Ashe
Dec 14, 2017 13:41:53 GMT -6
Post by Ashe on Dec 14, 2017 13:41:53 GMT -6
Major WIP....
Ashe
Ranks
Rank 7 in Marksmanship
Rank 0 in Assassination
Rank 0 in Exotic
Rank 0 in Blademastery
Combat Points
Total CP: 35/450 (room for 50cp more)
CP used: 30
CP left: 5
-----------------
Marksmanship Expertise
Weapon; Firearm -/-
Points Spent: 10/10 (max)
Requires: -
Description: This allows the user to use a firearm weapon. Training in this expertise allows the use of -all- firearm 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.
Fire
Points Spent: 10/10
Requires: Firearm
Description: You know how to properly load and shoot your weapon, and are a pretty good aim too.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Lock and Load
Points Spent: 0/20
Requires: Firearm
Description: You can powder and lead (or bullets) into your weapon so quickly that they never saw it coming!
Effect: When you use this expertise, you use the attack "Fire". In addition to this, for every 20 CP in Lock and Load, flip a coin. For every "heads", you may have an extra "fire" attack on that turn. The opponent may defend against only the first attack from Lock and Load. If at any point you flip a "tails", stop adding extra attacks.
Piercing Shot
Points Spent: 10/10
Requires: Bow, Crossbow, or Firearm
Description: You know the weak-points in your foe's defenses; now is the time to use that knowledge! Shoot them where you know it will break through their defense!
Effect:This attack does weapon damage exactly. Ignore all armor your foe is equipped with. Shields can defend as normal, and do not count as armor in this case.
Disarm Defensive
Points Spent: 0/10
Requires: None
Description: The user attempts to grap ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them.
Effect: If you succeed in your defense, you begin a test of dexterity. The foe must then roll against your dexterity (one 4-sided die per point in dexterity) to see if they can keep their weapon. If you win the test of dexterity, they are disarmed.
Garrote Offensive
Points Spent: 0/10
Requires: Chain, string, rope, etc
Description: If the user is behind the foe, they use an object to attempt to strangle the foe. This will either lead in raw damage if the foe can wriggle loose. If the foe fails at getting loose, it renders them unconcious.
Effect: If you succeed in your attack, you begin a test of strength. The foe must then roll against your strength (one 4-sided die per point in strength) to see if they can break free. If you win the test of strength, the foe will have their stamina drop to 0, rendering them unconcious. If they win the test of strength, they recieve 2 points of damage, and break free.
Weapon; Axes
Points Spent: 0/10 (max)
Requires: -
Description: This allows the user to use all axe weapons. Training in this expertise allows the use of -all- axe 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.
Cleave Offensive
Points Spent: 0/20
Requires: Sword (two-handed sword), or Axe (any)
Description: With Cleave, the player trains in their skill with two-handed swords, such as bastard swords, and claymore.
Effect: Add one 4-sided die for every point in strength you have to the damage total.
Full Moon Cleaver Offensive
Points Spent: 0/10
Requires: Sword or Axe (two-handed sword) + 20 CP in Cleave
Description: You bring your weapon in a complete 360 and bring it down on your unfortunate opponent.
Effect:Add two 4-sided die for every point in strength you have to the damage total.
Execution Offensive
Points Spent: 0/100
Requires: Sword (any), or Axe (any)
Description: A terrifying sweep with a sword.
Effect: If you succeed in striking, add your character's strength to the weapon's damage total. Then multiply this damage by 2. For every 20 points in Excecution, you multiply that damage by an additional 1. If you "max out" execution, your total damage can be weapon damage x6. This attack may only be used if the foe is at 50% health (stamina) or less.
Mounted Combat
Points Spent: 0/90
Requires: Cavelry (the husbandry skill)
Description: If you have a proper mount, and are trained in the art of combat... you can combine them! From the back of your trusty steed, you can perform nearly any attack or otherwise! Please of course, use common sense when deciding which attacks to use.. You wouldn't want to use the attack "leap" from the back of your gallor, now would you?
Effect:No effect in battle. You may use (almost) any melee combat expertise when mounted if you have this skill. However, those expertise have 100% of their damage (or effects) reduced. For every 10 points in Mounted Combat that you have, remove 10% of that reduction.
Mounted Marksman
Points Spent: 0/90
Requires: Cavelry (the husbandry skill) + 50 CP in Mounted Combat
Description: If you have a proper mount, and are trained in the art of marksmanship... you can combine them! From the back of your trusty steed, you can perform nearly any attack or otherwise!
Effect:No effect in battle. You may use (almost) any marksman expertise when mounted if you have this skill. However, those expertise have 100% of their damage (or effects) reduced. For every 10 points in Mounted Combat that you have, remove 10% of that reduction.
Spearguard Expertise
Hurculine Grip
Points Spent: 0/10
Requires: Two-Handed Weapon (any) and/or Shield + 50 CP in Dual Wield
Description: You not only have the strength to pull it off, but you've practiced enough to succeed in doing it! You can indeed use two two-handed weapons (or a two-handed weapon with a shield).
Effect: Has no effect other than allowing the user to equip two (one-handed) weapons. When you use Hurculine Grip, the second weapon does 100% less damage (or effect). For every 20 points in Hurculine Grip, this reduction in damage is reduced by 10% (making the secondary weapon have a maximum efficiency of 50%).
Exotic Expertise
Dual Wield Defensive/offensive
Points Spent: 0/50
Requires: Any Weapon (one-handed)
Description: The can now use one weapon in each hand.
Effect: Has no effect other than allowing the user to equip two (one-handed) weapons.
Notes:
500 CP limit in Marksman AND combat/weapons combined
You get 5 CP per Skill Rank (not skill points spent).
Ashe
Ranks
Rank 7 in Marksmanship
Rank 0 in Assassination
Rank 0 in Exotic
Rank 0 in Blademastery
Combat Points
Total CP: 35/450 (room for 50cp more)
CP used: 30
CP left: 5
-----------------
Marksmanship Expertise
Weapon; Firearm -/-
Points Spent: 10/10 (max)
Requires: -
Description: This allows the user to use a firearm weapon. Training in this expertise allows the use of -all- firearm 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.
Fire
Points Spent: 10/10
Requires: Firearm
Description: You know how to properly load and shoot your weapon, and are a pretty good aim too.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Lock and Load
Points Spent: 0/20
Requires: Firearm
Description: You can powder and lead (or bullets) into your weapon so quickly that they never saw it coming!
Effect: When you use this expertise, you use the attack "Fire". In addition to this, for every 20 CP in Lock and Load, flip a coin. For every "heads", you may have an extra "fire" attack on that turn. The opponent may defend against only the first attack from Lock and Load. If at any point you flip a "tails", stop adding extra attacks.
Piercing Shot
Points Spent: 10/10
Requires: Bow, Crossbow, or Firearm
Description: You know the weak-points in your foe's defenses; now is the time to use that knowledge! Shoot them where you know it will break through their defense!
Effect:This attack does weapon damage exactly. Ignore all armor your foe is equipped with. Shields can defend as normal, and do not count as armor in this case.
Assassination Expertise
Disarm Defensive
Points Spent: 0/10
Requires: None
Description: The user attempts to grap ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them.
Effect: If you succeed in your defense, you begin a test of dexterity. The foe must then roll against your dexterity (one 4-sided die per point in dexterity) to see if they can keep their weapon. If you win the test of dexterity, they are disarmed.
Garrote Offensive
Points Spent: 0/10
Requires: Chain, string, rope, etc
Description: If the user is behind the foe, they use an object to attempt to strangle the foe. This will either lead in raw damage if the foe can wriggle loose. If the foe fails at getting loose, it renders them unconcious.
Effect: If you succeed in your attack, you begin a test of strength. The foe must then roll against your strength (one 4-sided die per point in strength) to see if they can break free. If you win the test of strength, the foe will have their stamina drop to 0, rendering them unconcious. If they win the test of strength, they recieve 2 points of damage, and break free.
Blademastery Expertise
Weapon; Axes
Points Spent: 0/10 (max)
Requires: -
Description: This allows the user to use all axe weapons. Training in this expertise allows the use of -all- axe 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.
Cleave Offensive
Points Spent: 0/20
Requires: Sword (two-handed sword), or Axe (any)
Description: With Cleave, the player trains in their skill with two-handed swords, such as bastard swords, and claymore.
Effect: Add one 4-sided die for every point in strength you have to the damage total.
Full Moon Cleaver Offensive
Points Spent: 0/10
Requires: Sword or Axe (two-handed sword) + 20 CP in Cleave
Description: You bring your weapon in a complete 360 and bring it down on your unfortunate opponent.
Effect:Add two 4-sided die for every point in strength you have to the damage total.
Execution Offensive
Points Spent: 0/100
Requires: Sword (any), or Axe (any)
Description: A terrifying sweep with a sword.
Effect: If you succeed in striking, add your character's strength to the weapon's damage total. Then multiply this damage by 2. For every 20 points in Excecution, you multiply that damage by an additional 1. If you "max out" execution, your total damage can be weapon damage x6. This attack may only be used if the foe is at 50% health (stamina) or less.
Exotic Expertise
Mounted Combat
Points Spent: 0/90
Requires: Cavelry (the husbandry skill)
Description: If you have a proper mount, and are trained in the art of combat... you can combine them! From the back of your trusty steed, you can perform nearly any attack or otherwise! Please of course, use common sense when deciding which attacks to use.. You wouldn't want to use the attack "leap" from the back of your gallor, now would you?
Effect:No effect in battle. You may use (almost) any melee combat expertise when mounted if you have this skill. However, those expertise have 100% of their damage (or effects) reduced. For every 10 points in Mounted Combat that you have, remove 10% of that reduction.
Mounted Marksman
Points Spent: 0/90
Requires: Cavelry (the husbandry skill) + 50 CP in Mounted Combat
Description: If you have a proper mount, and are trained in the art of marksmanship... you can combine them! From the back of your trusty steed, you can perform nearly any attack or otherwise!
Effect:No effect in battle. You may use (almost) any marksman expertise when mounted if you have this skill. However, those expertise have 100% of their damage (or effects) reduced. For every 10 points in Mounted Combat that you have, remove 10% of that reduction.
Spearguard Expertise
Hurculine Grip
Points Spent: 0/10
Requires: Two-Handed Weapon (any) and/or Shield + 50 CP in Dual Wield
Description: You not only have the strength to pull it off, but you've practiced enough to succeed in doing it! You can indeed use two two-handed weapons (or a two-handed weapon with a shield).
Effect: Has no effect other than allowing the user to equip two (one-handed) weapons. When you use Hurculine Grip, the second weapon does 100% less damage (or effect). For every 20 points in Hurculine Grip, this reduction in damage is reduced by 10% (making the secondary weapon have a maximum efficiency of 50%).
Exotic Expertise
Dual Wield Defensive/offensive
Points Spent: 0/50
Requires: Any Weapon (one-handed)
Description: The can now use one weapon in each hand.
Effect: Has no effect other than allowing the user to equip two (one-handed) weapons.
Notes:
500 CP limit in Marksman AND combat/weapons combined
You get 5 CP per Skill Rank (not skill points spent).