Name: Nice try.
Type: Defensive Passive Buff.
Description: Once Roy has the feel of something down, he's pretty good at making sure that he doesn't feel it with the exact same impact again. If he knows how to negate a certain source of power, then next time that power is used against him, it will be less and less impactful.
Effect: Each time Roy successfully negates all damage from an attack with his own defenses, the defense that was used to negate the attack goes up by 5%. This can stack twice to a total of 10% across all defenses (not 10% in each, but 10% in one, or 5% in each). Each stack lasts five turns, but can be refreshed or replaced if hit by an attack that qualifies a change if Roy so wishes.
Uses: None.
Cooldown: None.
Name: What were you aiming at?
Type: Strategic Passive.
Description: Roy does not need to be accurate. Roy cares very little about if he can punch something, as his punches will hold no weight. What Roy cares about is being fast enough. Fast enough to jump in front of an oncoming bullet, fast enough to ready a defense before the bullet hits. Speed is key for Roy.
Effect: Roy uses his Speed stat in place of his Accuracy stat when determining things such as reacting to attacks.
Uses: None.
Cooldown: None.
Name: You. Hey, you. Yes, you, fatass.
Type: Strategic Technique.
Description: Most would regard Roy as annoying. He's not particularly maddening, and he doesn't make people angry. He tries, but he just doesn't. So he settles for annoying. He's gotten decent at it. Decent enough to make opponents forget there's anyone else in the fight and focus their attention one hundred percent on him.
Effect: Roy taunts one enemy, forcing them to focus all their attacks towards him for three turns (with a minimum of one attack per turn), or he taunts multiple enemies, forcing them to make one of their attacks towards him per turn for two turns (with a minimum of one attack per turn).
Uses: Three uses.
Cooldown: Four turn cooldown.
Name: Bitch, that's my friend.
Type: Defensive Technique.
Description: Despite his nature, Roy can move very quickly if he has to. If he really has to, for instance, if an ally of his is in danger, he can move abnormally fast, faster than he would if he were just moving for his own sake.
Effect: Speed x1.2. If used to defend an ally, x1.35.
Uses: Four uses.
Cooldown: Two turn cooldown.
Name: No.
Type: Defensive Technique.
Description: Roy said no.
Effect: Defense x1.4.
Uses: Three uses.
Cooldown: Four turn cooldown.
Name: I said no.
Type: Defensive Technique.
Description: Are you deaf? Roy said no.
Effect: Endurance x1.5.
Uses: Two uses.
Cooldown: Five turn cooldown.
Type: Defensive Passive Buff.
Description: Once Roy has the feel of something down, he's pretty good at making sure that he doesn't feel it with the exact same impact again. If he knows how to negate a certain source of power, then next time that power is used against him, it will be less and less impactful.
Effect: Each time Roy successfully negates all damage from an attack with his own defenses, the defense that was used to negate the attack goes up by 5%. This can stack twice to a total of 10% across all defenses (not 10% in each, but 10% in one, or 5% in each). Each stack lasts five turns, but can be refreshed or replaced if hit by an attack that qualifies a change if Roy so wishes.
Uses: None.
Cooldown: None.
Name: What were you aiming at?
Type: Strategic Passive.
Description: Roy does not need to be accurate. Roy cares very little about if he can punch something, as his punches will hold no weight. What Roy cares about is being fast enough. Fast enough to jump in front of an oncoming bullet, fast enough to ready a defense before the bullet hits. Speed is key for Roy.
Effect: Roy uses his Speed stat in place of his Accuracy stat when determining things such as reacting to attacks.
Uses: None.
Cooldown: None.
Name: You. Hey, you. Yes, you, fatass.
Type: Strategic Technique.
Description: Most would regard Roy as annoying. He's not particularly maddening, and he doesn't make people angry. He tries, but he just doesn't. So he settles for annoying. He's gotten decent at it. Decent enough to make opponents forget there's anyone else in the fight and focus their attention one hundred percent on him.
Effect: Roy taunts one enemy, forcing them to focus all their attacks towards him for three turns (with a minimum of one attack per turn), or he taunts multiple enemies, forcing them to make one of their attacks towards him per turn for two turns (with a minimum of one attack per turn).
Uses: Three uses.
Cooldown: Four turn cooldown.
Name: Bitch, that's my friend.
Type: Defensive Technique.
Description: Despite his nature, Roy can move very quickly if he has to. If he really has to, for instance, if an ally of his is in danger, he can move abnormally fast, faster than he would if he were just moving for his own sake.
Effect: Speed x1.2. If used to defend an ally, x1.35.
Uses: Four uses.
Cooldown: Two turn cooldown.
Name: No.
Type: Defensive Technique.
Description: Roy said no.
Effect: Defense x1.4.
Uses: Three uses.
Cooldown: Four turn cooldown.
Name: I said no.
Type: Defensive Technique.
Description: Are you deaf? Roy said no.
Effect: Endurance x1.5.
Uses: Two uses.
Cooldown: Five turn cooldown.