Linyü (Combat)
Aug 8, 2020 16:14:35 GMT -6
Post by Linyü on Aug 8, 2020 16:14:35 GMT -6
Linyü
Combat Ranks: 44/70
Combat Ranks: 44/70
Blademastery
Rank 3
30/30 CP spent
Rank 3
30/30 CP spent
Weapon; Daggers | 10/10
Requires: -
Description: This allows the user to use a dagger class weapon. Training in this expertise allows the use of ALL dagger class weapons, without favoritism.
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.
Shiv - Offensive | 20/100
Requires: Dagger Weapon
Description: With quick, fast jabs you attack the foe with daggers, dirks and knives.
Add one 4-sided die for every point in dexterity you have to the damage total.
Requires: -
Description: This allows the user to use a dagger class weapon. Training in this expertise allows the use of ALL dagger class weapons, without favoritism.
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.
Shiv - Offensive | 20/100
Requires: Dagger Weapon
Description: With quick, fast jabs you attack the foe with daggers, dirks and knives.
Add one 4-sided die for every point in dexterity you have to the damage total.
Martial Arts
Rank 12
120/120 CP spent
Rank 12
120/120 CP spent
Chuuryoku (“Focus”) - Defensive | 60/100
Requires: -
Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions.
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 | 60/100
Requires: Acrobatics (skill)
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.
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: -
Description: The user remains calm and concentrated on the battle at hand, ignoring any and all distractions.
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 | 60/100
Requires: Acrobatics (skill)
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.
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.
Vigilance
Rank 8
80/80 CP spent
Rank 8
80/80 CP spent
Dawn Armor; Leather | 20/20
Requires: -
Description: This allows the user to successfully put on, wear and move around in leather armor, as well as fight while wearing it!
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 | 60/100
Requires: Acrobatics (skill)
Description: You duck and roll, attempting to get out of harm's way and with luck, behind your foe.
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: -
Description: This allows the user to successfully put on, wear and move around in leather armor, as well as fight while wearing it!
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 | 60/100
Requires: Acrobatics (skill)
Description: You duck and roll, attempting to get out of harm's way and with luck, behind your foe.
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.
Assassination
Rank 21
210/210 CP spent
Rank 21
210/210 CP spent
Garrote - Offensive | 60/100
Requires: Rope, Chain, Ribbon, Bowstring, ect.
Description: The user attempts to use a common object to strangle the foe. This can either merely damage the foe if they are able to break free or render them unconscious.
May only be used if you are Behind the foe. If you succeed in your attack, you begin a test of strength. You and the foe must then roll against each other’s strength (one 4-sided die per point in strength) to see if the foe can break free. If the foe wins the test of power, they break free and take 1 point of damage per every 10 CP in Garrote. If you win the test of power, the foe becomes Knocked Out. A Knocked Out foe retains their stamina and health, but is unconscious for three Rounds (or 10 minutes out of battle). Any damage or helpful allies can wake the foe.
Backstab - Offensive | 40/100
Requires: Sword (one-handed) or Dagger Weapon
Description: If the user is behind the foe, they can strike a critical weak point for a deadly amount of damage.
May only be used if you are Behind the foe. Add 1 point of damage for every point in dexterity you have to the damage total. At 30 CP in Backstab, this damage is doubled. At 60 CP in Backstab, this damage is tripled.
Gouge - Offensive | 60/100
Requires: Dagger Weapon + 20 CP in Shiv
Description: With quick jabs, the user not only wounds the foe, but leaves deep, bleeding cuts.
Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Gouge, the foe takes 1 bleeding damage per turn for the remainder of battle (or until healed). This effect does not stack.
Distraction - Defensive | 20/100
Requires: Stealth (skill)
Description: The user attempts to confuse and distract the foe, either by quick feints, throwing sand in their face, distracting words or ducking between objects and terrain. Whichever the method, the idea is to divert the foe’s attention, even if momentarily.
Upon successful defense, avoid 50% of the damage done and the foe has a 10% chance of losing their next (Defending) turn. For every 20 CP in Distraction, increase the chance of this effect by 15%.
Sneak - Passive | 30/100
Requires: Stealth (skill) + 20 CP in Distraction
Description: The user attempts to sneak up to the foe, avoiding being seen so they can get the jump on them. Should battle already break out, the only way to sneak again is to distract the foe.
This effect will only activate if Distraction was successful on the Defensive turn or Stealth (skill) was used before the battle. While Sneaking the user cannot be the target of attacks or spells (but can still take damage from environmental and area of effect attacks). At the start of each (Attacking and Defending) turn, there is a 100% chance the user will be spotted and the effect will end. For every 10 CP in Sneak, reduce this chance by 10%. Moving does not break Sneaking and any attacks made while it is in effect are considered to be from Behind. Attacking ends this effect immediately.
Requires: Rope, Chain, Ribbon, Bowstring, ect.
Description: The user attempts to use a common object to strangle the foe. This can either merely damage the foe if they are able to break free or render them unconscious.
May only be used if you are Behind the foe. If you succeed in your attack, you begin a test of strength. You and the foe must then roll against each other’s strength (one 4-sided die per point in strength) to see if the foe can break free. If the foe wins the test of power, they break free and take 1 point of damage per every 10 CP in Garrote. If you win the test of power, the foe becomes Knocked Out. A Knocked Out foe retains their stamina and health, but is unconscious for three Rounds (or 10 minutes out of battle). Any damage or helpful allies can wake the foe.
Backstab - Offensive | 40/100
Requires: Sword (one-handed) or Dagger Weapon
Description: If the user is behind the foe, they can strike a critical weak point for a deadly amount of damage.
May only be used if you are Behind the foe. Add 1 point of damage for every point in dexterity you have to the damage total. At 30 CP in Backstab, this damage is doubled. At 60 CP in Backstab, this damage is tripled.
Gouge - Offensive | 60/100
Requires: Dagger Weapon + 20 CP in Shiv
Description: With quick jabs, the user not only wounds the foe, but leaves deep, bleeding cuts.
Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Gouge, the foe takes 1 bleeding damage per turn for the remainder of battle (or until healed). This effect does not stack.
Distraction - Defensive | 20/100
Requires: Stealth (skill)
Description: The user attempts to confuse and distract the foe, either by quick feints, throwing sand in their face, distracting words or ducking between objects and terrain. Whichever the method, the idea is to divert the foe’s attention, even if momentarily.
Upon successful defense, avoid 50% of the damage done and the foe has a 10% chance of losing their next (Defending) turn. For every 20 CP in Distraction, increase the chance of this effect by 15%.
Sneak - Passive | 30/100
Requires: Stealth (skill) + 20 CP in Distraction
Description: The user attempts to sneak up to the foe, avoiding being seen so they can get the jump on them. Should battle already break out, the only way to sneak again is to distract the foe.
This effect will only activate if Distraction was successful on the Defensive turn or Stealth (skill) was used before the battle. While Sneaking the user cannot be the target of attacks or spells (but can still take damage from environmental and area of effect attacks). At the start of each (Attacking and Defending) turn, there is a 100% chance the user will be spotted and the effect will end. For every 10 CP in Sneak, reduce this chance by 10%. Moving does not break Sneaking and any attacks made while it is in effect are considered to be from Behind. Attacking ends this effect immediately.