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Post by NPC on Jan 3, 2023 17:49:49 GMT -6
Combat Expertises
Here you will find a list of ALL the combat expertises your character can learn, divided by their respective groups. Expertise will be listed like this:
Expertise Name - Type Requires: Usually nothing, but sometimes can only be performed with specific weapons. Expertises listed as requiring ‘None’ are (usually) performed unarmed or simply Passive. Description: A little flavour to make the otherwise dull staty part a little more fancy. Effect: The actual in-game effect.
All expertises come in one (sometimes two) of these types: Offensive, Defensive, Passive.
Offensive expertises are only used in the Attacking turn. They usually deal with damage, but can sometimes also cause negative effects on the foe if successful.
Defensive expertises are only used in the Defending turn. They usually deal with avoiding damage, but can sometimes also allow you to get an upper hand in an otherwise sticky situation if successful.
Passive expertises include your basic ‘proficiency’ expertises, as well as ones that can take effect at any point in the battle. Some of them can give your character a boost that lasts the entire battle, while others are triggered in specific circumstances. Regardless, characters cannot willingly ‘activate’ these expertises, nor ‘turn them off’.
On rare occasions you might see an expertise listed as both Offensive and Defensive. While normally you would only be able to use an expertise once per Round, these expertises allow you to use them twice (though the effect usually depends on which turn specifically they’re used on and their effects may work differently as a result).
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Post by NPC on Jan 3, 2023 17:50:01 GMT -6
Brawling Expertise Brawling is considered the "skill of barbarians", but those skilled in brawling know it's far from it. It is the skill of physical fitness, prowess, and power. Expertises having to do with hammers, mauls, brute force and clubs can be found here.
Weapon; Crushing (one-handed) - Passive Requires: None Description: This allows the user to use a one-handed crushing weapon. Training in this expertise allows the use of ALL one-handed crushing 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; Crushing (two-handed) - Passive Requires: None Description: This allows the user to use a two-handed crushing weapon. Training in this expertise allows the use of ALL two-handed crushing 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.
Strike - Offensive Requires: Crushing Weapon (one handed) Description: The user swings a hefty one-handed blunt weapon (such as a warhammer) at the body of the foe. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Shield Breaker - Offensive Requires: Crushing Weapon (any) Description: Swing your weapon high and bring it down upon your enemy's shield - if you hear that satisfying crack or an outcry of pain, you have successfully performed the Shield Breaker. Effect: Add 1 point of damage for every point in strength you have to the damage total. 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 keep their shield. If you win the test of power, they lose the use of their shield for the remainder of the battle.
Mutilate - Offensive Requires: (2) Crushing Weapons (one handed) + 20 CP in Dual-Wield Description: The user swings both weapons together, crushing their foe between them. Effect: Add one 4-sided die for every point in strength you have to the damage total of both weapons. The second weapon deals 100% less damage. For every 10 CP in Mutilate, this damage reduction is reduced by 10%.
Headbutt - Offensive Requires: None Description: The user strikes the head of the foe with their own forehead. Effect: Add one 4-sided die for every point in (remaining) stamina you have to the damage total. There is a 100% chance that this attack will Stun you, causing you to skip your next (Defending) turn. For every 10 CP in Headbutt, reduce this chance by 10%. In addition, for every 10 CP in Headbutt, there’s a 10% chance the attack will Stun the foe, causing them to skip their next (Attacking) turn.
Punch - Offensive 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.
Rapid Punch - Offensive Requires: None. Description: You are so fast at attacking, that the foe never saw it coming! Effect: If used at the top of the Round, causes you to Attack first and your foe to Defend instead, regardless of dexterity. Add 1 point of damage for every point in strength you have to the damage total.
Side-step - Defensive Requires: None Description: The user steps to the side, avoiding damage from the foe. Effect: Upon successful defense, avoid 50% of the damage done.
Arm-Block - Defensive Requires: None Description: The user lifts their arm, using it to deflect their foe's attack. This can be to absorb damage from a punch, sway away the swing of a swordsman, etc. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Arm-Block.
Back-Strike - Offensive/Defensive 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.
Low Kick - Offensive 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.
Crush - Offensive Requires: Crushing Weapon (two-handed) Description: The user swings a hefty two-handed crushing weapon (such as a maul) at the body of the foe. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Gnaw - Offensive Requires: Teeth (Any) Description: They just bit me! #$%^ Effect: Deals 1 point of damage for every 10 CP in Gnaw.
Overhead Swing - Offensive Requires: Crushing Weapon (any) Description: The user lifts their crushing weapon high above their head, striking down upon the skull of their foe, but leaving themselves vulnerable to attacks. Effect: Add one 4-sided die for every point in strength you have to the damage total. Has a 50% chance to deal double damage. The user cannot Defend on their next (Defensive) turn.
Taunt - Offensive Requires: None Description: With a mocking comment or rude gesture, you taunt your foe, causing them to turn aggressive and focus on attacking you. It certainly makes them more sloppy and vulnerable to attacks.. but also more aggressive and dangerous. Though.. if they're attacking you, they're not attacking your friends. Effect: If successful, one chosen foe becomes Taunted. A Taunted foe cannot use Defensive expertises while Taunt lasts and may only target the user. They can, however, use Offensive expertises on their Defending turns instead. Only one target may be Taunted at a time. Taunt ends if the user goes unconscious.
Hurl - Offensive Requires: Thrown Weapon (blunt) Description: The user picks up a nearby blunt object (such as a rock, piece of wood, bottle, ect.) and hurls it at the opponent. Most thrown blunt weapons are the kind you just pick off the ground when available. Those weapons do little damage. Some weapons however, are designed for being thrown (such as bolas, slings, boomerangs) and pack a much stronger punch. Effect: If hurling improvised weaponry, add 1 point of damage for every point in strength or dexterity (user’s choice) you have to the damage total. If hurling specialized weaponry. add one 4-sided die for every point in strength or dexterity (user’s choice) you have to the damage total. Weaponry without listed range can never be used beyond Close.
Downblock Sweep - Defensive Requires: None Description: In true greco-roman style, the user attempts to block and divert the foe's attack, using their closeness and brawn against the foe to topple them over and pin them down. Effect: Can only be used against Attacks in Melee. Upon successful defense, avoid 50% of the damage done and 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 you can Pin the foe on the ground. A Pinned foe can only use unarmed attacks and cannot Defend while Pin lasts, but they can initiate a new test of strength each (Attacking and Defending) turn. User can only use Squeeze and Arm-Block or they break the Pin.
Hiplock Grapple - Offensive Requires: None Description: In true greco-roman style, the user attempts to grapple the foe by using their brawn against them, to topple them over and pin them down. Effect: Add 1 point of damage for every point in strength you have to the damage total and 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 you can Pin the foe on the ground. A Pinned foe can only use unarmed attacks and cannot Defend while Pin lasts, but they can initiate a new test of strength each (Attacking and Defending) turn. User can only use Squeeze and Arm-Block or they break the Pin.
Fireman Slam - Offensive Requires: None Description: In true greco-roman style, the user attempts to grab the foe, lift them over their head or shoulder and slam them into the ground. Effect: Add one 4-sided die for every point in strength the foe has to the damage total. For every 10 CP in Fireman Slam, there’s a 5% chance the attack will Stun the foe, causing them to skip their next (Attacking) turn.
Squeeze - Offensive Requires: None Description: The user presses down on the foe, using their weight and strength to crush them. Effect: Foe must be Pinned. For every 10 CP in Squeeze deal 1 point of damage, plus strength. Does not break the Pin.
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Post by NPC on Jan 3, 2023 17:50:12 GMT -6
Martial Arts Expertise Martial Arts is the “skill of monks and warrior-poets", but many also consider it to be the skills of nimbleness, self-discipline and precision. Expertises having to do with swift unarmed strikes, blocks and using one’s body as a fine-tuned weapon can be found here.
Weapon; Unarmed Strikes - Passive Requires: None Description: This allows the user to use their body to the fullest extent, making their hands as dangerous as any weapon. 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.
Mawashi Geri (“Spin Kick”) - Offensive 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.
Tobi Geri (“Jump Kick”) - Offensive Requires: None Description: The user leaps into high into the air, striking out with their foot at the head of the foe. This can be risky for the user, but even worse for the foe. Effect: On success add one 6-sided die for every point in (remaining) stamina you have to the damage total. On failure, the user damages themselves instead. For every 10 CP in Tobi Geri, reduce damage to yourself by 2 points. This can be used to negate damage entirely.
Chuuryoku (“Focus”) - Defensive 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.
Age Tsuki (“Rising Punch”) - Offensive Requires: 10 CP in Weapon; Unarmed Strikes Description: The user starts low and raises their fist up toward the jaw of the foe. This is particularly effective against foes that are taller than the user or foes that are attempting to block attacks with their bare arms. If the user is particularly good at the uppercut, they can even use it to leap into the air to strike at flying opponents! Effect: Add one 4-sided die for every point in dexterity you have to the damage total. In addition, the foe cannot use Defensive expertises that require the use of hands. At 50 CP in Age Tsuki, the user can target foes up to 6 feet above them (Close range) that are airborne as if they were on the ground (and in Melee range).
Shuto (“Knifehand Strike”) - Offensive Requires: 10 CP in Weapon; Unarmed Strikes Description: The attacker uses their hand like a knife, keeping it open and firm, to strike down upon the foe's shoulder or arm. The point is to disable the foe by numbing the arm they prefer to use. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. There is a 5% chance the foe’s main arm will be disabled for their next two (Defending and Attacking) turns. This prevents the foe from using weapons, unless they have Ambidextrous. For every 10 CP in Shuto, increase this chance by 5%.
Jinku (“Lively Dance”) - Defensive / Passive Requires: None Description: You know how to keep a solid, well-balanced stance and how to move while fighting. Effect: Upon successful defense, you remove 1 point of damage for every 20 CP in Jinku. In addition, for every 10 CP in Jinku, you have a 10% chance to resist being Downed or Pinned by the foe at any point in the battle, regardless of if this expertise is used in battle.
Nukite (“Puncture Hand”) - Offensive Requires: 10 CP in Weapon; Unarmed Strikes Description: The attacker uses their hand like a spear, open and firm, jabbing sharply with their fingertips at the foe's soft stomach area or throat. The point is to temporarily cripple the foe by disabling their ability to breathe. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. There is a 5% chance this attack will deal a critical hit, doubling its damage and Stunning the foe for their next (Attacking) turn. For every 10 CP in Nukite, increase this chance by 5%.
Kiuke (“Accepting Mind”) - Defensive Requires: None Description: The user becomes calm and prepares their body for the pain that is to come. With deft movements, they are able to deflect even blades. Effect: Upon successful defense, you remove 10% of the total damage done. For every 10 CP in Kiuke, increase this reduction by 10%.
Waza (“Form”) - Offensive Requires: None Description: The user attempts to grab the arms of the foe and fold them behind their back, preventing them from making any further attacks. Of course, this also prevents the user from making further attacks, but it does tend to hurt the foe. Effect: Add 1 point of damage for every point in dexterity you have to the damage total 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 you can Restrain the foe. A Restrained foe cannot use Attacks or Defenses requiring the use of arms while Restrain lasts, but they can initiate a new test each (Attacking and Defending) turn. This test can be another dexterity test or a strength test (one 4-sided die per point in strength), but if choosing strength the foe takes damage equal to their strength, per attempt. User can only use Waza and Jinku or they break the Restrain.
Orochi (“Great Snake”) - Defensive Requires: None Description: The user concentrates and fills their spirit with the power of the cobra, allowing them to strike faster than their foe. Effect: Upon successful defense, you remove 25% of the total damage done. In addition, for your next two turns (Attacking and Defending), you have 1 extra point of dexterity. For every 20 CP in Orochi, increase this reduction by 5%. For every 40 CP in Orochi, increase the dexterity gain by 1.
Tsume (“Claw”) - Offensive Requires: None Description: Using their fingers like a tiger's talons, the user lashes out at the foe, attempting to harm them. These attacks are usually made at the face. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Houyoku (“Phoenix Wings”) - Defensive / Offensive Requires: 10 CP in Weapon; Unarmed Strikes + 20 CP in Chuuryoku Description: The user folds their arms in front of them, without allowing them to touch, absorbing all manner of spiritual attacks. In addition to this, these "wings" will unfold at an unexpected time and strike the foe who least expects it. Effect: Upon successful defense, you remove 5% of damage for every 10 CP in Houyoku. This Defence can be used against spells (by rolling against the caster’s mentality) and elemental attacks. If you block damage this way, you may use Houyoku again on your next (Attacking) turn to deal 1 point of damage per 10 CP in Houyoku. This damage is the same elemental type as the blocked attack. Houyoku cannot be used as an attack without blocking first.
Kaesu (“Return”) - Defensive / Offensive Requires: 20 CP in Chuuryoku Description: The user concentrates on the intentions of their foe, returning damage to them - should they decide to attack. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Kaesu. You may use Kaesu again on your next (Attacking) turn to deal 20% of the foe’s damage back to them, and you roll 2 more dice on attack. For every 10 CP in Kaesu, increase this return damage by 20%.
Hiyaku (“Soar”) - Defensive 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.
Buttobasu (“Forceful Jump”) - Offensive Requires: 30 CP in Hiyaku Description: The user leaps into the air and comes crashing down on the foe with the full weight and momentum of their body. Effect: As a part of the attack, user may Move from Close to Melee with the target. Add 1 point of damage for every point in (remaining) stamina you have to the damage total. For every 20 CP in Buttobasu, there’s a 10% chance this will deal double damage.
Ensnare the Wasp - Defensive Requires: min. Dexterity of 4 + 20 CP in Orochi Description: The rangers are fast, but you have the spirit of the serpent to guide you. And you’re faster. Effect: Can only be used against Marksmanship attacks. Upon successful defense, you remove 10% of the total damage done from any Marksmanship attack. For every 20 CP in Ensnare the Wasp, increase this reduction by 10%. In addition, you have a 10% chance to catch the projectile and keep it. For every 20 CP in Ensnare the Wasp, increase this chance by 10%.
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Post by NPC on Jan 3, 2023 17:50:25 GMT -6
Blademastery Expertise Blademastery is considered the “skill of the knights and fencers”, but it can also be a skill for all manner of different warriors. It is the skill of good hand-eye coordination, deftness and strong resolve. Expertises having to do with swords, axes and even daggers can be found here.
Weapon; Swords (one-handed) - Passive 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 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.
Weapon; Daggers - Passive Requires: None 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. 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; Axes (any) - Passive Requires: None 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.
Bushido - Offensive / Defensive Requires: Sword (two-handed) Description: Bushido - or Art of Sword - 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 strength 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 Bushido, increase this reduction by 10%.
Cleave - Offensive Requires: Sword (two-handed) or Axe (any) Description: The user has trained in their skill with two-handed swords, such as bastard swords and claymores, as well as axes, able to swing them to devastating effect. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Slash - Offensive Requires: Swords (one-handed) Description: A good, simple swing to cut the foe with one-handed swords, such as sabre, short sword and cutlass. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Lightning Strike - Offensive Requires: Sword (one-handed), Dagger Weapon or Axe (one-handed) Description: You are so fast at attacking, that the foe never saw it coming! Effect: If used at the top of the Round, causes you to Attack first and your foe to Defend instead, regardless of dexterity. Add 1 point of damage for every point in dexterity you have to the damage total.
Fencing - Offensive / Defensive 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%.
Shiv - Offensive Requires: Dagger Weapon Description: With quick, fast jabs you attack the foe with daggers, dirks and knives. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Execution - Offensive Requires: Sword (any) or Axe (any) Description: When your foe’s buckling, you perform a (potentially final) terrifying sweep with a sword. Effect: May only be used if the foe is below 50% Health. Add 1 point of damage for every point in strength you have to the damage total. At 30 CP in Execution, this damage is doubled. At 60 CP in Execution, this damage is tripled.
Parry - Defensive Requires: Sword (any) Description: The user blocks the foe's attack with the flat end of their blade. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Parry. On your next (Attacking) turn, you roll 2 more dice on attack.
Riposte - Offensive Requires: Sword (any) + 20 CP in Parry Description: You move with quick grace immediately after defending, to strike back at the foe. Effect: May only be used after a successful Parry. Deal 20% of the foe’s damage from Parry back to them. For every 10 CP in Riposte, increase this return damage by 20%.
Full Moon Cleaver - Offensive Requires: Sword (two-handed) or Axe (two-handed) + 20 CP in Cleave Description: You swing your weapon in a complete full circle and bring it down on your unfortunate opponent. Anyone caught in the swing will grow to regret it, but it also leaves you open to attack. Effect: This attack damages all foes in Melee range. Add one 4-sided die for every point in strength you have to the damage total. If only one target is in Melee range, add two 4-sided dice for every point in strength you have to the damage total. On your next (Defending) turn, you roll half less dice.
Stab - Offensive Requires: Sword (one-handed) or Dagger Weapon Description: You push your weapon forward with the tip pointed at the opponent. Effect: Add one 4-sided die for every point in strength you have to the damage total. Damaged caused by Stab is Piercing (rather than Bladed).
Butchery - Passive 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.
Retaliate - Defensive Requires: Sword (any) or Axe (any) + 20 CP in Parry Description: The user blocks the attack and draws in close, turning the foe's own weapon back at them. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Retaliate and 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 keep control of their weapon. If you win the test of power, the foe takes damage equal to absorbed by Retaliate.
Sword Throw - Offensive Requires: Sword (one-handed) Description: With a wild heave, you throw your sword at your attacker, hoping you don’t miss too horribly. Effect: Add one 4-sided die for every point in strength or dexterity (user’s choice) you have to the damage total. This causes you to lose the weapon for two (Attacking and Defending) turns, since it needs to be retrieved. The user can target foes up to 6 feet away (Close range) but suffers a range penalty as normal.
Double Swing - Offensive 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 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.
Blade-dance - Defensive Requires: 20 CP in Dual-Wield Description: The user swings both of their blades in front of them, creating a ‘shield’ of dancing blades that can block even arrows. On top of that, it can be quite a problem for a foe that doesn’t know how to properly defend against it. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Blade-Dance. At 50 CP in Blade-Dance, one foe in Melee range takes 50% of the damage resisted. This defense can be used against Marksmanship attacks.
Overpower - Defensive Requires: Sword (any) or Axe (any) Description: You block the foe's attack with your sword and stay locked in that stance. Face to face with your foe, you try to out-muscle them and with just the right twist, cause their weapon to clatter on the ground. Effect: Upon successful defense, avoid 50% of the damage done and 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 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.
Strategy - Passive 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.
Envelop - Offensive Requires: Sword (Any) Description: The user goes in for the attack, looking to lock their blade to the opponent’s weapon, and with a swift spin of the sword, twist the weapon free of the foe’s hand. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. In addition, for every 10 CP in Envelop, there’s a 5% chance the attack will Disarm the foe. This causes them to lose the weapon for two (Attacking and Defending) turns, since it needs to be retrieved.
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Post by NPC on Jan 3, 2023 17:50:38 GMT -6
Spearguard Expertise Spearguard is considered the “skill of professional soldiers”, but it can also be for monster hunters and town militia. It is the skill of coordination, discipline and tactical flexibility. Expertises having to do with spears, pikes, staffs and javelins can be found here.
Weapon; Polearm - Passive 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.
Weapon; Spear (any) - Passive Requires: None Description: This allows the user to use a spear weapon. Training in this expertise allows the use of ALL spear 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; Staff (any) - Passive Requires: None Description: This allows the user to use a staff weapon. Training in this expertise allows the use of ALL staff 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 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).
Jab - Offensive Requires: Spear (any), Polearm Weapon or Staff (any) Description: You thrust your weapon forward, attempting to penetrate your foe's defences. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Close Quarters - Defensive / Passive Requires: Polearm Weapon, Staff (two-handed) or Spear (two-handed) Description: You are so familiar with how to use your long weapon, that you even know how to effectively use it in close combat. A cramped space wont allow for comfortable offense, but at least you can use the shaft of your weapon to better hold the line. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Close Quarters. In addition, you may remain in Close Quarters for the remainder of the battle, causing your attacks to deal half less damage, but allowing you to roll twice as many dice on your Defending turns. Close Quarters only works against foes in Melee range.
Impale - Offensive Requires: Polearm Weapon or Spear (any) Description: A stronger thrust, aiming for the weakest points in the foe’s defense. A hit from this attack is highly dangerous, for if aimed properly, it could pin the target against a wall or ground, or even to the weapon itself. Effect: Add one 4-sided die for every point in strength you have to the damage total. 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 you can break through the foe’s defense. If you win the test of power the foe becomes Impaled. An Impaled foe can only use one-handed attacks and cannot use Defenses requiring foot-movement or Move while Impale lasts. They can initiate a new test of strength each (Attacking and Defending) turn but takes damage equal to their strength, per attempt. User can only use Surefooted or they end the Impale, unless they release the polearm to use a different weapon.
Sweeping Strike - Offensive 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%.
Penetrate - Offensive Requires: Spear (two-handed) or Polearm Weapon Description: You know the weak-points in your foe's defenses and can put that to use, aiming for the gaps. Effect: Add 1 point of damage for every point in strength you have to the damage total. This attack ignores armor resistance, but is defended as normal by shields.
Swirl - Offensive Requires: Spear (any), Polearm Weapon or Staff (any) Description: You swirl your weapon high and swing down, finishing the strike at the foe's shoulder. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Side-Block - Defensive Requires: Polearm Weapon, Spear (two-handed) or Staff (two-handed) Description: You attempt to block your foe's attack with the side of your weapon, giving you a chance to save your life. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Side-Block.
Joust - Offensive Requires: Lance or Spear (one-handed) + Mounted Combat (skill), Mount (any) Description: You ride your mount, a lance at your side and attempt to knock down your foe, be they mounted themselves or on foot. Effect: Add one 4-sided die for every point in strength you have to the damage total. In addition, there’s a 10% chance you knock the foe down (or off their mount), 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 Joust, increase this chance by 10%.
Whack - Offensive Requires: Staff (any) Description: You strike the foe with your blunt weapon. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Spear Throw - Offensive Requires: Javelin Weapon or Throwing Weapon (Spear) Description: You throw your javelin or throwing spear at the foe. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Thrust - Offensive Requires: Javelin Weapon or Throwing Weapon (Spear) Description: You use your javelin or throwing spear to jap at the foe. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Stand Your Ground - Defensive Requires: Polearm Weapon or Spear (two-handed) Description: You drive the blunt end of your long weapon into the ground and aim the sharp end at your foe, preparing for their attack. When your foe comes charging at you, the weapon is raised and can cause them to injure themselves on it. Effect: Upon successful defense, avoid 10% of the damage done. In addition, foe takes 1 point of damage for every point in strength you have. For every 10 CP in Stand Your Ground, increase this reduction by 10%.
Surefooted - Defensive / Passive 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 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.)
Shatter Armor - Offensive 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.
Pole Kick - Offensive Requires: Polearm Weapon, Spear (two-handed) or Staff (two-handed) Description: Using the shaft of your weapon to steady yourself as you leap up, you place a powerful, two-footed kick at your opponent. Effect: Add one 4-sided die for every point in (remaining) stamina you have to the damage total.
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Post by NPC on Jan 3, 2023 17:50:51 GMT -6
Vigilance Expertise Vigilance is the “skill of protection”, a power that comes from knowing how to protect yourself and more importantly, how to protect or assist others. Expertises having to do with guarding, armor, shields and support can be found here.
Weapon; Shield - Passive 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; Leather - Passive 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.
Dawn Armor; Chain - Passive Requires: None Description: This allows the user to successfully put on, wear and move around in chain 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. Chain armor has half the normal resistance against Piercing damage, but double the normal resistance against Blunt damage.
Dawn Armor; Scale - Passive 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.
Dawn Armor; Plate - Passive Requires: None Description: This allows the user to successfully put on, wear and move around in plate 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. Plate armor has half the normal resistance against Bladed damage, but double the normal resistance against Piercing damage.
Charge - Offensive Requires: None Description: You charge head first into battle, taking the foe by surprise. Effect: Can only be used at Close range. You immediately move into Melee range with one foe and attack them. For every 10 CP in Charge, this deals 1 point of damage to the foe. May be used as many times as you have Stamina (remaining).
Bash - Offensive Requires: Shield Description: You use your shield as a weapon, bashing into the foe with the broad side of it. Effect: Add 1 point of damage for every point in strength you have to the damage total.
Shield Slam - Offensive Requires: Shield + 20 CP in Bash Description: You use your shield as a weapon, slamming down on your foe's body with the sharp corners. Effect: Add one 4-sided die for every point in strength you have to the damage total. For every 10 CP in Shield Slam, increase this damage by 1.
Shield-Block - Defensive 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.
Shield-Wall - Defensive 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.
Shove - Defensive Requires: Shield + 20 CP in Shield-Block Description: If you succeed in blocking your foe's attack, you push back with your shield. You push back so hard that you cause them to stumble backwards, and likely fall to the ground. Effect: Upon successful defense, you remove 1 point of damage for every 10 CP in Shove and 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 keep their footing. If you win the test of power, they are thrown backwards and become Downed. A Downed foe has to spend their next (Defending) turn to get up, rolling half less dice on their Defense.
Shield Discus - Offensive Requires: Shield Description: You throw your shield at the foe like a giant discus. Ouch. Effect: Add one 4-sided die for every point in strength or dexterity (user’s choice) you have to the damage total. This causes you to lose the shield for two (Attacking and Defending) turns, since it needs to be retrieved. The user can target foes up to 6 feet away (Close range) but suffers a range penalty as normal.
Roll - Defensive 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 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 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.
Revenge - Passive Requires: None Description: Seeing an ally fall in battle, you become so enraged that revenge becomes the only option. Effect: This effect will only activate if you see an ally fall (go unconcious) in battle. For every 10 CP in Revenge, you deal 20% more damage with all attacks until the end of battle. However, you roll 2 less dice on defense. This effect does not stack.
Blood Rage - Passive Requires: None Description: Any time you are wounded in battle, your will to fight rises until you become in a reckless rage. Effect: Upon having your Health successfully damaged by the foe, your next Attack will deal 10% more damage, but you roll 1 less dice to succeed with it. For every 10 CP in Blood Rage, increase damage bonus by 10%. For every 20 CP in Blood Rage, decrease the number of dice by another 1.
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Post by NPC on Jan 3, 2023 17:51:03 GMT -6
Marksmanship Expertise Marksmanship is considered the “skill of archers”, but it can include all kinds of projectile weapons. It is the skill of precision, ranged combat and hit-and-run tactics. Expertises having to do with bows, crossbows, firearms and other projectiles can be found here.
Weapon; Bow - Passive 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; Crossbow - Passive Requires: None Description: This allows the user to use a crossbow weapon. Training in this expertise allows the use of ALL crossbow 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 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.
Weapon; Javelin - Passive Requires: None Description: This allows the user to use a javelin weapon. Training in this expertise allows the use of ALL javelin 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 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.
Fire - Offensive Requires: Firearm Weapon Description: You know how to properly load and shoot your firearm weapon. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Rapid Fire - Offensive 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 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.
Lock and Load - Offensive Requires: Firearm Weapon + 20 CP in Fire Description: You can load bullets and powder from your belt 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 Lock and Load, there’s a 5% chance you can fire again, dealing damage a second time.
Wounding Shot - Offensive Requires: Bow Weapon or Crossbow Weapon Description: You take careful aim with your weapon and fire it at the foe, attempting to hit them light enough to only impede them. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. For every 10 CP in Wounding Shot, there’s a 10% chance the foe becomes Downed. A Downed foe has to spend their next (Defending) turn to get up, rolling half less dice on their Defense.
Leg Shot - Offensive Requires: Bow Weapon or Crossbow Weapon + 20 CP in Wounding Shot Description: Sometimes it isn’t enough to simply wound a foe. Sometimes you have to stop them in their tracks - quite literally. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. For every 20 CP in Leg Shot, there’s a 10% chance the foe becomes Impaled by the arrow. An Impaled foe can only use one-handed attacks and cannot use Defenses requiring foot-movement or Move while Impale lasts. Foe can spend their (Defensive) turn freeing themselves, but takes damage equal to their strength, in the attempt.
Multi-Shot - Offensive 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.
Disrupting Shot - Defensive Requires: Ranged Weapon (Any) + 20 CP in Warning Shot Description: You concentrate on the foe's next move and line up the shot. If fired just right, you disrupt the foe’s incoming attack enough to avoid some damage. Effect: Upon successful defense, you remove 10% of the total damage done and foe takes 1 point of damage. For every 10 CP in Disrupting Shot, increase this reduction by 10% and damage by 1.
Sniper Shot - Offensive 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.
Piercing Shot - Offensive Requires: Bow Weapon, Crossbow Weapon or Firearm Weapon Description: You know the weak-points in your foe's defenses and can put that to use, aiming for the gaps. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. This attack ignores armor resistance, but is defended as normal by shields.
Evade - Defensive 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%.
Arrow Stab - Offensive Requires: Arrow (Any) or Bolt (Any) Description: In the rush of the melee, you use your projectile to make a quick strike at the foe. Whether an act of calculated tactics or desperation, it certainly runs a risk of breaking the fragile projectile in the process. Effect: Add 1 point of damage for every point in strength you have to the damage total. There is a 50% chance that this attack will cause the projectile to break and become unusable.
Fixed Bayonet - Offensive Requires: Any ranged weapon with a bladed/spiked attachment Description: When the foe finally closes the distance, you swing your ranged weapon with practised care, aiming to stab them with a specialized attachment. Effect: Add one 4-sided die for every point in strength you have to the damage total.
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Post by NPC on Jan 3, 2023 17:51:15 GMT -6
Assassination Expertise Assassination is known as the “skill of rogues”, but many consider it a misunderstood art, having practitioners range from street-wise criminals to honor-bound assassins. It is the skill of the underhanded, the stealthy and of subterfuge. Expertises having to do with hiding, stabbing, disarming and ending a fight before it even begins can be found here.
Weapon; Thrown - Passive 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.
Backstab - Offensive 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. Effect: 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 Requires: Dagger Weapon + 20 CP in Shiv Description: With quick jabs, the user not only wounds the foe, but leaves deep, bleeding cuts. Effect: 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.
Disarm - Defensive 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.
Sap - Offensive Requires: Blunt Weapon (one-handed) Description: The users attempt to swing a blunt weapon (such as a sap) at the foe's head, attempting to render them unconscious. This tends to work best on unsuspecting foes. Effect: Add 1 point of damage for every point in strength or dexterity (user’s choice) you have to the damage total. For every 10 CP in Sap, there’s a 5% chance the attack will Stun the foe, causing them to skip their next (Attacking) turn. If used while the user is Behind the foe, it instead has a chance to knock them unconscious. For every 20 CP in Sap, there’s a 10% chance the foe will become Knocked Out if attacked while Behind. 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.
Garrote - Offensive 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. Effect: 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.
Cut-Throat - Offensive Requires: Dagger Weapon + 20 CP in Gouge Description: The attacker goes straight for the throat. As most people know, there are way too many vital veins there, making it one of the most brutal attacks. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. At 30 CP in Cut-Throat, this damage is doubled. At 60 CP in Cut-Throat, this damage is tripled. May be (successfully) used once per foe.
Disengage - Defensive 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%.
Distraction - Defensive 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. Effect: 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 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. Effect: 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.
Apply Poison - Passive Requires: Toxin-Wise (skill) Description: The user knows how to apply poisons to their weapons and how to use them without poisoning themselves in the process. 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. Only one poison may be applied to a weapon at a time.
Throw - Offensive 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.
Fan of Blades - Offensive Requires: (2+) Thrown Weapon + 40 CP in Throw Description: The user deftly flicks two or more of their light weapons in their hand and throws all of them at once. This can strike multiple foes, but also leaves you weaponless. Effect: Add one 4-sided die for every point in strength or dexterity (user’s choice) you have to the damage total. For every 20 CP in Fan of Blades, you can target another foe with the same expertise. May only be used once per Round.
Cheap Shot - Offensive Requires: None Description: The user strikes the foe with fist, foot or with the butt of the weapon in a location that hurts and cripples the foe. Usually it's the unmentionables. Effect: Add 1 point of damage for every point in strength you have to the damage total. For every 20 CP in Cheap Shot, the foe loses 1 die on their next two (Attacking and Defending) turns.
Find Weakness - Defensive 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.
Tendon Rip - Offensive Requires: Dagger Weapon or Bladed Weapon Description: The user swings their blade at a known tendon, attempting to severely cripple that limb for a while. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. There is a 5% chance the foe’s main arm will be disabled for their next two (Defending and Attacking) turns. This prevents the foe from using weapons, unless they have Ambidextrous. For every 10 CP in Tendon Rip, increase this chance by 5%.
Fleet-Footed - Defensive Requires: None Description: With quick feet, the user steps aside from incoming damage, allowing them to be on their toes. Effect: Upon successful defense, you remove 5% of the total damage done and you have 1 additional dexterity on your next (Attacking) turn. For every 10 CP in Fleet-Footed, increase this reduction by 5%.
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Post by NPC on Jan 3, 2023 17:51:28 GMT -6
Exotic Expertise Exotic is known as the "skill of catch all" for weapons and expertise that seem to defy the ability to be categorised. From fighting fans and explorer’s whips to star blades and sporks, the sheer multitude of different unique weapon types can be staggering. If your weapon can't be found elsewhere, you'll likely find it in Exotic.
Note: Some weapons may be used in expertises outside of Exotic, provided they share enough shape and size similarities with the types listed under Required. (For example: using a whip to perform Garrote).
Weapon; Exotic (type) - Passive 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.
Battlesuit Proficiency - Passive Requires: Exosuit (Upgraded TROD) Description: You attune yourself to your combat suit, thus learning to use many of its (advanced) tools and weapons. Effect: At 10 points in Battlesuit Proficiency the user gains access to the move Punch in battle. At 20 points the user gains access to the move Plasma in battle. At 30 points the user gains access to the move Magnetic Push in battle. At 50 points the user gains access to the ability Fly in battle.
Dual-Wield - Passive 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.
Weapon of Anything - Passive Requires: 10 CP in Weapon; Unarmed Strikes Description: The user is so in-tune with their body, that anything they pick up, they can turn into an effective weapon. This pen, that chair, the stuffed fish.. anything. Effect: If attacked when unarmed, the user has a 15% chance of finding a viable non-traditional weapon from their surroundings. For every 20 CP in Weapon of Anything, increase this chance by 15%. These ‘weapons’ are considered Exotic weapons and can be wielded using the Exotic Combatant expertise.
Exotic Combatant - Offensive 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.
Exotic Marksman - Offensive Requires: Exotic Weapon (any ranged) Description: You know how to shoot with your unique weapon and do it well. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Exotic Defender - Defensive Requires: Exotic Weapon (Any) Description: You know how to defend yourself with your unique weapon and do it well. Effect: Upon successful defense, you remove 10% of the total damage done. For every 20 CP in Exotic Defender, increase this reduction by 15%.
Arcane Discharge - Offensive 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.
Double-Headed - Offensive / Defensive Requires: Any Double-Headed Weapon (melee) Description: The use of a weapon with one sharp end is hard enough to learn, but to use a weapon with sharp ends of both sides is even more difficult. With proper training, however, it’s as good as two weapons. Effect: If used Offensively, add one 4-sided die for every point in strength and dexterity you have to the damage total. This weapon deals 100% less damage. For every 10 CP in Double-Headed, this damage reduction is reduced by 10%. If used Defensively, you deflect the opponent’s attack, avoiding 10% of the damage. For every 10 CP in Double-Headed, increase this reduction by 10%.
Whip and Pull - Offensive Requires: Any light weapon, such as whips, chains, ribbons or similar, with length and flexibility to it Description: You swing your length weapon with a flick of your wrist, sending it whirling through the air to wrap around the wrist of the foe, preventing them from using that arm. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. There is a 10% chance the foe’s main arm will be disabled for their next two (Defending and Attacking) turns. This prevents the foe from using weapons, unless they have Ambidextrous. For every 10 CP in Whip and Pull, increase this chance by 10%. Only one arm may be disabled at a time.
Art of Deception - Offensive Requires: Any light weapon, such as fans, ribbons, whips or similar, able to be used in motion Description: With a flashy display and mesmerising movements of the weapons, you distract the foe long enough to get in a quick strike without them realizing the danger. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. For every 20 CP in Art of Deception, there’s a 15% chance this will deal double damage.
Tail Combat - Offensive 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.
Arcane Roil - Offensive Requires: Staff (any), Wand (any) or Magical Weapon (Non-Spell) Description: The user takes their magical weapon and slams it into the ground, causing an arcane shockwave to reverberate out at everyone around them. 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 and Close range. Add one 4-sided die for every point in dexterity you have to the damage total. If only one target is in Melee or Close 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. This attack costs 2 charges to use.
Twin Burst - Offensive Requires: Staff (any), Wand (any) or Magical Weapon (Non-Spell) Description: You know how to harness your focus in order to split the arcane energies of your weapon, allowing you to send them to different targets. This can strike multiple foes, but leaves you briefly tired after. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. For every 20 CP in Twin Burst, you can target another foe with the same expertise. May only be used once per Round. This attack costs 1 charge per target.
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Post by NPC on Jan 3, 2023 17:51:40 GMT -6
Primal Expertise Primal is known as the “skill of the beasts”, a form of combat not so much art as a combination of natural instinct and beastly viciousness, of those who live outside civilizations' rules. It is the skill of using tooth, claw, talon, beak and horn to hunt down, fend off or even punish trespassers on one’s territory. Expertises having to do with the natural talents of some animalistic characters, such as mammalians, ungulates, ssashirk, avians and uthax can be found here.
Primal Ancestry - Passive Requires: Animalistic features (mammalian, ungulate, ssashirk, avian, uthax) Description: The old blood flows through your veins and the call of the wild is clear and loud in your ears - the howl of the hunt, the siren call of the wilderness, the freedom of the high mountains.. Intentionally or not, you’re prone to following instinct over the rules of people. Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. When attacking with any Primal expertise, you use the Unarmed Strikes profile, so long as you are not wielding any weapons, carrying a shield or wearing metal armour. These Unarmed Strikes are considered Piercing damage.
Snap Jaw - Offensive Requires: Primal Ancestry + Sharp teeth (Any) Description: Your jaws are a lock-box of pain and woe to anyone who gets caught in that vicious bite. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Talon Swipe - Offensive Requires: Primal Ancestry + Claws (Any) Description: Your talons are like sharpened sickles, raking through your foes with ease. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Tail Swing - Offensive Requires: Primal Ancestry + Long tail (Any) Description: Where most worry too much about your front, they may forget to pay attention to the sweeping threat behind you. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Damaged caused by Tail Swing is Blunt (rather than Piercing).
Beak Strike - Offensive Requires: Primal Ancestry + Beak (Any) Description: Not unlike a more traditional head-butt move, except much more bone-crushing on impact. Effect: Add one 4-sided die for every point in strength you have to the damage total. Damaged caused by Beak Strike is either Blunt or Piercing, depending on beak type.
Horn Gouge - Offensive Requires: Primal Ancestry + Horns (Any) Description: With a swing of your head, the horns swipe at the foe, tips piercing and tearing their flesh. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Enduring Defiance - Defensive Requires: Primal Ancestry Description: Instinct fuels you to keep going, out of spite and rage against death. You fuel this energy into your defence, blocking and deflecting blows with your limbs. Effect: Upon successful defence, you remove 10% of the total damage done. For every 20 CP in Enduring Defiance, increase this reduction by 15%.
Fending Spikes - Defensive Requires: Primal Ancestry + Spikes Description: Some say to turn the other cheek. For you, it’s easier to turn the other side, for it is sharp and full of points to make - any foe looking to strike at you has to deal with spikes turned their way first. Effect: Upon successful defence, avoid 10% of the damage done. In addition, foe takes 1 point of damage for every point in strength they have. For every 10 CP in Fending Spikes, increase this reduction by 10%.
Swipe Back - Defensive / Offensive Requires: Primal Ancestry + 10 CP in Enduring Defiance Description: You deflect the foe’s attack with your limbs as best you can, the pain feeding your instinct and allowing the foe to draw in very close, before delivering a devastating retaliation in return. Effect: Upon successful defence, you remove 1 point of damage for every 10 CP in Swipe Back. You may use Swipe Back again on your next (Attacking) turn to deal 25% of the foe’s damage back to them, and you roll 2 more dice on attack. For every 10 CP in Swipe Back, increase this return damage by 25%.
Intimidate - Defensive Requires: Primal Ancestry Description: With a shriek, a howl or a show of power, you scare an oncoming foe into hesitating on their strikes, shaking both them and their friends. Effect: Upon successful defence, avoid 25% of the damage done. This defence 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 Intimidate, increase the reduction by 1.
Flighty Retreat - Defensive Requires: Primal Ancestry + min. Dexterity 4 Description: With nimble feet, strong legs or perhaps aided by a pair of wings, you quickly play with distance between yourself and your foe, avoiding damage in the process. Effect: Upon successful defence, avoid 50% of the damage done. At 30 CP in Flighty Retreat, the user may make one short Move at the same time (Melee < - > Close). At 60 CP in Flighty Retreat, 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.
Wild Charge - Offensive Requires: Primal Ancestry Description: A hunter is a dangerous thing from afar, but a hunter who can get close is that much worse. You are able to cross distances to your prey in alarming speeds. Effect: Can only be used at Close range. You immediately move into Melee range with one foe and attack them. For every 10 CP in Wild Charge, this deals 2 points of damage to the foe. May be used as many times as you have Stamina (remaining).
Tendon Swipe - Offensive Requires: Primal Ancestry + 10 CP in Talon Swipe Description: Rather than go for the most damage, you strike at the foe’s feet, looking to cripple them. Effect: Add 1 point of damage for every point in strength you have to the damage total. Causes foe to have -1 dexterity for their next two (Defending and Attacking) turns. This effect can stack up to 3 times per foe.
Laceration - Offensive Requires: Primal Ancestry + 10 CP in Talon Swipe/Snap Jaw/Horn Gouge Description: A body is just a massive collection of weak spots close to the skin and you know just where to strike in order to cause lingering wounds that will slowly drain the foe over time. Effect: Add one 4-sided die for every point in strength you have to the damage total. For every 20 CP in Laceration, the foe takes 1 bleeding damage per turn for the remainder of battle (or until healed). This effect does not stack.
Strike The Eyes - Offensive Requires: Primal Ancestry Description: You aim for the foe’s head, looking to blind them. The damage may not be terminal, but it is sure to stagger the foe for a time. Effect: Add 1 point of damage for every point in strength you have to the damage total. There is a 10% chance this attack will deal a critical hit, doubling its damage and Stunning the foe for their next (Attacking) turn. For every 10 CP in Strike The Eyes, increase this chance by 10%.
Swipe The Feet - Offensive Requires: Primal Ancestry Description: You swing at the foe’s feet, looking to knock them down onto the ground where they will be left defenceless. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. For every 10 CP in Swipe The Feet, there’s a 10% 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.
Throat Clamp - Offensive Requires: Primal Ancestry Description: With your jaws or your talons, you attempt a nature’s classic of moves: latching around your foe’s throat. Brutal, but effective in bringing them down. Effect: Add 1 point of damage for every point in strength you have to the damage total and 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 you can Pin the foe on the ground. A Pinned foe can only use unarmed attacks and cannot Defend while Pin lasts, but they can initiate a new test each (Attacking and Defending) turn. This test can be another strength test or a dexterity test (one 4-sided die per point in dexterity), but if choosing strength the foe takes damage equal to their strength, per attempt. User can only use Snap Jaw and Talon Swipe or they break the Pin.
Predatory Leap - Offensive Requires: Primal Ancestry Description: You launch your entire body at your foe, to push them down and crush them with the weight of it so they cannot so easily retaliate. Effect: Add 1 point of damage for every point in dexterity you have to the damage total 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 you can Restrain the foe. A Restrained foe cannot use Attacks or Defences requiring the use of arms while Restrain lasts, but they can initiate a new test each (Attacking and Defending) turn. User can only use Snap Jaw, Beak Strike and Horn Gouge or they break the Restrain.
Roar of Challenge - Offensive Requires: Primal Ancestry Description: You bellow out a challenge, and fine worded or just a guttural roar, it enthrals your foe to meet it. Effect: If successful, one chosen foe becomes Taunted. A Taunted foe cannot use Defensive expertises while Taunt lasts and may only target the user. They can, however, use Offensive expertises on their Defending turns instead. Only one target may be Taunted at a time. Taunt ends if the user goes unconscious.
Swift Strikes - Offensive Requires: Primal Ancestry + 20 CP in Snap Jaw/Talon Swipe/Tail Swing/Beak Strike/Horn Gouge Description: With quick movements, you are able to swing at the foe twice in the blink of an eye. Effect: You attack twice with Unarmed Strikes. Add one 4-sided die for every point in dexterity you have to the damage total of both strikes. The second strike deals 100% less damage. For every 10 CP in Swift Strikes, this damage reduction is reduced by 10%.
Lash Out - Offensive Requires: Primal Ancestry + 20 CP in Swift Strikes Description: You let the natural rage overtake you, as you let it fuel an all-out assault at anything and everything around you, but leaving you in need of a breather after. Effect: This attack damages all foes in Melee range. Add one 4-sided die for every point in strength you have to the damage total. If only one target is in Melee range, add two 4-sided dice for every point in strength you have to the damage total. On your next (Defending) turn, you roll half less dice.
Seasoned Hunter - Offensive / Defensive Requires: Primal Ancestry + 20 CP in Lash Out Description: To hunt prey is so familiar to you as to be second nature, and as such, you have mastered turning the foe’s strikes back at them, even when facing great odds. You are by no means a hunter that can be so easily hunted. Effect: If used Offensively, add one 4-sided die for every point in strength you have to the damage total. If used Defensively, avoid 50% of the damage done upon success. At 50 CP in Seasoned Hunter, when defending, the foe takes the damage avoided in return. For every 20 CP in Seasoned Hunter, this expertise may be used again (Offensively or Defensively) against 1 additional foe in the same turn (it still counts as a single action).
Wilder Rage - Passive Requires: Primal Ancestry Description: Pain sharpens the mind, and wounds help you fuel that sharpness into a predatory focus. Effect: No effect in battle. A player must spend a minimum of 40 CP in this skill for it to take effect. No more than 40 CP can be spent in this skill. Upon having your Health successfully damaged by the foe, 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. Wilder Rage ends if the target foe or the user goes unconscious.
Hunter’s Instinct - Passive Requires: Primal Ancestry Description: You hone in on one specific enemy, marking them as your prey. Their scent is familiar to you, their tracks unmistakable and your aim that much truer. Effect: Upon successfully damaging a foe’s Health, your may mark them as your favoured target. While they are marked, you gain a temporary +1 Strength and +1 Dexterity against them for the remainder of the battle. The foe remains marked until 1 hour elapses or they go unconscious. At 20 CP in Hunter’s Instinct, your marked foe is easier to track outside of battle. At 40 CP in Hunter’s Instinct, you may change your marked target once per battle. At 60 CP in Hunter’s Instinct, you may mark one additional target per battle. At 80 CP in Hunter’s Instinct, increase both stat gains by 1.
Nimble Hunter - Passive Requires: Primal Ancestry + 20 CP in Flighty Retreat Description: The agility which is used to defend yourself from blows can in turns be used to take down foes from the air. Flying foes who get too close are not nearly as safe as they think.. 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. The user can target foes up to 6 feet above them (Close range) that are airborne as if they were on the ground (and in Melee range). Has no effect on targets on the ground.
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