Darky
Dec 14, 2017 11:48:23 GMT -6
Post by Darky on Dec 14, 2017 11:48:23 GMT -6
Total skill ranks spent in Combat Group: 44
Total skill ranks spent in Marksmanship Group: 7Combat Points spent total: 440/700 (70/300)
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Bonus Skills
Acrobatics I
You're trained to be nimble and agile, to better utilize this flexibility in combat.
You're trained to be nimble and agile, to better utilize this flexibility in combat.
You gain +1 to dexterity (attacking only) when using any Combat Expertise that uses Dexterity.
Hawkeye II
You're trained to see better at long distances from a lot of practice with a long range weapon.
You're trained to see better at long distances from a lot of practice with a long range weapon.
You gain +1 to dexterity (attacking only) when using any Marksmanship Expertise.
Wasp I
Nimble as a wasp with a stinger, you are quick with a ranged weapon in hand. You simply have a better intuition and you're "one" with your weapon.
Nimble as a wasp with a stinger, you are quick with a ranged weapon in hand. You simply have a better intuition and you're "one" with your weapon.
You are so well trained, that you may roll an extra die to see if you succeed in your defense (when defending) with any Marksmanship Expertise.
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Brawling
Low Kick - Offensive (0/50)
Requires: None
Description: The user kicks or sweeps at the shin of the foe, to stagger and unbalance them.
Effect: Add 1 point of damage for every point in strength you have to the damage total. For every 10 CP in Low Kick, there’s a 5% chance the foe becomes Downed. A Downed foe has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack.
Requires: None
Description: The user kicks or sweeps at the shin of the foe, to stagger and unbalance them.
Effect: Add 1 point of damage for every point in strength you have to the damage total. For every 10 CP in Low Kick, there’s a 5% chance the foe becomes Downed. A Downed foe has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack.
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Martial Arts
Mawashi Geri (“Spin Kick”) - Offensive (20/40)
Requires: None
Description: The user swirls their body around and strikes at the foe with the heel of their foot, connecting at either ankle, waist or head height. Depending on how "high" you want to kick, determines the amount of damage you do, as well as how vulnerable you leave yourself to attacks.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. In addition the user chooses a stance: Low, Medium and High. If Low is chosen, you get an extra die to roll on your next Defending turn and one less on your next Attacking turn. If High is chosen, you get one less die on your next Defending turn and you deal an additional 4-sided die in damage this (Attacking) turn. If Medium is chosen, no additional effect follows. For every 10 CP in Mawashi Geri, you may choose to increase all of these effects by 1 - including damage dealt and dice effects - so long as it applies to all effects of the respective stance.
Requires: None
Description: The user swirls their body around and strikes at the foe with the heel of their foot, connecting at either ankle, waist or head height. Depending on how "high" you want to kick, determines the amount of damage you do, as well as how vulnerable you leave yourself to attacks.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. In addition the user chooses a stance: Low, Medium and High. If Low is chosen, you get an extra die to roll on your next Defending turn and one less on your next Attacking turn. If High is chosen, you get one less die on your next Defending turn and you deal an additional 4-sided die in damage this (Attacking) turn. If Medium is chosen, no additional effect follows. For every 10 CP in Mawashi Geri, you may choose to increase all of these effects by 1 - including damage dealt and dice effects - so long as it applies to all effects of the respective stance.
Chuuryoku (“Focus”) - Defensive (40/40)
Requires: None
Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions.
Effect: Upon successful defense, the user becomes Focused until the end of the battle. While Focused, the user resists all mind-affecting expertises, such as Taunted, Warning Shot, Distraction and Intimidate, as well as any such spell-caused effects. This Defence does not prevent damage.
Requires: None
Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions.
Effect: Upon successful defense, the user becomes Focused until the end of the battle. While Focused, the user resists all mind-affecting expertises, such as Taunted, Warning Shot, Distraction and Intimidate, as well as any such spell-caused effects. This Defence does not prevent damage.
Hiyaku (“Soar”) - Defensive (0/30)
Requires: None
Description: The user leaps into the air, either away from the opponent or over the head of the opponent, to avoid damage in battle, sometimes even following up with Buttobasu.
Effect: Upon successful defense, avoid 50% of the damage done. At 30 CP in Hiyaku, the user may make one short Move at the same time (Melee < - > Close). At 60 CP in Hiyaku, the user may make one long move (instead of short) at the same time (Close < - > Medium). User’s jump distance also increases, up to 15 feet.
Requires: None
Description: The user leaps into the air, either away from the opponent or over the head of the opponent, to avoid damage in battle, sometimes even following up with Buttobasu.
Effect: Upon successful defense, avoid 50% of the damage done. At 30 CP in Hiyaku, the user may make one short Move at the same time (Melee < - > Close). At 60 CP in Hiyaku, the user may make one long move (instead of short) at the same time (Close < - > Medium). User’s jump distance also increases, up to 15 feet.
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Blademastery
Weapon; Swords (one-handed) - Passive (10/10)
Requires: None
Description: This allows the user to use a one-handed sword weapon. Training in this expertise allows the use of ALL one-handed sword weapons, without favoritism.
Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.
Requires: None
Description: This allows the user to use a one-handed sword weapon. Training in this expertise allows the use of ALL one-handed sword weapons, without favoritism.
Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.
Fencing - Offensive / Defensive (50/50)
Requires: Sword (one-handed)
Description: Fencing - a delicate balance of attacking and defending - is a fine art that contains a lot more than mere "hack and slash" and can help to prevent even the most well-trained foe’s attack.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. If used Defensively, you deflect the opponent’s attack, avoiding 10% of the damage. For every 10 CP in Fencing, increase this reduction by 10%.
Requires: Sword (one-handed)
Description: Fencing - a delicate balance of attacking and defending - is a fine art that contains a lot more than mere "hack and slash" and can help to prevent even the most well-trained foe’s attack.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. If used Defensively, you deflect the opponent’s attack, avoiding 10% of the damage. For every 10 CP in Fencing, increase this reduction by 10%.
Double Swing - Offensive (40/80)
Requires: (2) Bladed Weapons (one-handed) + 20 CP in Dual-Wield
Description: The user swings both weapons at once, slashing at the foe with both of them.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total of both weapons. The second weapon deals 100% less damage. For every 10 CP in Double Swing, this damage reduction is reduced by 10%.
Requires: (2) Bladed Weapons (one-handed) + 20 CP in Dual-Wield
Description: The user swings both weapons at once, slashing at the foe with both of them.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total of both weapons. The second weapon deals 100% less damage. For every 10 CP in Double Swing, this damage reduction is reduced by 10%.
Whirlwind - Offensive (0/50)
Requires: (2) Bladed Weapons (one-handed) + 20 CP in Dual-Wield
Description: The user takes both weapons in their hands and begins to move in swift swirls around the battlefield, creating a ‘whirlwind’ of blades. It can do damage to a lot of foes in the area, but also leaves the user vulnerable to attacks.
Effect: This attack damages all foes in Melee range. Add one 4-sided die for every point in dexterity you have to the damage total. If only one target is in Melee range, add two 4-sided dice for every point in dexterity you have to the damage total. On your next (Defending) turn, you roll half less dice.
Requires: (2) Bladed Weapons (one-handed) + 20 CP in Dual-Wield
Description: The user takes both weapons in their hands and begins to move in swift swirls around the battlefield, creating a ‘whirlwind’ of blades. It can do damage to a lot of foes in the area, but also leaves the user vulnerable to attacks.
Effect: This attack damages all foes in Melee range. Add one 4-sided die for every point in dexterity you have to the damage total. If only one target is in Melee range, add two 4-sided dice for every point in dexterity you have to the damage total. On your next (Defending) turn, you roll half less dice.
Strategy - Passive (60/60)
Requires: None
Description: You can easily plan what's going to happen in a battle and can use this knowledge to your advantage.
Effect: In a battle involving 6 or more foes, you gain a temporary +1 dexterity and +1 resistance for the remainder of the battle. For every 20 CP in Strategy, decrease the number of foes involved by 1.
Requires: None
Description: You can easily plan what's going to happen in a battle and can use this knowledge to your advantage.
Effect: In a battle involving 6 or more foes, you gain a temporary +1 dexterity and +1 resistance for the remainder of the battle. For every 20 CP in Strategy, decrease the number of foes involved by 1.
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Spearguard
Spearguard
Surefooted - Defensive / Passive (20/20)
Requires: None
Description: The user knows how to keep their balance and cannot be knocked down. On top of this, it can be used to mitigate damage from the foe.
Effect: Upon successful defense, you remove 1 point of damage for every 20 CP in Surefooted. In addition, for every 10 CP in Surefooted, you have a 10% chance to resist being Downed or Impaled by the foe at any point in the battle, regardless of if this expertise is used in battle.
Requires: None
Description: The user knows how to keep their balance and cannot be knocked down. On top of this, it can be used to mitigate damage from the foe.
Effect: Upon successful defense, you remove 1 point of damage for every 20 CP in Surefooted. In addition, for every 10 CP in Surefooted, you have a 10% chance to resist being Downed or Impaled by the foe at any point in the battle, regardless of if this expertise is used in battle.
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Vigilance
Dawn Armor; Leather - Passive (20/20)
Requires: None
Description: This allows the user to successfully put on, wear and move around in leather armor, as well as fight while wearing it!
Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. No more than 20 CP can be spent in this skill. Leather armor has normal resistance to damage types all-around.
Requires: None
Description: This allows the user to successfully put on, wear and move around in leather armor, as well as fight while wearing it!
Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. No more than 20 CP can be spent in this skill. Leather armor has normal resistance to damage types all-around.
Roll - Defensive (50/50)
Requires: Acrobatics (skill)
Description: You duck and roll, attempting to get out of harm's way and with luck, behind your foe.
Effect: Upon successful defense, avoid 50% of the damage done. For every 10 CP in Roll, there’s a 10% chance you will end up Behind your foe. While Behind, your next attack deals double damage, ending the effect.
Requires: Acrobatics (skill)
Description: You duck and roll, attempting to get out of harm's way and with luck, behind your foe.
Effect: Upon successful defense, avoid 50% of the damage done. For every 10 CP in Roll, there’s a 10% chance you will end up Behind your foe. While Behind, your next attack deals double damage, ending the effect.
Vitality - Defensive (30/30)
Requires: None
Description: You focus your resolve and prepare a second wind of energy.
Effect: For every 10 CP in Vitality, you gain 1 point of stamina for your next two (Attacking and Defending) turns. This expertise does not prevent damage but takes effect immediately. May be used once per battle.
Requires: None
Description: You focus your resolve and prepare a second wind of energy.
Effect: For every 10 CP in Vitality, you gain 1 point of stamina for your next two (Attacking and Defending) turns. This expertise does not prevent damage but takes effect immediately. May be used once per battle.
Sentinel - Passive (20/20)
Requires: None
Description: Vowing to sacrifice yourself to save others, you keep a steady gaze on your allies. They will not die while you stand watch.
Effect: At any point during the battle an ally of yours takes damage you may redirect that damage to yourself. For every 20 CP in Sentinel, you reduce this damage by 1. Sentinel only works with allies in Melee range.
Requires: None
Description: Vowing to sacrifice yourself to save others, you keep a steady gaze on your allies. They will not die while you stand watch.
Effect: At any point during the battle an ally of yours takes damage you may redirect that damage to yourself. For every 20 CP in Sentinel, you reduce this damage by 1. Sentinel only works with allies in Melee range.
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Marksmanship
Weapon; Bow - Passive (10/10)
Requires: None
Description: This allows the user to use a bow weapon. Training in this expertise allows the use of ALL bow weapons, without favoritism.
Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.
Requires: None
Description: This allows the user to use a bow weapon. Training in this expertise allows the use of ALL bow weapons, without favoritism.
Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.
Shoot - Offensive (20/20)
Requires: Bow Weapon or Crossbow Weapon
Description: You know how to properly notch and shoot your tensile weapon.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Requires: Bow Weapon or Crossbow Weapon
Description: You know how to properly notch and shoot your tensile weapon.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Rapid Fire - Offensive (0/20)
Requires: Bow Weapon or Crossbow Weapon + 20 CP in Shoot
Description: You can load arrows or bolts from your quiver so quickly that it's nearly a blur.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Rapid Fire, there’s a 5% chance you can shoot again, dealing damage a second time.
Warning Shot - Offensive (0/40)
Requires: Projectile Weapon (any)
Description: You fire into the air or intentionally shoot close enough at an opponent to startle, but not damage them. This is sure to rattle the foe and anyone nearby, even if briefly.
Effect: This attack deals no damage but affects all foes within the same Range increment or group as the target. For the next two (Attacking and Defending) turns the foe and their allies have their strength and dexterity reduced by 1. For every 40 CP in Warning Shot, increase the reduction by 1.
Requires: Projectile Weapon (any)
Description: You fire into the air or intentionally shoot close enough at an opponent to startle, but not damage them. This is sure to rattle the foe and anyone nearby, even if briefly.
Effect: This attack deals no damage but affects all foes within the same Range increment or group as the target. For the next two (Attacking and Defending) turns the foe and their allies have their strength and dexterity reduced by 1. For every 40 CP in Warning Shot, increase the reduction by 1.
Multi-Shot - Offensive (0/60)
Requires: Bow Weapons + 20 CP in Rapid Fire
Description: You know how to hold arrows even as you shoot, stringing them one after another in seconds. This can strike multiple foes, but you also need to grab more arrows after.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Multi-Shot, you can target another foe with the same expertise. May only be used once per Round.
Requires: Bow Weapons + 20 CP in Rapid Fire
Description: You know how to hold arrows even as you shoot, stringing them one after another in seconds. This can strike multiple foes, but you also need to grab more arrows after.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Multi-Shot, you can target another foe with the same expertise. May only be used once per Round.
Sniper Shot - Offensive (40/60)
Requires: Bow Weapon, Crossbow Weapon or Firearm Weapons
Description: You know exactly where to shoot them to do the most damage. Go for the eye, the throat, the heart - you know how to do it.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Sniper Shot, there’s a 10% chance this will deal double damage.
Requires: Bow Weapon, Crossbow Weapon or Firearm Weapons
Description: You know exactly where to shoot them to do the most damage. Go for the eye, the throat, the heart - you know how to do it.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Sniper Shot, there’s a 10% chance this will deal double damage.
Evade - Defensive (0/60)
Requires: Wasp (skill) + 10 CP in Weapon; Bow
Description: Only the best of archers know how to avoid an incoming shot. Using this knowledge, you can anticipate your foe's shot before it leaves their string.
Effect: This defense can be used against Marksmanship attacks. Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Evade, increase this reduction by 10%.
Requires: Wasp (skill) + 10 CP in Weapon; Bow
Description: Only the best of archers know how to avoid an incoming shot. Using this knowledge, you can anticipate your foe's shot before it leaves their string.
Effect: This defense can be used against Marksmanship attacks. Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Evade, increase this reduction by 10%.
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Exotic
Weapon; Exotic (Katar) - Passive (10/10)
Requires: None or Arcane Mechanics (skill) if magical
Description: This allows the user to use a single exotic weapon type. When you take this expertise, you must choose a (very specific) exotic weapon type, such as "whip" or "fighting fans”. Use in one exotic weapon does not grant you use in another, but this expertise can be taken multiple times for each new exotic weapon. Magical weapons, such as those that use the Wizard’s Staff or Wand profiles, also fall under this expertise.
Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.
Requires: None or Arcane Mechanics (skill) if magical
Description: This allows the user to use a single exotic weapon type. When you take this expertise, you must choose a (very specific) exotic weapon type, such as "whip" or "fighting fans”. Use in one exotic weapon does not grant you use in another, but this expertise can be taken multiple times for each new exotic weapon. Magical weapons, such as those that use the Wizard’s Staff or Wand profiles, also fall under this expertise.
Effect: No effect in battle. A player must spend a minimum of 10 CP in this skill for it to take effect. No more than 10 CP can be spent in this skill.
Dual-Wield - Passive (20/20)
Requires: (2) Weapon (one-handed)
Description: With practised coordination, you can now use two weapons at the same time.
Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. Allows you to wield two (one-handed) weapons at the same time.
Requires: (2) Weapon (one-handed)
Description: With practised coordination, you can now use two weapons at the same time.
Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. Allows you to wield two (one-handed) weapons at the same time.
Exotic Combatant - Offensive (50/50)
Requires: Exotic Weapon (any melee)
Description: You know how to attack with your unique weapon and do it well.
Effect: Add one 4-sided die for every point in strength or dexterity you have to the damage total. User may choose between strength or dexterity, but only once per weapon.
Requires: Exotic Weapon (any melee)
Description: You know how to attack with your unique weapon and do it well.
Effect: Add one 4-sided die for every point in strength or dexterity you have to the damage total. User may choose between strength or dexterity, but only once per weapon.
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70 CP left (Combat)
30 CP left (Marksman)