Five: 8000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Six: 11000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Seven: 15000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
Level Eight: 19000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Nine: 24000XP(+5HP AND +1 Feat OR +Another 5HP OR +1 Stat Point)
Level Ten: 29000XP(+5HP AND +Another 5HP OR +1 Stat Point AND +1 Feat OR+1SP Capacity)
SP: 2 "Story Points" enable a player to simply describe to the GM and the party how an action will transpire, without rolls. In combat, these function as guaranteed total successes, or as an instant recovery for all actions. Either use also clears any negative effects like stunning and demoralization. You regain 1SP at the end of every mission, though you cannot go over your cap. Temporary SP can be earned from good roleplaying and teamwork. Those are awarded to the party as a whole and can be used by anyone. During character creation, you can also spend one or both of your starting SP on additional starting Feats. Spending one SP will lower your cap to 1 as well, but spending both will not lower it to 0. Some boss enemies will also possess SP, in which case you can use an SP of your own to cancel out whatever their chosen use is.
Stats: You start with 5 in each stat, plus 10 free points. No going above 10 in a stat, no going below 1. Some stats are listed as "SECONDARY" in a certain category, which means they provide +1 for every 2 points you have in that stat, BUT ONLY if that lesser bonus is higher than your bonus in the primary stat. In essence, Secondary and primary bonuses do not stack.
-STR: Melee damage, RP strength, HP(+2HP for every point of STR), SECONDARY Melee Dodge
-DEX: Melee dodge, Melee to-hit, RP acrobatics/flexibility, riding, initiative, SECONDARY Ranged Dodge
-INT: Knowledge, Engineering, Piloting, SECONDARY Ranged Dodge
-WIS: Street Smarts, Healing, Ranged Damage, SECONDARY Melee Dodge
-AIM: Ranged to-hit, Perception, Ranged Dodge, SECONDARY Melee to-hit
-CHA: Charisma, resistance to morale attacks, disguises, leadership, SECONDARY HP(+2HP per point of CHA up to 5, +1HP for every point of CHA afterward)
Equipment: This is whatever you managed to salvage from the Battle of Border. Everyone starts with any two items of their choice that are NOT weapons. For weapons, everyone starts with a simple pistol. When we start the first mission, I will issue a few other weapons out based on the team's stats and makeup, and you can decide who gets what.
Pistol
Tattered Uniform(Company B)
Two items of your choice that are not weapons
Feats: Feats are special abilities and training your character possesses. You start with any two of them, though you can increase that by sacrificing SP.
Spoiler :
Boot Camp Training: Gain +2 points to a stat of your choice. Can only be taken once per stat, and three times total.
Paranoid: You will never be caught flat-footed by an enemy ambush, and so will never suffer the flat-footed penalties to dodge, nor be disoriented by a sudden attack.
Demolitions Expert: Your attacks with explosive weapons will never fail, and cause critical hits more often. You will never inadvertently detonate explosives you are trying to disarm. Your laying/disarming of explosive traps gains a bonus of +50% of your INT modifier, with a cap of 4.
Crack Shot: Increase your ranged to-hit and dodge bonuses by +33% of your AIM modifier(or other relevant modifier), with a cap of 3. If your stat increases after taking this Feat, so too will your bonus(though the cap still applies).
-Sharpshooter: Increases the bonuses to +50% with a cap of 5.
---Headshot: Once per three turns, can use a guaranteed critical ranged attack on an enemy. If they are not killed, they are left stunned or disoriented, depending on how much damage was dealt.
---Rapid Fire: If you kill an enemy with a ranged weapon, gain another ranged attack. Can only happen once every three turns.
Brawler: Increase your melee to-hit and dodge bonuses by +33% of your DEX modifier(or other relevant modifier), with a cap of 3. If your stat increases after taking this Feat, so too will your bonus(though the cap still applies).
-Melee Expert: Increases the bonuses to +50% with a cap of 5.
---Finishing Move: Once per three turns, can use a guaranteed critical melee attack on an enemy. If they are not killed, they are left stunned or disoriented, depending on how much damage was dealt.
---Flurry: If you kill an enemy with a melee weapon, gain another melee attack and a little movement to close the distance. Can only happen once every three turns.
Tough Guy: Immediately add your HP modifier+5 in HP.
Mobile Fighter: Every two turns, can make a DEX check against a DC of 10 modified by certain enemy abilities, to gain an additional move action after attacking.
Medic: Your efforts to heal now heal an additional +50% of your WIS modifier in HP. You can revive fallen allies.
Indomitable: If you kill an enemy, the first enemy attack made against you after that will miss.
Ace: Increases your Piloting skill by +50% of your INT modifier(cap of 5).
Technician: Increases your Engineering skill by +50% of your INT modifier(cap of 5).
Silver Tongue: Increases your Charisma skill by +50% of your CHA modifier(cap of 5).
Iron Will: Immune to Demoralization and Panic effects, as well as basic CHA attacks.
No Sell: Immune to Stun, Poison and Disorient effects.
Parry: Prepare an action to automatically dodge the first melee attack made against you on the enemy turn and retaliate with either a melee attack of your own or a grapple, at a -2 penalty. Flurry applies if you kill the target.
Return Fire: Prepare an action to automatically dodge the first ranged attack made against you on the enemy turn and retaliate with one of your own at a -2 penalty. Can use grenades for Return Fire. Rapid Fire applies if you kill the target.
Master of Disguise: You will never fail a disguise check except under flatly ridiculous situations. Possibly not even then.
Heavy Hitter: Increase your melee damage modifier by +50% of your STR modifier(cap of 4)
Vital-Point Targeting: Increase your ranged damage modifier by +50% of your WIS modifier(cap of 4)
Lucky Sob: Immune to critical failures, and gain one use of a guaranteed critical per encounter. Can use to clear status effects. Occasionally gains small or large bonuses to random rolls.
Main Character: Gain an additional SP slot and +1SP regeneration at the end of each mission.
Eagle Eyes: Increases your perception by 50% of your AIM modifier(cap of 5)
Tinkerer: May take an additional weapon upgrade, and all weapons may have two upgrades instead of one without an engineering check. Third upgrade DC dropped to 10.
Ghost: You will only fail a stealth check made out of combat if there is absolutely no way you could reasonably disappear. Stealth rolls made in combat gain +50% of your DEX or CHA modifier, whichever is higher, to a cap of 5.
Disarm: If you succeed an unarmed attack roll by more than a few points, you will either knock the enemy weapon from their hands or steal it for yourself, depending on your intent or your orders.
Martial Artist: Increases your unarmed damage scale from 1D6 to 1D8, and increases your unarmed melee and grappling bonuses by 33% of your DEX and STR modifiers(cap 3). Melee defense bonus does NOT stack with Brawler.
-Human Weapon: Your unarmed melee and grappling bonus increase is pushed up to 50% with a cap of 5. Melee defense bonus does NOT stack with Melee Expert.
---Chi Strike: Once every three turns, you may use a guaranteed critical hit in unarmed combat with an enemy. If they are not killed, they are left disoriented or stunned.
---Chain Hold: If you land a hit on an unarmed enemy or one with a ranged weapon penalty in play, you may immediately make a grapple attack. Once every two turns.
Feats written as "-Example" require the next non-indented Feat above them.
Feats written as "---Example 2" require the next single-intended Feat above them.
Paranoid: You will never be caught flat-footed by an enemy ambush, and so will never suffer the flat-footed penalties to dodge, nor be disoriented by a sudden attack.
Demolitions Expert: Your attacks with explosive weapons will never fail, and cause critical hits more often. You will never inadvertently detonate explosives you are trying to disarm. Your laying/disarming of explosive traps gains a bonus of +50% of your INT modifier, with a cap of 4.
Crack Shot: Increase your ranged to-hit and dodge bonuses by +33% of your AIM modifier(or other relevant modifier), with a cap of 3. If your stat increases after taking this Feat, so too will your bonus(though the cap still applies).
-Sharpshooter: Increases the bonuses to +50% with a cap of 5.
---Headshot: Once per three turns, can use a guaranteed critical ranged attack on an enemy. If they are not killed, they are left stunned or disoriented, depending on how much damage was dealt.
---Rapid Fire: If you kill an enemy with a ranged weapon, gain another ranged attack. Can only happen once every three turns.
Brawler: Increase your melee to-hit and dodge bonuses by +33% of your DEX modifier(or other relevant modifier), with a cap of 3. If your stat increases after taking this Feat, so too will your bonus(though the cap still applies).
-Melee Expert: Increases the bonuses to +50% with a cap of 5.
---Finishing Move: Once per three turns, can use a guaranteed critical melee attack on an enemy. If they are not killed, they are left stunned or disoriented, depending on how much damage was dealt.
---Flurry: If you kill an enemy with a melee weapon, gain another melee attack and a little movement to close the distance. Can only happen once every three turns.
Tough Guy: Immediately add your HP modifier+5 in HP.
Mobile Fighter: Every two turns, can make a DEX check against a DC of 10 modified by certain enemy abilities, to gain an additional move action after attacking.
Medic: Your efforts to heal now heal an additional +50% of your WIS modifier in HP. You can revive fallen allies.
Indomitable: If you kill an enemy, the first enemy attack made against you after that will miss.
Ace: Increases your Piloting skill by +50% of your INT modifier(cap of 5).
Technician: Increases your Engineering skill by +50% of your INT modifier(cap of 5).
Silver Tongue: Increases your Charisma skill by +50% of your CHA modifier(cap of 5).
Iron Will: Immune to Demoralization and Panic effects, as well as basic CHA attacks.
No Sell: Immune to Stun, Poison and Disorient effects.
Parry: Prepare an action to automatically dodge the first melee attack made against you on the enemy turn and retaliate with either a melee attack of your own or a grapple, at a -2 penalty. Flurry applies if you kill the target.
Return Fire: Prepare an action to automatically dodge the first ranged attack made against you on the enemy turn and retaliate with one of your own at a -2 penalty. Can use grenades for Return Fire. Rapid Fire applies if you kill the target.
Master of Disguise: You will never fail a disguise check except under flatly ridiculous situations. Possibly not even then.
Heavy Hitter: Increase your melee damage modifier by +50% of your STR modifier(cap of 4)
Vital-Point Targeting: Increase your ranged damage modifier by +50% of your WIS modifier(cap of 4)
Lucky Sob: Immune to critical failures, and gain one use of a guaranteed critical per encounter. Can use to clear status effects. Occasionally gains small or large bonuses to random rolls.
Main Character: Gain an additional SP slot and +1SP regeneration at the end of each mission.
Eagle Eyes: Increases your perception by 50% of your AIM modifier(cap of 5)
Tinkerer: May take an additional weapon upgrade, and all weapons may have two upgrades instead of one without an engineering check. Third upgrade DC dropped to 10.
Ghost: You will only fail a stealth check made out of combat if there is absolutely no way you could reasonably disappear. Stealth rolls made in combat gain +50% of your DEX or CHA modifier, whichever is higher, to a cap of 5.
Disarm: If you succeed an unarmed attack roll by more than a few points, you will either knock the enemy weapon from their hands or steal it for yourself, depending on your intent or your orders.
Martial Artist: Increases your unarmed damage scale from 1D6 to 1D8, and increases your unarmed melee and grappling bonuses by 33% of your DEX and STR modifiers(cap 3). Melee defense bonus does NOT stack with Brawler.
-Human Weapon: Your unarmed melee and grappling bonus increase is pushed up to 50% with a cap of 5. Melee defense bonus does NOT stack with Melee Expert.
---Chi Strike: Once every three turns, you may use a guaranteed critical hit in unarmed combat with an enemy. If they are not killed, they are left disoriented or stunned.
---Chain Hold: If you land a hit on an unarmed enemy or one with a ranged weapon penalty in play, you may immediately make a grapple attack. Once every two turns.
Feats written as "-Example" require the next non-indented Feat above them.
Feats written as "---Example 2" require the next single-intended Feat above them.
Bio: This is where you tell us who your character is, and how he or she wound up fighting in the Battle of Border, and why you're still along for the ride with the scattered remnants of Company B.
More Information:
-Missions:
The first mission is set in stone, but after it is finished, the team will have to decide which of the initial five missions to pursue. Each one gives a sizeable XP reward for completing it, along with contact with NPCs, looted items, plot progression, dealing blows to the Lourene occupation, and potentially seizing valuable information you can use to complete further missions.
-Weapons and Upgrades:
There are a few weapons in the game. Each one can be modified with one or more of three options. You can upgrade a weapon once per level up, provided you are in a position where you can work on the weapon. If you are not in such a position when you level up, you can bank the upgrade until you have access to a workshop. You CAN perform the roll and do the work of upgrading the weapon for a companion yourself, and it will cost THEM an upgrade, not you.
Adding a second upgrade to a weapon requires an engineering check(modified by INT) at a DC of 10, to avoid breaking the weapon. Adding a third requires a check at a DC of 17.
Fighting unarmed provides no to-hit bonuses, and operates on a 1D6 damage scale.
Heavy Weapons(Halberds and Heavy Muskets) are designed to fight cavalry and Clockwork armored units, rather than infantry. As such, they take penalties to aim when engaging human-sized targets or smaller, without the requisite upgrade.
Spoiler :
-Lourene Tactical Manual:
Spoiler :
Charge(Officers) : Utilized in preparation for a hand-to-hand engagement, or if the enemy is closing for one, or if a ranged engagement fares poorly. Either this or VF must be selected after HD.
Volley Fire(Officers) : Utilized during a ranged engagement that is going well. Either this or Charge must be selected after HD.
Hunker Down(Officers) : Utilized when ambushed or bombarded with explosives. Charge or Volley Fire must be used afterward.
Inspire(Officers) : Used when the unit has taken wide damage or several status effects, or when the officer has taken either.
Intimidate(Officers) : Used when one enemy is clearly the most visible threat.
Rally(Elite Officers) : Used after a Rousing Speech! or once the enemy ranks are broken.
Lightning Warfare(Elite Officers) : Used when launching a melee charge, or when the unit is attempting to claim a position before the enemy.
Rousing Speech!(Elite Officers) : Used when the battle starts to slide against Lourene and no superior option presents itself.
Battle Cry(Elite Officers) : Used when the battle starts to slide against Lourene and no superior option presents itself.
Glorious Charge(Chevaliers) : Utilized in preparation for a general charge from the infantry.
Flying Charge(Elite Chevaliers) : Used to engage single powerful enemy targets and divert them from the main action.
Line Infantry(Troopers) : Used in ranged action against single targets.
Flash Cannon(Supports) : Used whenever an enemy closes to melee and the Support has no protector.
Medic(Supports) : Used when officers or Elite non-troopers have fallen to revive them, or to heal bosses and officers.
Spider(Supports) : Deployed in ambushes to locate the enemy and deploy grenades.
Spot(Hunters/Supports) : Used when one enemy is a much more visible threat than the others.
Tesla Cannon(Clockwork Men) : When ordered to by a Support-class unit or boss, or when the enemy is maintaining a ranged engagement.
Flamethrower(Clockwork Men) : When ordered to by a Support-class unit or boss, or when the enemy is maintaining a ranged engagement.
Overload(Clockwork Men) : When the Clockwork Man has taken over half damage, or when ordered by a Support-class unit or boss. Targets the most recent person to attack it.
To be expanded(Colette's presence not required)
Volley Fire(Officers) : Utilized during a ranged engagement that is going well. Either this or Charge must be selected after HD.
Hunker Down(Officers) : Utilized when ambushed or bombarded with explosives. Charge or Volley Fire must be used afterward.
Inspire(Officers) : Used when the unit has taken wide damage or several status effects, or when the officer has taken either.
Intimidate(Officers) : Used when one enemy is clearly the most visible threat.
Rally(Elite Officers) : Used after a Rousing Speech! or once the enemy ranks are broken.
Lightning Warfare(Elite Officers) : Used when launching a melee charge, or when the unit is attempting to claim a position before the enemy.
Rousing Speech!(Elite Officers) : Used when the battle starts to slide against Lourene and no superior option presents itself.
Battle Cry(Elite Officers) : Used when the battle starts to slide against Lourene and no superior option presents itself.
Glorious Charge(Chevaliers) : Utilized in preparation for a general charge from the infantry.
Flying Charge(Elite Chevaliers) : Used to engage single powerful enemy targets and divert them from the main action.
Line Infantry(Troopers) : Used in ranged action against single targets.
Flash Cannon(Supports) : Used whenever an enemy closes to melee and the Support has no protector.
Medic(Supports) : Used when officers or Elite non-troopers have fallen to revive them, or to heal bosses and officers.
Spider(Supports) : Deployed in ambushes to locate the enemy and deploy grenades.
Spot(Hunters/Supports) : Used when one enemy is a much more visible threat than the others.
Tesla Cannon(Clockwork Men) : When ordered to by a Support-class unit or boss, or when the enemy is maintaining a ranged engagement.
Flamethrower(Clockwork Men) : When ordered to by a Support-class unit or boss, or when the enemy is maintaining a ranged engagement.
Overload(Clockwork Men) : When the Clockwork Man has taken over half damage, or when ordered by a Support-class unit or boss. Targets the most recent person to attack it.
To be expanded(Colette's presence not required)
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