While discussing character skills, the possibility of several skills essentially getting two versions (free and cost) was floated. Here's some ideas pertaining to that,
Done.
Pros: More variety, allows people to take weaker versions of certain skills if they don't want to give up progression.
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Adept: Free, Chance Effect
After you make an attack, there is a Skill% chance you will get an immediate
additional attack in. This skill does not active on an attack activated by this skill.
Adept+: Cost, Chance Effect
After you make an attack, there is a (Skill + Luck) % chance you will get an immediate
additional attack in. This skill does not active on an attack activated by this skill.
Awareness: Free, Passive Effect
Negates enemy Character Skills, Class Skills, and Personal Skills (but not Faults) while in combat.
Awareness+: Cost, Passive Effect
Negates enemy Character Skills, Class Skills, and Personal Skills (but not Faults or the horseback, pegasus, or wyvern skills) within 3 spaces.
Cancel: Free, Chance Effect
When you hit an enemy, there is a (Speed + Luck) % chance you’ll force them to
skip their counter attack. This can also skip an enemy’s follow up attack against you.
Cancel+: Cost, Chance Effect
When an enemy attacks you, there is a (Speed + Luck) % chance you’ll force them to
skip their counter attack.
Celerity: Free, Passive Effect
You gain +1 MOV.
Celerity+: Cost, Passive Effect
You gain +2 MOV.
Charisma: Free, Passive Effect
Allied units within 3 spaces of your character gain +10 bonus to Hit and Evasion. The
owner of this skill does not gain the bonus. Multiple sources of Charisma/Charisma+ do not stack.
Charisma+: Cost, Passive Effect
Allied units within 4 spaces of your character gain +10 bonus to Hit and Evasion. Multiple sources of Charisma/Charisma+ do not stack.
Counter: Free, Chance Effect
When you take damage from a melee attack, there is a (Skill + Luck) % chance of the
enemy also suffering the damage you took. This does not count as your regular counter
attack, allowing you to still make it.
Counter+: Cost, Chance Effect
When you take damage from a melee attack, there is a ([Skill + Luck]x2) % chance of the
enemy also suffering the damage you took. This does not count as your regular counter
attack, allowing you to still make it.
Daunt: Free, Passive Effect
Enemy units within 3 spaces of your character suffer a -5 penalty to Hit, Evasion and
Critical. Multiple sources of Daunt/Daunt+ do not stack.
Daunt+: Cost, Passive Effect
Enemy units within 4 spaces of your character suffer a -5 penalty to Hit, Evasion and
Critical. Multiple sources of Daunt/Daunt+ do not stack.
Gamble: Free, Activated Effect
You can increase your Critical Rate by 15, but your final Hit Rate is reduced by 20 for
the duration of your turn.
Gamble+: Cost, Activated Effect
You can increase your Critical Rate by 15/25, but your final Hit Rate is reduced by 20/30 for
the duration of your turn.
Guard: Free, Activated Effect
If you’re adjacent to an allied character and they are targeted by an attack, you can
declare yourself the target. This doesn’t take an action, but you can only cover for one
ally per turn.
Guard+: Cost, Activated Effect
If you’re adjacent to an allied character and they are targeted by an attack, you can
declare yourself the target. This doesn't take an action, and has no limit to how many adjacent allies may or may not be covered.
Ignis: Free, Chance Effect
When you make an attack, there is a (Skill + Luck) % chance that you gain half your
Magic or Strength as bonus damage, depending if your attack is Physical or Magical
respectively.
Ignis: Cost, Chance Effect
When you make an attack, there is a (Skill + Luck) % chance that you gain your
Magic or Strength as bonus damage, depending if your attack is Physical or Magical
respectively.
Luna: Free, Chance Effect
When you make an attack, there is a (Skill) % chance that you ignore half of
the enemy’s defensive stat.
Luna+: Cost, Chance Effect
When you make an attack, there is a (Skill + Luck) % chance that you ignore half of
the enemy’s defensive stat.
Nullify-: Cost, Passive Effect
Negates enemy weapon's effective bonus against a specific weakness (i.e. Flying, Pegasus, Levitation, etc)
Nullify+: Cost, Passive Effect
Negates enemy weapon's effective bonus (Ex: if you pick Nullify as a Wyvern Rider, Thunder and Bows won’t deal effective damage).
Resolve: Free, Passive Effect
While your HP is at 30% Maximum or Less, your Skill and Speed stats receive a 30%
bonus, rounded down.
Resolve+: Cost, Passive Effect
While your HP is at 30% Maximum or Less, your Skill and Speed stats receive a 50%
bonus, rounded down.
Sol
Free, Chance Effect
When you make an attack, there is a (Skill + Luck) % chance that you recover the
damage the enemy takes as HP. You can’t regain more HP than the enemy has
remaining.
Sol+: Cost, Chance Effect
When you make an attack, there is a (Skill + Luck) % chance that you recover the
damage the enemy takes as HP.
Vantage: Free, Passive Effect
If your HP is at 30% Maximum or Less, you get to counterattack first if an enemy
attacks you.
Vantage+: Cost, Passive Effect
If your HP is at 30% Maximum or Less, you get to counterattack first if an enemy
attacks you, and make follow-up attacks immediately.
Wrath: Free, Passive Effect
While your HP is at 30% Maximum or Less, you gain a +30 bonus to Critical.
Wrath+: Free, Passive Effect
While your HP is at 50% Maximum or Less, you gain a +40 bonus to Critical.