Skills List

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  1. Legion

    Legion Occasionally Seen
    Veteran

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    [FONT=Comic Sans MS, serif]Toughness[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Beefy! Award[/FONT]
    [FONT=Comic Sans MS, serif] Once per turn, the user can re-roll one of their d12 used during a Resilience-based check.[/FONT]


    [FONT=Comic Sans MS, serif]Second Wind[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 20 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Survivor Award[/FONT]
    [FONT=Comic Sans MS, serif] Usable the instant the character reaches zero Health. Roll 2d12+Resilience. If the result reaches at least 24, the character restores that much Health. If the result does not reach 24, nothing happens.[/FONT]


    [FONT=Comic Sans MS, serif]Intimidate[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 6[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Deadly Award[/FONT]
    [FONT=Comic Sans MS, serif] Used to intimidate characters and get your way. The user rolls 2d12+Ferocity, and the target rolls 2d12+Willpower. Outside of combat, the target will automatically submit to the user’s whims as well as they can.[/FONT]
    [FONT=Comic Sans MS, serif]In combat, the target will be inflicted with [/FONT][FONT=Comic Sans MS, serif]Fear[/FONT][FONT=Comic Sans MS, serif] towards the target. This will not cause them to run away from the combat, but they will try to keep away from the user.[/FONT]


    [FONT=Comic Sans MS, serif]Dual Strike[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Deadly Award[/FONT]
    [FONT=Comic Sans MS, serif] This skill is used with a normal attack to make a second attack immediately following it, at a penalty of -4 Ferocity. Usable once per normal attack.[/FONT]


    [FONT=Comic Sans MS, serif]Dash[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Racer Award[/FONT]
    [FONT=Comic Sans MS, serif] Allows the user to make a gallop-speed movement from a full stop. This doesn’t mean they can make a full stop from a gallop. During combat, the user can’t make any actions before a Dash.[/FONT]


    [FONT=Comic Sans MS, serif]Go For It[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Racer Award[/FONT]
    [FONT=Comic Sans MS, serif] After finishing a full movement, the user is able to use this skill to try and move an extra 5’. The user rolls 2d12+Awareness. As long as they reach at least 12, they make the extra distance.[/FONT]
    [FONT=Comic Sans MS, serif]This can be used consecutive times in a turn, but for every extra use, a stacking -2 penalty is applied to the roll.[/FONT]


    [FONT=Comic Sans MS, serif]Gauge[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 2[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Scout Award[/FONT]
    [FONT=Comic Sans MS, serif] Using this skill allows the user to gauge the difficulty level of the target. It will also allow the user to judge how wounded they are, and how tired they are.[/FONT]


    [FONT=Comic Sans MS, serif]Spot[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Scout Award[/FONT]
    [FONT=Comic Sans MS, serif] This skill allows the user to make checks at any given time to notice secrets, traps, or anything generally interesting with the immediate area.
    [/FONT]

    [FONT=Comic Sans MS, serif]Iron Mind[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Steel Will Award[/FONT]
    [FONT=Comic Sans MS, serif] Once per turn, the user can re-roll one of their d12 used during a Willpower-based check.[/FONT]


    [FONT=Comic Sans MS, serif]Empower[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Steel Will Award[/FONT]
    [FONT=Comic Sans MS, serif] Activates an artifact, enchanted item, magical device, etc. Any rolls required beyond that, count or timing depend on the device.[/FONT]


    [FONT=Comic Sans MS, serif]Jack’s Luck[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 15 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Jack of All Trades Award[/FONT]
    [FONT=Comic Sans MS, serif] Allows the user to, by paying, re-roll a 2d12 result. Both dice must be re-rolled, and no re-roll can be taken back.[/FONT]


    [FONT=Comic Sans MS, serif]Iron Pony[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Guard Class[/FONT]
    [FONT=Comic Sans MS, serif] The owner of the skill gains +1 Resilience for every enemy facing him or her in melee combat.[/FONT]


    [FONT=Comic Sans MS, serif]Protect[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Guard Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable when an adjacent ally is under attack. The user is able to make that one-space movement and push their ally out of the way, then becoming the enemy’s target and making the defensive roll instead.[/FONT]


    [FONT=Comic Sans MS, serif]Guard Duty[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Guard Class[/FONT]
    [FONT=Comic Sans MS, serif] During rest periods, a guard can stay up and keep watch without losing any stamina due to lack of sleep. A guard may miss up to two consecutive rest periods. After that, they must rest, or face sleep depravity penalties.[/FONT]


    [FONT=Comic Sans MS, serif]Power Strike[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Warrior Class[/FONT]
    [FONT=Comic Sans MS, serif] Declared before an attack is rolled in melee. If the attack succeeds, the user may add another 1d12 to the damage. This additional damage also hurts the target’s Stamina.[/FONT]


    [FONT=Comic Sans MS, serif]Furious Charge[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Berserker Class[/FONT]
    [FONT=Comic Sans MS, serif] During a gallop-speed movement, this skill may be used to violently collide with an enemy. This allows the user to make a normal melee attack, but Speed is added to the roll.[/FONT]


    [FONT=Comic Sans MS, serif]Taunt[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 6[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Warrior Class[/FONT]
    [FONT=Comic Sans MS, serif] The user rolls 2d12+Ferocity, while their target rolls 2d12+Willpower.[/FONT]
    [FONT=Comic Sans MS, serif] Inside of combat, beating the target will make them [/FONT][FONT=Comic Sans MS, serif]Taunted [/FONT][FONT=Comic Sans MS, serif]until the end of their next turn.[/FONT]
    [FONT=Comic Sans MS, serif] Outside of combat, this will increase the chance of the target initiating a combat with the user.
    [/FONT]

    [FONT=Comic Sans MS, serif]Dodge[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Bolter Class[/FONT]
    [FONT=Comic Sans MS, serif] Whenever defending against an attack, this skill may be used to substitute Speed in place of the Resilience stat. However, if the dodge fails, the user’s Resilience does not reduce the damage he or she takes.[/FONT]


    [FONT=Comic Sans MS, serif]Moving Dodge[/FONT][FONT=Comic Sans MS, serif]
    Type: Instant
    [/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Bolter Class[/FONT]
    [FONT=Comic Sans MS, serif] Whenever a defensive roll is successful, this skill can be activated to allow the user to move up to 10’ away from their current spot.[/FONT]


    [FONT=Comic Sans MS, serif]Endurance Racer[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Bolter Class[/FONT]
    [FONT=Comic Sans MS, serif] A bolter does not need to make Resilience checks while running until they have been in gallop-speed for at least 3 consecutive rounds.[/FONT]


    [FONT=Comic Sans MS, serif]Spot Hidden[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Scout Class[/FONT]
    [FONT=Comic Sans MS, serif] The scout automatically gains +4 to spotting anything that has been hidden by somepony else.[/FONT]
    [FONT=Comic Sans MS, serif] This includes hidden characters, objects, traps, etc. This does not automatically give them their awareness stat as a bonus, which requires Spot.[/FONT]



    [FONT=Comic Sans MS, serif]Lay in Wait[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 4 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Scout Class[/FONT]
    [FONT=Comic Sans MS, serif] Hides the scout, who makes a 2d12+Creativity check. This skill only works if nobody is actually looking at the scout at the time. To be spotted by another character, the other character has to beat the scout’s initial roll.[/FONT]
    [FONT=Comic Sans MS, serif]If somepony passes close by, or looks for the scout at a distance, they may roll 2d12.
    [/FONT][FONT=Comic Sans MS, serif]If somepony looking for the scout passes close by, or has Spot and is looking for the scout, they may roll 2d12+Awareness.[/FONT][FONT=Comic Sans MS, serif]
    If the scout makes an action against a pony who is nearby and has not spotted the scout, they do not get a defensive roll.
    [/FONT][FONT=Comic Sans MS, serif]
    If the scout makes an action against a pony at range who has not spotted them, then the stat that would normally be used for the target’s defensive roll will be the target number for the scout.
    [/FONT]


    [FONT=Comic Sans MS, serif]Danger Sense[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Scout Class[/FONT]
    [FONT=Comic Sans MS, serif] While the scout is not in the company of allies, they are extra-aware of their surroundings. This allows them to spot enemies at a greater distance, and in a way “sense” where they are coming from. This won’t help for noiseless traps and the like, though.[/FONT]
    [FONT=Comic Sans MS, serif] However, this does allow the scout the timing needed to spot a good place to hide and Lay in Wait.[/FONT]


    [FONT=Comic Sans MS, serif]Counter[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Warrior Class[/FONT]
    [FONT=Comic Sans MS, serif] Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy. This can be used once between the user’s turns.[/FONT]


    [FONT=Comic Sans MS, serif]Limitless Counter[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Pugilist Class[/FONT]

    [FONT=Comic Sans MS, serif]Can be activated after an enemy attacks the user. As long as the enemy is within melee range, the user gets to make an immediate attack against the enemy at -2 Ferocity. For every time this skill is used, another -2 Ferocity penalty is applied. The penalty resets when the user takes their turn.[/FONT]


    [FONT=Comic Sans MS, serif]Inspiring Song[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 25 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Performer Class[/FONT]
    [FONT=Comic Sans MS, serif] The performer goes into a hearty and helpful-sounding song and dance, (or just an instrumental!) This number lasts at least 3 rounds-worth of time, and no other actions can be taken until the song is ended.[/FONT]
    [FONT=Comic Sans MS, serif] As a result, allies who makes a defensive roll during the song will gain a bonus of the user’s Creativity. The user doesn’t get this bonus.[/FONT]
    [FONT=Comic Sans MS, serif] Outside of combat, the Inspiring Song can be used to create a performance that assists the character in getting their point across to an audience by rolling 2d12+Creativity to see how well they do. (Of course, failing this roll could put you “Over a Barrel.”)
    [/FONT]

    [FONT=Comic Sans MS, serif]Dancer[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Performer Class[/FONT]
    [FONT=Comic Sans MS, serif] Allows the performer to use their Creativity stat as a bonus to dancing.[/FONT]


    [FONT=Comic Sans MS, serif]Focus[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Stalwart Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable whenever the stalwart fails a Willpower check against a detrimental condition. This skill allows them to roll again, immediately making their next check against the status as if they made it on their next turn.[/FONT]


    [FONT=Comic Sans MS, serif]Calm Ally[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 4[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Stalwart Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable on an ally within melee range. The stalwart automatically clears the ally of any [/FONT][FONT=Comic Sans MS, serif]Fear[/FONT][FONT=Comic Sans MS, serif], [/FONT][FONT=Comic Sans MS, serif]Berserk[/FONT][FONT=Comic Sans MS, serif], [/FONT][FONT=Comic Sans MS, serif]Forgetfulness[/FONT][FONT=Comic Sans MS, serif], [/FONT][FONT=Comic Sans MS, serif]Insanity[/FONT][FONT=Comic Sans MS, serif], or [/FONT][FONT=Comic Sans MS, serif]Spacey[/FONT][FONT=Comic Sans MS, serif] condition the ally is afflicted with. This does not have any affect if the ally caused the condition themselves.[/FONT]


    [FONT=Comic Sans MS, serif]Provide Aid[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 4[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Stalwart Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable on any ally within melee range. The stalwart picks the ally up and helps them get a small amount of respite. The user rolls 2d12+Willpower. One of the rolled dice, (user’s choice,) is applied to healing the target’s Stamina. The remaining dice and added Willpower are applied to healing the target’s Health.
    [/FONT]

    [FONT=Comic Sans MS, serif]Take a Breather[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Worker Class[/FONT]
    [FONT=Comic Sans MS, serif] This skill allows the Worker to take a rest for a bit, and end up feeling revitalized.[/FONT]
    [FONT=Comic Sans MS, serif] If combat is going on, this skill will take 3 turns, and will only work if they reach the 3[/FONT][SUP][FONT=Comic Sans MS, serif]rd[/FONT][/SUP][FONT=Comic Sans MS, serif] turn uninterrupted.[/FONT]
    [FONT=Comic Sans MS, serif] Outside of combat, it just takes 10 minutes or so.[/FONT]
    [FONT=Comic Sans MS, serif] After the period, the worker will receive restored Health and Stamina as if they rested for a 4 hour period.[/FONT]
    [FONT=Comic Sans MS, serif] This skill can only be used once between actual resting periods.[/FONT]


    [FONT=Comic Sans MS, serif]Gettin’ It Done[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 20 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Worker Class[/FONT]
    [FONT=Comic Sans MS, serif] This skill allows the worker to add another 2d12 result to another skill that requires a roll, or any general action that requires manual labor. This cannot be used in conjunction with Willpower or Creativity based skills.[/FONT]


    [FONT=Comic Sans MS, serif]Fury[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 50 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 2[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Berserker[/FONT]
    [FONT=Comic Sans MS, serif] Using this skill sends the user [/FONT][FONT=Comic Sans MS, serif]Berserk[/FONT][FONT=Comic Sans MS, serif], and immediately applies 50 points to their current Health. These 50 points can go over the maximum.[/FONT]
    [FONT=Comic Sans MS, serif] This [/FONT][FONT=Comic Sans MS, serif]Berserk[/FONT][FONT=Comic Sans MS, serif] condition lasts 5 turns, or until the end of combat. While [/FONT][FONT=Comic Sans MS, serif]Berserk[/FONT][FONT=Comic Sans MS, serif] is active, the user gains 2 Speed.[/FONT]


    [FONT=Comic Sans MS, serif]Ferocious Yell[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Berserker Class[/FONT]
    [FONT=Comic Sans MS, serif] Able to be used once every turn. The user rolls 2d12+Ferocity. Any non-ally within hearing distance rolls 2d12+Willpower. If they roll lower than the user, then they lose 2 points of Resilience and Willpower until the end of their next turn.[/FONT]


    [FONT=Comic Sans MS, serif]Backing Dodge[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Speedster Class[/FONT]
    [FONT=Comic Sans MS, serif] Whenever defending against an attack, the owner may use Speed instead of Resilience. As long as they succeed, they will be forced into a 5’ move away from the enemy.[/FONT]
    [FONT=Comic Sans MS, serif] If they fail their roll, no Resilience is applied to reduce the damage dealt.[/FONT]


    [FONT=Comic Sans MS, serif]Full Throttle[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Speedster Class[/FONT]
    [FONT=Comic Sans MS, serif] When in galloping-speed, the user is able to transition up into Full Throttle speed, moving their modifier up to *3. They must still transition back down to gallop speed before they can stop.[/FONT]


    [FONT=Comic Sans MS, serif]Acrobatic Run[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Speedster Class[/FONT]
    [FONT=Comic Sans MS, serif] During galloping-speed, the owner of this skill is able to react and use non-attack active skills.[/FONT]



    [FONT=Comic Sans MS, serif]Chase Down[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 8 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: No Escape Award[/FONT]
    [FONT=Comic Sans MS, serif] Usable when an enemy leaves the user’s threat zone. They immediately occupy the now-empty spot where the target was, and make an attack at the target.[/FONT]


    [FONT=Comic Sans MS, serif]Disable Device[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Treasure Hunter Class[/FONT]
    [FONT=Comic Sans MS, serif] With this skill, the user can try to open a lock, or disable a trap, or other mechanical device, (without smashing it,) by rolling 2d12+Awareness. This roll goes against the device’s complexity.[/FONT]


    [FONT=Comic Sans MS, serif]Identify[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Treasure Hunter Class[/FONT]
    [FONT=Comic Sans MS, serif] This allows the owner of the skill to identify items on a roll of 2d12+Awareness. Successful identification tells of what the item does, and how much it is worth.[/FONT]


    [FONT=Comic Sans MS, serif]Pilfer[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Treasure Hunter Class[/FONT]
    [FONT=Comic Sans MS, serif] This skill is used to take a loose object without anypony noticing that the user took it, rather just making it disappear without the user needing to go into hiding.[/FONT]
    [FONT=Comic Sans MS, serif] The user of this skill rolls 2d12+Creativity. Anyone around the user rolls 2d12+Awareness.[/FONT]
    [FONT=Comic Sans MS, serif] As long as nobody rolls above the user, they get away with it.
    [/FONT]

    [FONT=Comic Sans MS, serif]Triumphant Display[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Artist Class[/FONT]
    [FONT=Comic Sans MS, serif] The artist takes up their turn and shows off their art piece. The artist rolls 2d12 and adds their art’s Quality factor to the roll.[/FONT]
    [FONT=Comic Sans MS, serif] Outside of combat, the art will attract those in the vicinity, who will approach and either look it over, or read it, depending on the art type.[/FONT]
    [FONT=Comic Sans MS, serif] In combat, the art will apply a low-level magical effect to allies or enemies. This effect will match the artwork’s emotional element source.[/FONT]


    [FONT=Comic Sans MS, serif]Musing[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 12 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 6[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Artist Class[/FONT]
    [FONT=Comic Sans MS, serif] The artist is able to use this on an ally within melee range of them. They will begin to muse and suggest ideas, and through this they will restore 2d12+Creativity in Stamina to their ally. They can use this on themselves, (and hope they roll higher than the cost.) This skill can only be used once per target per rest period, unless in combat. In combat, this skill can be used as often as the user wants.[/FONT]


    [FONT=Comic Sans MS, serif]Quick Cast[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: General Practitioner Class[/FONT]
    [FONT=Comic Sans MS, serif] This skill makes the normally Count 6 action of casting magic a Count 4, allowing more spells sooner.[/FONT]


    [FONT=Comic Sans MS, serif]Elemental Enhancement[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Elementalist Class[/FONT]
    [FONT=Comic Sans MS, serif] This skill may be used whenever a spell cast by the user succeeds in applying an [/FONT][FONT=Comic Sans MS, serif]Elemental Status Effect[/FONT][FONT=Comic Sans MS, serif]. The user of this skill rolls 1d12 and adds the result to the power of the effect.[/FONT]


    [FONT=Comic Sans MS, serif]Steal Pain[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Empath Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable the moment an ally within line of sight takes damage. The user is able to swap the target’s pain with their own safety, making the user take the damage instead. This is usable once per turn cycle.[/FONT]


    [FONT=Comic Sans MS, serif]Over-Power[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Mage Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable when casting a spell. This doubles the cost of the spell, and instantly applies it on the same target a second time. The target and caster both get separate rolls for both applications.[/FONT]


    [FONT=Comic Sans MS, serif]Resolute Sign of the Banner[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 2[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Knight Class[/FONT]
    [FONT=Comic Sans MS, serif] When used, the knight holds up their symbol of house or estate and encourages nearby allies, restoring their Stamina by 4, and reducing all damage they take by 4 while not their turn. The max range for this skill is 40’. This effect lasts until the beginning of the Knight’s next turn. If used during the previous turn, this skill becomes an instant.[/FONT]


    [FONT=Comic Sans MS, serif]Triumphant Cry[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Warlord Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable at the beginning of the turn. This skill increases each ally’s offensive rolls by +2 until the end of their turn. This also affects the user.[/FONT]


    [FONT=Comic Sans MS, serif]Junior Adventurer[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Youth Class – [/FONT][FONT=Comic Sans MS, serif]Restricted[/FONT]
    [FONT=Comic Sans MS, serif] At the end of an encounter the Youth is present for, they are allowed to copy and take an achievement that one of the party members acquired earlier. This can be any award, or half award, but no super awards. While being a Youth, they won’t get any bonuses from +1 Stats or +1 Skills, but other stat bonuses are reduced by 1 for any achievements received in any manner until this skill is no longer valid for the character.[/FONT]


    [FONT=Comic Sans MS, serif]I Don’t Wanna![/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 15 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Youth Class – [/FONT][FONT=Comic Sans MS, serif]Restricted[/FONT]
    [FONT=Comic Sans MS, serif] Usable the moment they are inflicted with a [/FONT][FONT=Comic Sans MS, serif]Mental Status Effect[/FONT][FONT=Comic Sans MS, serif] other than [/FONT][FONT=Comic Sans MS, serif]Fear[/FONT][FONT=Comic Sans MS, serif]. This will negate the need to roll against the status effect, and automatically deny it.[/FONT]


    [FONT=Comic Sans MS, serif]Please Don’t Hurt Me![/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 5 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Youth Class – [/FONT][FONT=Comic Sans MS, serif]Restricted[/FONT]
    [FONT=Comic Sans MS, serif] Usable the moment an enemy attempts a melee attack on the youth. They will take an unassuming and pathetically cute begging position that will make it nearly impossible for the enemy to attack them. The Youth rolls 2d12+2d12, and the enemy rolls 2d12+Willpower. If the youth rolls higher, then neither they nor the enemy may attack one another for 3 turns, ending at the beginning of the enemy’s 3[/FONT][SUP][FONT=Comic Sans MS, serif]rd[/FONT][/SUP][FONT=Comic Sans MS, serif] turn.[/FONT]


    [FONT=Comic Sans MS, serif]Elemental Breath[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 15 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 5[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Dragon Race[/FONT]
    [FONT=Comic Sans MS, serif] With this skill, the user can exert a great breath of elemental pain. The user chooses a cone direction of 15’ long, and rolls 2d12+Willpower. Any unit inside of this radius rolls 2d12+Resilience. Anyone who does not roll over the user takes the damage, minus their Resilience.[/FONT]
    [FONT=Comic Sans MS, serif] What type of damage depends solely on what type of elemental creature the user is.[/FONT]
    [FONT=Comic Sans MS, serif] Fire = [/FONT][FONT=Comic Sans MS, serif]Ignites[/FONT][FONT=Comic Sans MS, serif] enemies who roll less than half of the user.[/FONT]
    [FONT=Comic Sans MS, serif] Plant = Enemies who roll less than half of the user are put to [/FONT][FONT=Comic Sans MS, serif]Sleep[/FONT][FONT=Comic Sans MS, serif].[/FONT]
    [FONT=Comic Sans MS, serif] Earth = Covers enemies in [/FONT][FONT=Comic Sans MS, serif]Slime[/FONT][FONT=Comic Sans MS, serif], that [/FONT][FONT=Comic Sans MS, serif]slows[/FONT][FONT=Comic Sans MS, serif] them if they roll less than half of the user.[/FONT]
    [FONT=Comic Sans MS, serif] Storm = [/FONT][FONT=Comic Sans MS, serif]Stuns[/FONT][FONT=Comic Sans MS, serif] enemies who roll less than half of the user, (until the end of enemy’s turn.)[/FONT]
    [FONT=Comic Sans MS, serif] Water = Covers enemies in acid, dealing damage to their equipment.[/FONT]

    [FONT=Comic Sans MS, serif]Earthquake Slam[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 12 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Types: Unarmed or Crushing[/FONT]
    [FONT=Comic Sans MS, serif] As long as their attack hits, the user deals their Ferocity as damage to a 5’ radius including the target and all those in melee of the target. The user is unaffected by the damage.[/FONT]


    [FONT=Comic Sans MS, serif]Pre-Emptive Strike[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 24 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Types: Unarmed, Small, or Martial[/FONT]
    [FONT=Comic Sans MS, serif] Usable when targeted by an enemy within weapons reach using a normal attack, skill, or spell. This skill allows the user to make a normal attack against the target before they make their action. The user may combine this normal attack with up to one skill, and may use this skill up to once per turn.[/FONT]


    [FONT=Comic Sans MS, serif]Hemorrhaging Strike[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 12 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Types: Blade or Axe[/FONT]
    [FONT=Comic Sans MS, serif] As long as their attack hits, the user causes the target to start bleeding. The target will then have -2 Resilience, Ferocity, and Speed until the end of their next turn. The target will also take the damage they received from this attack again at the end of their next turn.[/FONT]

    [FONT=Comic Sans MS, serif]Circle Slash[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 10 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 8[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Type: 1H Weapons[/FONT]
    [FONT=Comic Sans MS, serif] Twirling the weapon in a circle, the user makes a normal attack against every enemy within melee, rolling only once while each enemy has a separate defensive roll.[/FONT]


    [FONT=Comic Sans MS, serif]Helicopter Swing[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 15 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 8[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Types: Pole-Arm or Staff[/FONT]
    [FONT=Comic Sans MS, serif] Twirling the weapon in a circle, the user makes a normal attack against every enemy within melee, rolling only once while each enemy has a separate defensive roll.[/FONT]


    [FONT=Comic Sans MS, serif]Snap Shot[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 8 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Ranger Class[/FONT]
    [FONT=Comic Sans MS, serif] Usable when an enemy casts a spell, or uses a skill that takes 6 or more Count. The user makes an attack at the target before their action occurs. If this attack hits, the target gets -4 to their rolls associated with the skill or spell being used. This can be used once per turn.[/FONT]


    [FONT=Comic Sans MS, serif]Power Shot[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 6 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Types: Thrown or Bow[/FONT]
    [FONT=Comic Sans MS, serif] If the attack succeeds, the user may add another 1d12 to the damage. This additional damage also hurts the target’s Stamina.[/FONT]

    [FONT=Comic Sans MS, serif]Triple Shot[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 12 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Count: 8[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Type: Thrown or Bow[/FONT]
    [FONT=Comic Sans MS, serif] Using this skill, the user is able to make a normal attack against up to three different enemies. Enemies who are [/FONT][FONT=Comic Sans MS, serif]Large[/FONT][FONT=Comic Sans MS, serif] may be targeted by up to two attacks - enemies who are larger may be attacked with all three attacks.[/FONT]


    [FONT=Comic Sans MS, serif]Three Talon Strike[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 8 Stamina
    Weapon Type: Pole-Arm
    [/FONT]
    [FONT=Comic Sans MS, serif] When making this attack, the user rolls 3d12 instead of 2d12.[/FONT]


    [FONT=Comic Sans MS, serif]Asura’s Song[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 6 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Type: Martial[/FONT]
    [FONT=Comic Sans MS, serif] This skill allows the user to make a normal melee attack at line of sight range by hitting the enemy with a crescent blade of their own Chi.[/FONT]


    [FONT=Comic Sans MS, serif]Stun Strike[/FONT]
    [FONT=Comic Sans MS, serif]Type: Active[/FONT]
    [FONT=Comic Sans MS, serif]Cost: 6 Stamina[/FONT]
    [FONT=Comic Sans MS, serif]Weapon Type: Unarmed, Crushing, or Martial[/FONT]
    [FONT=Comic Sans MS, serif]If the attack hits and deals damage, as long as the damage dealt is higher than the target’s total damage reduction, the target becomes [/FONT][FONT=Comic Sans MS, serif]Stunned[/FONT][FONT=Comic Sans MS, serif] until the end of their next turn, but this attack ends up doing zero damage.[/FONT]



    [FONT=Comic Sans MS, serif]Storm Power[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif] During an electrical storm, all Storm spell rolls made by the user have a +6 bonus.
    [/FONT]

    [FONT=Comic Sans MS, serif]Water Power[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif] While raining, or snowing, all Water spell rolls made by the user have a +6 bonus.[/FONT]


    [FONT=Comic Sans MS, serif]Fire Power[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif] While within 25’ of settled Lava, all Fire spell rolls made by the user have a +6 bonus.[/FONT]


    [FONT=Comic Sans MS, serif]Plant Power[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif] While in a Forest or Jungle, all Plant spell rolls made by the user have a +6 bonus.[/FONT]


    [FONT=Comic Sans MS, serif]Stone Power[/FONT]
    [FONT=Comic Sans MS, serif]Type: Passive[/FONT]
    [FONT=Comic Sans MS, serif] While underground, all Stone spell rolls made by the user have a +6 bonus.[/FONT]


    [FONT=Comic Sans MS, serif]Burning Out[/FONT]
    [FONT=Comic Sans MS, serif]Type: Instant[/FONT]
    [FONT=Comic Sans MS, serif]Cost: Variable[/FONT]
    [FONT=Comic Sans MS, serif]Acquired: Warlock Class[/FONT]
    [FONT=Comic Sans MS, serif] When dealing damage at melee, this skill may be activated to immediately cast a spell following the attack. The spell must be a single-turn spell, and may not cost any stamina more than the damage the enemy received (after their defenses.) This skill can activate a spell cast while Berserk, but the spell will cost twice its normal amount.[/FONT]
     
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