#SnowWolf's Random Brews | A World of Frost and Fangs

3308 messages ¡ Page 4 of 4 (latest)

hearty fern
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?

hearty fern
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I've heard "that fucks" as a way of saying something is cool, are you saying that it could be cool?

random urchin
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the joke is boning means sex

hearty fern
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And that went over my head.

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My apologies.

random urchin
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sall good xD

heady sequoia
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Hmm so I have this ability on an aberrant Blood Hunter, and I want to tweak Psi Phantasms a little. Currently its locked to one use per Short, which is fine, but I was thinking two things.

  1. Keep the Short/Long Rest limitation, but "Roll the Psionic energy die. You have a number of duplicates equal to half the roll (round UP)." as a form of scaling.
  2. Remove the Short/Long Rest limitation, but "You have a number of duplicates equal to 1 plus the number of psionic energy die you expend." to allow it to be used more often though base it would have less duplicates than usual

Or of course just keeping it as is

hearty fern
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My vote is for 2.

heady sequoia
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Im concerned its still too strong like that lmao

hearty fern
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Hmm, thought of it as "if you want to only pay the minimum cost you can to save your dice, but you only get the one duplicate and if that doesn't save you then crap you can't use this feature again until you take a long rest." Makes 'em think about how much of there resources they're willing to blow to save their skin.

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But I can still se why that could get out of hand if you would want to keep it as is.

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The decision making might make the player take a while too.

heady sequoia
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the 2nd removes the short rest limitation, so its spammable now

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but its 1+psi dice number, so spending one die gets two duplicates

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I could actually drag that down to equal to psi dice, tho I think 3 psi dice to equal mirror image feels like it hurts, especially since you still want to use other abilities

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I can see where the misunderstanding was, it would also remove the Long Rest part of the limitation

hearty fern
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My apologies I misunderstood.

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And I sent that too late.

heady sequoia
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lmao

heady sequoia
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Over here btw @quasi acorn

quasi acorn
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I did find it 😛 Going over it right now. I came looking for copper but I found gold!

quasi acorn
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Lil typo on the level 18 feature of Order of the Corroded

Also the level 7 feature is missing some italics 😛

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oh and there's a bit of a formatting issue with the level 3 feature "pact with hell" of the Order of the Hellhound

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On another note, I do feel like Psionic Levitation from the level 7 : Psionic Distortion from the Order of the Awakened should be a flat value (15?) that increases as you level up. The dice roll for a mobility feature feels...weird?

heady sequoia
quasi acorn
heady sequoia
quasi acorn
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Very fair

heady sequoia
quasi acorn
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oh well, not a big issue since the text lost is easily inferred

heady sequoia
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Yeah I'll see if I can fix some of it but no guarantees haha

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Im away from a laptop for a few days unfortunately

quasi acorn
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No worries. But yea, after consuming these two pdfs I have to say this is my favourite take on a Blood Hunter rework. Stays closer to the spirit of the original class, expands on natural points that we have now seen the weaknesses to due to playtesting, and of course, expands the POTENTIAL of it by having hunters focused on...different kinds of prey.

And after reading above I'd say having a Bone Blood hunter be a bit of a subvertion of the class and be more str and armor inclined would be fun...or at the very least would make a fun anti-construct subclass.

willow reef
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Oh hey, Snow
Potentially odd request, make a relic-esque Blood Hunter
Using different trinkets like a bell, a lantern, etc

heady sequoia
quasi acorn
willow reef
heady sequoia
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I think my problem with the idea is that it feels more like Artificer or just magic items in general, less blood hunter

Tho also im not familiar with either thaumatirge or the Constantine movie

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Tho I can sort of see like... your blood causes mundane items to take on special properties?

lament egret
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Yeah, with how you frame the blood hunter i don't think it works.

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It's more the other approach to the concept; that idea wherein you're a specialised hunter/slayer, who collects or utilises more specialised implements towards your prey.

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Where the vampire equivalent would deal in stakes, garlic, silver, holy water etc. Rather than that more mutagenic approach of becoming a monster to fight them through bloodborne transformations.

heady sequoia
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Hmm yeah I want to lean harder into the self experimenting aspect of the blood hunter, which gels stronger with the blood theme. The monster hunter aspect is still there, I believe a blood hunter could and would be prepared in a similar way, but thats something a bit shared between BH, Ranger, Arti, Rogue, etc

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But I am thinking of that "blood to draw power from mundane gear" idea, might be a good one

heady sequoia
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Hmm.... @hearty fern @quasi acorn

quasi acorn
heady sequoia
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Admittedly its more for the flavor

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Your armor is literally your body in this case

heady sequoia
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Might be adding too many properties? Considering you can change between the metals

quasi acorn
heady sequoia
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So the ability to change is also something I was thinking of. I wrote down that you can change as a BA losing HP, but idk if that was needed or too strong. Or I could push that to a different level. Or just scrap it lol

hearty fern
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You made a wolverine subclass and thought we wouldn't notice. Jokes aside this is awesome.

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Also for the Blood Curse, within 30 feet of yourself or with a point you can see within range?

heady sequoia
heady sequoia
hearty fern
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Oh shit your right, I know his main power set in alien force and ultimate alien involved becoming different materials but whenever I think of Kevin I still always picture his alien Frankenstein form in Ben 10 classic.

heady sequoia
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Hmm should I put my potential prompt answer up for review

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or just send it with no regard for balance lol

hearty fern
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Just send it.

heady sequoia
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Really messy doc

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if yall got any changes you want to add or change feel free. The class specific ones are a mess because I decided to put reasonings under them observed from the rereleased subs

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I havent written down spells or items yet, gotta check them to see whats changed

spark wind
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When you say "conversion guide", do you mean "how to design 2024 homebrew" or "how to convert your 2014 content to 2024?"

heady sequoia
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Convert 2014 to 2024

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So listing changes

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It can be about designing 2024 brew, but in the lens of "you designed 2014 before so heres what has changed"

spark wind
heady sequoia
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Wording changes would be great buthonestly I could just link to yours haha

spark wind
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The part that I've been massively procrastinating on (due to so many projects at once) is that of actual syntactical construction for 2024 brew.

willow reef
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@heady sequoia would you mind if I
Yoinked your bloodhunter works for a westmarch server wheeze

heady sequoia
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No problem, just credit me haha

willow reef
heady sequoia
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Oh lmao you're looking for 2024? Its here

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Expanded options are roughly compatible with 2014 since I minimally converted it, more for wording

willow reef
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I guess I could edit it if need be

heady sequoia
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if thats the version youre using?

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I can clean it up a bit

willow reef
willow reef
heady sequoia
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Its a third?

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And why not?

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Its thirdpact is unusual by 5.14 standards already, so thats the gimmick of the sub, no need to change it

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Plus with the extra spells you sorta match typical thirdcasters

willow reef
# heady sequoia Its a third?

I'm too used to calling them quartercasters

Hmm, true-with the free spell changes it does bring them somewhat on par I guess. I always considered Warlock spells to be closer to a halfcaster(power-wise), so a thirdcaster warlock was more like...closer to a 20% caster(don't review my math)

heady sequoia
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Warlock is a full caster no matter how you slice it

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They just have 9 5th level slots instead of the... 15? Assortment of lower levels and 5th

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And they still get 6th to 9th slots

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Power wise theyre still definitely a full caster

willow reef
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Mm, maybe, I don't really know
They get to higher level spells, but before mystic arcanum their slots make me think they're more halfcaster than fullcaster

Especially in play

heady sequoia
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They really arent

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if youre feeling th warlock is a halfcaster youre not short resting twice a day

random urchin
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fullcaster starts with 1st, gets a new spell level every other spell level, and has 5th level spells at 9th level.
half casters get a new spell level every 4 levels, and 5th at 17th.

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Warlocks start at 1st, get a new spell level every other level, and has 5th level spells and 9th level.

willow reef
heady sequoia
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also the SR isn't quite meaningless, since my warlock player has used their slots for social encounters, which is counted to encounters per day (somewhat)

willow reef
heady sequoia
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Ovion's already given you the math, its numerically sound.

Some invocations simply grant a new spell. All the others are comparable to something like metamagic and sorcery points. Boons were relatively minor: a weapon youre barely good at using, a good scouting pet, and a few more cantrips that arent better than your Eldritch Blast. Wizard being empty is a function of getting 2 spells at a time, plus the sheer size of their spell list and possible spellbook

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One of tome's invocs makes you scratch the surface of wiz's deep list, the wiz has much more in their pocket

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And otherwise warlock is empty like the other fullcasters. Its spellcasting, invoc, and thats it.

harsh tulip
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The invocation system should make up for a little of its emptiness, if anything

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Same for the boons

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Both should work together to fill in that remaining gap

topaz seal
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Hey, @heady sequoia, have you come up with a crafting system for your different materials and Masterwork tables? Or are these materials and properties intended to just be available in shops or as loot?

heady sequoia
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Yeah no real complex system, the materials are simply available and you pay for it. If you craft it on your own, it uses magic item crafting rules but I enforce making multiple checks depending on the length of time

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I dont intend to have a complex system, it takes away from the adventuring part which should be the focus anyway

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The crafting "system" is just the materials and smithing techniques

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And you can mix and match

topaz seal
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Yeah, trying to find a good balance that is "fun", practical, and not crunchy.

heady sequoia
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Id just go for something like "steps", so if you wanted someone to dedicate skills to crafting you can have multiple steps with multiple checks, each with a different kind of penalty

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That should be fairly simple

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Probably just like 3 steps

topaz seal
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Yeah, that seems reasonable. I think the biggest thing for me in the core D&D rules is the time required. Like, my players never took advantage of crafting because of the time requirements. Even when there was a lot of downtime, they would prefer to just shop for it, because they had piles of money (that part was my fault).

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And if you're in a campaign, constantly on the move, I think players lose sight of downtime activities and just think about "what's next".

heady sequoia
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The time it takes partially is meant to discourage crafting anyway, cause unlike in previous eds where you sacrifice levels and its accounted for in your strength, magic items are kinda special in 5e.

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And partially cause its more realistic like that I guess lol

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So if you want it to happen more often

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Just lower the time

topaz seal
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Exactly what I plan.

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An idea I had was to include a "4-hour rest" where players can take the time to do Downtime activities. Learn a language. Practice a skill. Cook and eat a nice meal. Craft something, etc... It counts as a short rest for existing mechanics.

heady sequoia
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Honestly I usually just allow progress during any day depending on factors
If you have the right equipment
If you short rested twice + a proper long rest with no interruption
If you had access to a teacher for learning skills/languages

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Obviously you cant smelt and craft a sword in that timeframe but it makes sense for things like spell scrolls or what not

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Maybe I should have a "teaching" feat or something to signify if you can teach something...

heady sequoia
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Let's leave this here lol, if anyone wants to give feedback, its a thirdpact caster monk using Iron Fist/Shou Lao as an inspiration

harsh tulip
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Definitely one of the better applications of spellcasting for a monk

heady sequoia
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Great to hear haha

random urchin
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Pdf pls.
I will read when I get up

heady sequoia
heady sequoia
random urchin
sly field
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oooh

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sorcerer

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using the sorcerer list but having pact magic is pretty funny

heady sequoia
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Warlock makes sense when youre doing occult but dragons are innate magic

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And material plane residents

sly field
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how ascendant dragon vs draconic fist be

heady sequoia
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Who needs innate breath weapon when you can burning hands then just dragon breath yourself

heady sequoia
heady sequoia
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Basically, pool of points, spend to lay on hands or do monk-adjacent stuff. I reduced the pool initially so its weaker than pally, but now that I also use it for the monk-like stuff idk if I should bump it back

sly field
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monk/pally/bard is the funniest combination for a sidekick to me but i honestly dont hate it

heady sequoia
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its really mostly monk pally with the bard being just being countercharm lol

sly field
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kekw

heady sequoia
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it doesnt go full monk, but it goes fast like a monk. from the pally it takes lay on hands and smite

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I also didnt require it to be able to speak so you can have a healer dog lol

sly field
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accurate to pets yes

heady sequoia
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Surprisingly my two sidekicks dont overlap their save choice with existing sidekicks

sly field
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o? whats the other one

heady sequoia
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Sidekicks - Role - Save Choice
Warrior - Bruiser/Tank - Str/Dex/Con
Expert - Skill/Support - Dex/Int/Cha
Mage - Caster - Int/Wis/Cha
Tradesman - Item/Tool - Str/Wis/Cha
Disciple - Healer - Con/Int/Wis

I was sure Expert was Dex/Int/Wis overlapping Disciple slightly

sly field
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cool

heady sequoia
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but nope, Int Cha

heady sequoia
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skilled in multiple tools which basically customizes it for what kind of "shop" you want the sidekick to be

sly field
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epic

heady sequoia
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you choose 2 artisan and then 1 more tool (could be artisan, could be thieves/poisoner/forgery/disguise)

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also funny parallels, Tradesman has Fast Hands, Disciple has Quick Feet

heady sequoia
sly field
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am i right in understanding that "hemocraft uses" pertain to how many times you can amplify your blood curses?

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in your '24 BH i mean

heady sequoia
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Its how many times you can use blood curses straight up

sly field
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ahh Thinkaton

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oh cus the original is s/lr

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right

sly field
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Here's my attempt at backporting

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without the subclasses though

heady sequoia
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Basically fusing Hunter's Bane and Blood Maledict into Hemocraft, taking its THP for first amp, pushing Crimson Rite onto any number of weapons held (for twf synergy), and taking the brand of castigation improvement to 30 feet + two options

sly field
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yeah p much

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a query: do you think the subclasses you made can be imported wholesale?

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the reworked base ones, at least

heady sequoia
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Sounds about right, the THP helps mitigate but not remove the HP loss, while the brand extension allows you to play a bit safer in later levels

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the reworked base subclasses, specifically Mutant I would port over

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Lycan is near unchanged, Ghostslayer mostly the same also. I'd keep their originals

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Profane's the most difficult because I do like the patron flavors but I think this is cleaner and makes the BH more unique, ultimately its a preference thing I think

sly field
heady sequoia
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Mutant's biggest change is

OG - Make 1 mutagen, consume 1 mutagen. No room for flexibility
New - Make 3 mutagens, all different, consume and feel the effects of only 1 mutagen. Forcing you to actually use different mutagens

sly field
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oooh

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i see

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noted noted

heady sequoia
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The drawbacks made more sense when it was 1 to 1 (or even make 2 choose 1 each rest), because thats what made you pick and choose different ones for different situations

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but since I removed the drawbacks, I instead forced all mutagen making to a long rest and made them all different, forcing that change up

sly field
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how possible dyou think it is to make a Soul Eater sidekick?

heady sequoia
sly field
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yeah..

heady sequoia
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sidekicks have almost no customization (maybe one pick in a feature) and no subclass.

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and the powers are varied

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so you cant just shove all the options in

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It feels more like a Death Blood Hunter or Death Ranger in a sense

sly field
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Mm

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ill probably posture about this more in my channel but thank you lol

heady sequoia
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Hmmmmm

heady sequoia
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I just discovered someone converted my BH 2024 to plutonium, somehow im very flattered hahaha

sly field
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missed this lol

heady sequoia
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Yes and no, it started cause of 2024's version of drunken master, which I didnt like. But generally its just a switch up that actually allowed the monk to drink something

sly field
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i see

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hmm

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am i reading this right

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at 3 levels of intoxications you're 17-20 to crit?

heady sequoia
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Was sort of just a thing me and hugegranola were like bouncing back and forth on on overflow lol

sly field
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i see

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hmm

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i think you should clarify tipsy a little bit

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something like "for level of intoxication, you gain another feature from the list below"

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and maybe number them? idk

heady sequoia
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Possible yeah, though I didnt like how they looked on a table

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Very wordy

sly field
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For each level of intoxication you have, you gain an additional benefit from the list below as follows:

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wdyt about that wordin

heady sequoia
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Hmmmmm revisiting my attempt at a psion

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learned a lot since I made this, so lets see if I can get a system I like

heady sequoia
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I realized I keep defaulting to [1/2/3]-6-10-14 roughly for subclass features lol

heady sequoia
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Not sure if I should use the FR's categorization of psionic powers, it seems apt but like, there's only so much I can do with psychoportation XD

heady sequoia
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@sharp sphinx basically I was trying to make a psionic system that was more about at will powers that you chose throughout the day

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Basically like conc spells that take up more of your "focus" and when you use them you basically have them until you lose focus on them (which is usually when you long rest)

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Not something I really balanced out yet though

sharp sphinx
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Cause this system could work for a halfcaster pretty well

heady sequoia
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I had to come up with full sets of psionic powers

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Which is partially why I didn't go through with it

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If I had a team helping it would probably be a lot dam easier but im just one guy haha

sharp sphinx
heady sequoia
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Idk!

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Mostly just being able to flesh out what each power would do quickly by having quick back and forth, and being able to write a shitton more powers between multiple people

sharp sphinx
heady sequoia
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Main changes

Increased Blood Curses known and uses at 1st from 1 to 2 each (carried back from 2024)

Redid Hunter's Bane into Hemocraft (carried back) and Hunter's Savvy (a 2014 style ribbon)

Made Crimson Rite activate on all weapons and max is d12 (carried back)

Kept Grim Psychometry as is (unlike the 2024 version where it is an Identify spell)

Improved Brand increases its range to 30 feet (carried back). Not sure if I should keep Corruption as standard or move it to Optional Features, cause this is one of my optionals that I pushed in my 2024 version to make it more like Barb and Rogue's Strikes

Blindspot as a pseudo ribbon/exploration that some classes get at late level (unlike the more combat oriented Cursed Brand in the 2024 version)

thorn root
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Seems solid. It does what it set out to do, without making a million detours along the way.

heady sequoia
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Some things left behind in 2024

Weapon Mastery (duh)

Hemocraft die being d6 to start

Amplify granting THP (this was more required due to starting at d6 drain)

Brand of Castigation's 3 on death options

Cursed Brand as mentioned

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Yeah I did my best to keep most of everything Mercer did, just streamlining it or adding bits where he had a blindspot

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Subclasses remaining, and really the problem is mostly just buffing Mutant while keeping the drawbacks. Profane Soul can use some of my 2024 changes

heady sequoia
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I decided to revert the Brand Improvement to just tethering, but keeping the expanded range (30 feet)

thorn root
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Brand improvement sounds very corporate in isolation

heady sequoia
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Random Musing:
Hybrid Fate/stay night based game where all Servant classes are PF2e style and all Masters are made D&D5e style, Servants also get the 3 action system of PF while Masters get the Action-Movement-BA system.

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Mostly came about cause I was thinking about making Servant classes into 5e classes but realizing Servant classes don't exactly have subclasses to use, but fit way better as PF2e classes because Personal Skills can be utilized as a unified sort of Class Feats

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Masters can have subclasses though, specifically Magi tend to specialize in specific magecraft honed by their families, and their inherited circuits are suited for that, and the Clock Tower has Departments that research and apply magecraft of specific types as well, fitting a sort of subclass system. Magi tend not to be so individually diverse as Servants so the Class Feats system is less appropriate.

heady sequoia
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Hmmm might still try to make the Servant classes as 5e classes

sharp sphinx
heady sequoia
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They'd entirely replace all main classes

sharp sphinx
heady sequoia
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Saber would take on Fighter aspects, having the most ASIs because they have the best stats

Lancer would take a bit of Rogue for Cunning Action, but the skill and stealth part will likely go to Assassin.

Archer will have to be fairly unique(?)

Rider will take a little from Monk in terms of speediness, though I plan to have this as a half caster

Caster is a full caster duh, but probably having to make something for Item Creation and Territory Creation

Assassin will take a lot from Rogue and Shadow Monk

Berserker will borrow from Barbarian

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Most difficult aspect is to tie subclasses to each of them. FGO is gonna save me here maybe probably, but this is why I said PF might work better replacing Class Feats with Personal Skills

sharp sphinx
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Also are you going to add noble fantasms?

heady sequoia
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Noble Phantasms is a given yeah, you'd get that at 1st level lol

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Personal Skills are actually fairly easy to make, as long as I don't do one off skills like Fionn's Trouble with Women (lmao) and just go for the more generic Mana Burst, Instinct, Protection from Arrows, etc.

heady sequoia
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Fionn mac Cumhaill literally has a skill called Trouble with Women that makes him more aware of and drawn to women around him lol

sharp sphinx
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Also aren’t there more servant classes?

heady sequoia
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Yeap

heady sequoia
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These 7 are the base classes

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If your grail war lacks in any of these classes you are literally doing something wrong

sharp sphinx
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I only watched UBW

heady sequoia
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There's no grail war that lacks these, Strange Fake has the Extra Watcher and sort of Avenger but still has the rest of the 7. Apocrypha has a proactive Extra Ruler but also still has the 7. Foreigner is FGO exclusive, and Moon Cancer is technically made up for one servant

sharp sphinx
heady sequoia
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Alter Ego also is only FGO, Voyager is exclusive to one servant and is likely also his True Name: the Voyager 1 Probe

sharp sphinx
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What’s going on in this franchise XD

heady sequoia
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Thats who the Voyager is, spoilers lol

sharp sphinx
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Please tell me this is the most out-there servant

heady sequoia
# sharp sphinx Please tell me this is the most out-there servant

Iirc he's the last servant ever summoned. He's probably not the most out there one? Depending on your definition, they have had the Beasts from the Bible, one of the Four Horsemen of the Apocalypse, themselves (like the Master summoned themself), Edison but hes a lion man president king of the USA, the author (Dumas) of another Servant's (Dantes) story, an alien that is Atilla the Hun...

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Also Neil Armstrong but that isn't weird, he's probably a shoe in

sharp sphinx
heady sequoia
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Because USA! USA! USA! RRAAAAAARRRGGGHHH

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I don't actually have an answer lol but he is stated to not have a lion head normally thats just how it is when he got summoned

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As for king, I think he got self stylized as King of Inventors in the lore

sharp sphinx
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I should look at some of the noble fantasms for inspiration for the Scion’s relics

heady sequoia
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For Masters I'll probably do Magus and Clergy, not sure what other kind of masters I should or could represent

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I'm contemplating whether to make Magus a two thirds caster cause they cannot reach the heights of magic like Age of Gods mages

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Clergy is half caster cause all these Church Agents be throwing hands

heady sequoia
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Hmm unified subclasses between the Knights (Saber Lancer Archer)? The Cavalry can't do that they're too different

sharp sphinx
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I am not sure

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Each servant class should have its own class I feel, being inconsistent with it wouldn’t be good

heady sequoia
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No, Saber Lancer and Archer are all separate

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But they share subclasses

sharp sphinx
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Also, what are the “features” of each class actually? Is there anything mechanical about it?

sharp sphinx
sharp sphinx
heady sequoia
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All three Knights gain Magic Resistance as their Class Skill, Saber also gets Riding (how good you are at riding things) and Archer gets Independent Action (how strong you are apart from your Master). I decided to give Lancer Battle Continuation (the ability to keep fighting through serious injury or right up to death) because many Lancers have this and its iconic for Lancers to have bad luck but be badass and keep fighting throughout

sharp sphinx
heady sequoia
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Rider also gains Riding and Magic Resistance, but flipped where Riding is their stronger skill. Making them a half caster will also make them unique apart from Saber

Caster gains Item Creation and Territory Creation

Assassin gains Presence Concealment

Berserker gains Mad Enhancement

Probably gonna think of an extra one to give both Berserker and Assassin that fits from the actual list of Skills, but I'll get there when I get there

sharp sphinx
heady sequoia
sharp sphinx
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Ah

heady sequoia
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I'm not sure if I will actually do straight nullify but A and EX rank definitely will do something of the sort

random urchin
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These are all words that I in theory understand individually...

heady sequoia
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Hmmm idk whether to make Noble Phantasms generic using the Classification as a base (Anti Unit, Anti Army, Anti Fortress, Anti City, etc.) or use existing ones as options and examples (Excalibur, Brahmastra, Gram, Balmung)

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Either way I will include a note on making a Custom unique Noble Phantasm

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OR third option, make a complex "Build Your Own" Noble Phantasm thing. But I really hate this option because I already have Personal Skills as a build thing

heady sequoia
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OR 4th option, make a list of Noble Phantasm effects based on the Classifications, make it universal, and allow any to pick from a list. Like they're spells. And the classes simply have a "NP List" of the ones they can choose from like a spell list

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So I can have multiple Anti Army style effects for example, and maybe some are only available for the Saber and Lancer classes