Adam (Combat)
Mar 2, 2021 22:48:36 GMT -6
Post by Adam on Mar 2, 2021 22:48:36 GMT -6
Total skill ranks spent in Combat Group: 6
Total skill ranks spent in Marksmanship Group: 0Combat Points spent total: 60/700 (0/300)
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Bonus Skills
Acrobatics 0/2
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.
Athletics 0/2
You're trained to be tougher and stronger, to better utilize this well-built nature in combat.
You're trained to be tougher and stronger, to better utilize this well-built nature in combat.
You gain +1 to strength (attacking only) when using any Combat Expertise that uses Strength.
Hawkeye 0/2
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.
Viper 0/2
Deadly as a viper you are an expert when attacking with your ranged weapon!
Deadly as a viper you are an expert when attacking with your ranged weapon!
You've trained your shot so well that you may roll an extra die to see if you succeed in your attack (when attacking) with any Marksmanship Expertise.
Wasp 0/2
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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Martial Arts
Hiyaku (“Soar”) - Defensive (0/60)
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.
Weapon; Swords (two-handed) - Passive (0/10)
Requires: None
Description: This allows the user to use a two-handed sword weapon. Training in this expertise allows the use of ALL two-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 two-handed sword weapon. Training in this expertise allows the use of ALL two-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 (50/100)
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 (0/100)
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 (0/80)
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 (0/100)
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 (0/80)
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.
Herculine Grip - Passive (0/20)
Requires: (2) Weapon (two-handed) or Weapon (two-handed) and Shield + 40 CP in Dual-Wield
Description: You not only have the strength to wield heavy weapons and shields, but you also have the surety to use them accurately.
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. You treat two-handed weapons as one-handed weapons, allowing you to wield two (two-handed) weapons at the same time (or one (two-handed) weapon and a shield). When wielding two (two-handed) weapons, you may use any expertise that requires (2) weapons to perform, regardless of hands needed, so long as the weapons are of the same class (Swords, Axes, ect.)
Requires: (2) Weapon (two-handed) or Weapon (two-handed) and Shield + 40 CP in Dual-Wield
Description: You not only have the strength to wield heavy weapons and shields, but you also have the surety to use them accurately.
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. You treat two-handed weapons as one-handed weapons, allowing you to wield two (two-handed) weapons at the same time (or one (two-handed) weapon and a shield). When wielding two (two-handed) weapons, you may use any expertise that requires (2) weapons to perform, regardless of hands needed, so long as the weapons are of the same class (Swords, Axes, ect.)
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Vigilance
Dawn Armor; Leather - Passive (0/20)
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 (0/80)
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.
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Marksmanship
Weapon; Bow - Passive (0/10)
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.
Weapon; Firearm - Passive (0/10)
Requires: None
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.
Requires: None
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.
Shoot - Offensive (0/20)
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.
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 (0/80)
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 (0/100)
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
Dual-Wield - Passive (0/40)
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.