Èdan (Combat)
Jan 31, 2020 8:12:33 GMT -6
Post by Èdan on Jan 31, 2020 8:12:33 GMT -6
Combat Expertises
Skill Ranks in Combat (Group): 4 (max. 70)
Skill Ranks in Marksmanship (Group): 0 (max. 70)
Skill Ranks total: 4 (max. 100)
Combat Points used: 40/700 (1000)
_Brawling_
Punch - Offensive (0/10)
Requires: None
Description: The user swings their clenched fist at the body of the foe.
Effect: Add 1 point of damage for every point in strength you have to the damage total.
Requires: None
Description: The user swings their clenched fist at the body of the foe.
Effect: Add 1 point of damage for every point in strength you have to the damage total.
Back-Strike - Offensive / Defensive (0/40)
Requires: None
Description: The user strikes out with an elbow, looking to jab or hit anyone attempting to attack them from behind. Best used against ‘sneaky’ people looking to backstab or grab you from behind. That should teach them!
Effect: May only be used if the foe is Behind you. Damage is equal to a 4-sided die times your strength. If used Defensively, you avoid 50% of the damage, but Back-Strike deals 50% less damage. For every 10 CP in Back-Strike, there’s a 5% chance to crack a foe’s rib, causing them to have -1 dexterity for the remainder of battle (or until healed). This effect does not stack.
Requires: None
Description: The user strikes out with an elbow, looking to jab or hit anyone attempting to attack them from behind. Best used against ‘sneaky’ people looking to backstab or grab you from behind. That should teach them!
Effect: May only be used if the foe is Behind you. Damage is equal to a 4-sided die times your strength. If used Defensively, you avoid 50% of the damage, but Back-Strike deals 50% less damage. For every 10 CP in Back-Strike, there’s a 5% chance to crack a foe’s rib, causing them to have -1 dexterity for the remainder of battle (or until healed). This effect does not stack.
( 0% / 20% )
_Martial Arts_
n/a
_Blademastery_
Weapon; Swords (one-handed) - Passive (0/10)
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 (0/50)
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%.
( 0% / 50% )
Butchery - Passive (0/30)
Requires: None
Description: Any time you see your foe wounded in battle, your desire for blood rises until you begin to see a glorious red.
Effect: Upon successfully damaging a foe’s Health, your next Attack will deal 10% more damage, but you roll 1 less dice to succeed with it. For every 10 CP in Butchery, increase damage bonus by 10%. For every 20 CP in Butchery, decrease the number of dice by another 1.
Requires: None
Description: Any time you see your foe wounded in battle, your desire for blood rises until you begin to see a glorious red.
Effect: Upon successfully damaging a foe’s Health, your next Attack will deal 10% more damage, but you roll 1 less dice to succeed with it. For every 10 CP in Butchery, increase damage bonus by 10%. For every 20 CP in Butchery, decrease the number of dice by another 1.
( +0%, -0 dice / +30%, -2 dice )
_Spearguard_
Weapon; Polearm - Passive (10/10)
Requires: None
Description: This allows the user to use a polearm weapon. Training in this expertise allows the use of ALL polearm 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.
Fend Off - Offensive / Defensive (0/60)
Requires: Staff (any), Polearm Weapon or Spear (any)
Description: You expertly know how to use your weapon to fend off more than one foe at a time. If you are particularly skilled in this expertise, you can even damage your foes that you are fending off.
Effect: If used Offensively, add 1 point of damage for every point in strength you have to the damage total. If used Defensively, avoid 25% of the damage done upon success. At 50 CP in Fend Off, when defending, the foe takes the damage avoided in return. For every 20 CP in Fend Off, this expertise may be used again (Offensively or Defensively) against 1 additional foe in the same turn (it still counts as a single action).
( 0% Dmg, +0 Foe / 25% Dmg, +3 Foe )
Sweeping Strike - Offensive (0/50)
Requires: Polearm Weapon
Description: You swing your weapon and swing it low, attempting to remove the foe's legs from the knee down with the blade of the polearm.
Effect: Add one 4-sided die for every point in strength you have to the damage total. In addition, you have a 5% chance to sweep the foe off their feet, causing them to become Downed. A Downed foe has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack. For every 10 CP in Sweeping Strike, increase this chance by 5%.
Requires: Polearm Weapon
Description: You swing your weapon and swing it low, attempting to remove the foe's legs from the knee down with the blade of the polearm.
Effect: Add one 4-sided die for every point in strength you have to the damage total. In addition, you have a 5% chance to sweep the foe off their feet, causing them to become Downed. A Downed foe has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack. For every 10 CP in Sweeping Strike, increase this chance by 5%.
( 0% / 25% )
Surefooted - Defensive / Passive (0/20)
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.
( 0% / 20% )
Shatter Armor - Offensive (0/40)
Requires: Polearm Weapon or Bladed Weapon (two-handed)
Description: With a mighty swing from your weapon, you strike a devastating blow against the foe’s armor.
Effect: Add 1 point of damage for every point in strength you have to the damage total. For every 10 CP in Shatter Armour, foe’s armor integrity suffers an additional 2 points of damage. This added damage doesn’t affect foe’s Health.
Requires: Polearm Weapon or Bladed Weapon (two-handed)
Description: With a mighty swing from your weapon, you strike a devastating blow against the foe’s armor.
Effect: Add 1 point of damage for every point in strength you have to the damage total. For every 10 CP in Shatter Armour, foe’s armor integrity suffers an additional 2 points of damage. This added damage doesn’t affect foe’s Health.
( +0 Dmg / +8 Dmg )
_Vigilance_
Weapon; Shield - Passive (0/10)
Requires: None
Description: This allows the user to use a shield. Training in this expertise allows the use of ALL shields, 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.
Dawn Armor; Scale - Passive (20/20)
Requires: None
Description: This allows the user to successfully put on, wear and move around in scale 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. Scale armor has half the normal resistance against Blunt damage, but double the normal resistance against Bladed damage.
Shield-Block - Defensive (0/20)
Requires: Shield
Description: The user lifts their shield, using it as to deflect their foe's attack. This can either be to absorb damage from a punch or sway away the swing of a swordsman, etc.
Effect: Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Shield-Block, increase this reduction by 10%. This defense can be used against Marksmanship attacks.
Requires: Shield
Description: The user lifts their shield, using it as to deflect their foe's attack. This can either be to absorb damage from a punch or sway away the swing of a swordsman, etc.
Effect: Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Shield-Block, increase this reduction by 10%. This defense can be used against Marksmanship attacks.
( 0% / 20% )
Shield-Wall - Defensive (0/50)
Requires: Shield + 20 CP in Shield-Block
Description: The user drops to the ground, bracing against their shield in preparation. This allows them to prevent damage from a variety of attacks, but leaves them a little slower on the attack.
Effect: Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Shield-Wall, increase this reduction by 10%. This Defence can be used against Marksmanship attacks, spells (by rolling against the caster’s mentality) and elemental attacks. User has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack.
Requires: Shield + 20 CP in Shield-Block
Description: The user drops to the ground, bracing against their shield in preparation. This allows them to prevent damage from a variety of attacks, but leaves them a little slower on the attack.
Effect: Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Shield-Wall, increase this reduction by 10%. This Defence can be used against Marksmanship attacks, spells (by rolling against the caster’s mentality) and elemental attacks. User has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack.
( 0% / 50% )
Vitality - Defensive (0/30)
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.
( +0 Stm / +3 Stm )
_Marksmanship_
n/a
_Assassination_
Weapon; Thrown - Passive (10/10)
Requires: None
Description: This allows the user to use a thrown weapon. Training in this expertise allows the use of ALL thrown 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 thrown weapon. Training in this expertise allows the use of ALL thrown 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.
Disarm - Defensive (0/40)
Requires: None
Description: The user attempts to grab ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them.
Effect: Upon successful defense, avoid 50% of the damage done and begin a test of dexterity. You and the foe must then roll against each other’s dexterity (one 4-sided die per point in dexterity) to see if the foe can keep their weapon. If you win the test of power, they are Disarmed. This causes them to lose the weapon for two (Attacking and Defending) turns, since it needs to be retrieved.
Requires: None
Description: The user attempts to grab ahold of the foe's wrist when they come in close for an attack, quickly removing their weapon from them.
Effect: Upon successful defense, avoid 50% of the damage done and begin a test of dexterity. You and the foe must then roll against each other’s dexterity (one 4-sided die per point in dexterity) to see if the foe can keep their weapon. If you win the test of power, they are Disarmed. This causes them to lose the weapon for two (Attacking and Defending) turns, since it needs to be retrieved.
Disengage - Defensive (0/40)
Requires: None
Description: The user attempts to leap backwards from the foe and put some distance between them. This can be a good way to get some breathing room or to prepare a new attack.
Effect: Can only be used in Melee range. Upon successful defense, you remove 5% of the total damage done and move to Close range from the foe. For every 10 CP in Disengage, increase this reduction by 5%.
Requires: None
Description: The user attempts to leap backwards from the foe and put some distance between them. This can be a good way to get some breathing room or to prepare a new attack.
Effect: Can only be used in Melee range. Upon successful defense, you remove 5% of the total damage done and move to Close range from the foe. For every 10 CP in Disengage, increase this reduction by 5%.
( 0% / 20% )
Throw - Offensive (0/50)
Requires: Thrown Weapon
Description: The user deftly throws their light weapon at the foe.
Effect: Add one 4-sided die for every point in strength or dexterity (user’s choice) you have to the damage total.
Requires: Thrown Weapon
Description: The user deftly throws their light weapon at the foe.
Effect: Add one 4-sided die for every point in strength or dexterity (user’s choice) you have to the damage total.
Find Weakness - Defensive (0/40)
Requires: None
Description: You spend most of your efforts concentrating on where to strike your opponent, allowing them to get close enough so you can get an upper hand later.
Effect: Upon successful defense, avoid 25% of the damage done. For every 20 CP in Find Weakness, increase this reduction by 5%. In addition, on your next (Attacking) turn, you deal double damage.
Requires: None
Description: You spend most of your efforts concentrating on where to strike your opponent, allowing them to get close enough so you can get an upper hand later.
Effect: Upon successful defense, avoid 25% of the damage done. For every 20 CP in Find Weakness, increase this reduction by 5%. In addition, on your next (Attacking) turn, you deal double damage.
( 0% / 35% )
_Exotic_
Weapon; Exotic (orb) - Passive (0/10)
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.
Arcane Discharge - Offensive (0/40)
Requires: Staff (any), Wand (any) or Magical Weapon (Non-Spell)
Description: With a flick of a wrist or a swing of your staff you are able to shoot magical energies out of your weapon at enemies close by. These attacks are Ranged attacks.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Requires: Staff (any), Wand (any) or Magical Weapon (Non-Spell)
Description: With a flick of a wrist or a swing of your staff you are able to shoot magical energies out of your weapon at enemies close by. These attacks are Ranged attacks.
Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Tail Combat - Offensive (0/10)
Requires: Long tail (any)
Description: The warrior may use their tail to the fullest advantage, by slamming or tripping their foe.
Effect: Add 1 point of damage for every point in strength you have to the damage total.
Requires: Long tail (any)
Description: The warrior may use their tail to the fullest advantage, by slamming or tripping their foe.
Effect: Add 1 point of damage for every point in strength you have to the damage total.
(10 CP left over)
.