Post by N3B on Mar 27, 2004 12:59:52 GMT -5
[glow=blue,3,300]As you search through the shelves, you find a bright orange book with a title that reads: "Skills". You take it from the shelf and begin reading through it. [/glow]
Various skills can be bought from a skill-store. These skills vary, being helpful in battle, outside of battle, etc.
Some skills come by default with the weapon or character creation: (getting a free hit against an enemy when using a special ranged weapon).
These vary, so you must read the explanation of the individual skill. Once learned, they will always be with you.
There are two types of skills: Non-operatable, and Operatable. Operatable skills can be used in battle to do a certain attack or effect. Non-operatable skills affect stats, equipping abilities, etc in battle. To use either, they must be placed in your action command list. Even if non-operatable skills cannot be functionally used in battle, they must be active in the command list for you to use the effect. Operatable skills have a limit per battle.
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Animal Handling
Requirements:[/i] INT=80
Description:[/i] The ability to tame and train animals. While the non-combat applications of this skill are obvious (and must be roleplayed), this skill also gives an advantage in combat. When in combat with an animal (Overlord's discretion whether this applies), the Handler gains a bonus +10% to their attack damage (Physical and Magical) and armor defense (Physical only; very few animals wield magic), to represent the fact that they can accurately predict an animal's attack behavior, and respond accordingly. Non-operatable skill.
Bardic Song
Requirements:[/i] INT=100
Description:[/i] Someone trained in Bardic Songs has the ability to entertain and amuse using their singing, and perhaps an instrument. Applications of this are mainly for outside of combat, but Bardic Songs also have their place in combat as well. If a player elects to start singing a Bardic Song in combat, they can choose to inspire their allies to raise one of the following attributes by +10 for all of their allies, or discourage their foes to reduce those same attributes by -10 for all of their enemies: Attack damage, Armor defense, or Agility (Magic Attack and Magic Defense cannot be boosted or reduced). Note, however, that this skill has no effect on the Bard himself. Also, this effect only lasts as long as the Bard continues to sing. The Bard represents his continuing performance by taking subsequent actions after starting the Song as "Maintains Song" or similar. If the Bard takes any other action after starting and maintaining the song, the song and its effect ends immediately. Note that a "Maintain Song" action does not use up any of the allowed uses-per-battle of the Bardic Song ability. One last important point to note: While singing, the Bard is very vulnerable to enemy attack due to being unable to concentrate on both defense and singing well at the same time. Because of this, the Bard halves their Armor Defense and Magic Defense for as long as they are performing. Operatable skill.
Limit: 2/2
Berserk
Requirements: Melee skill
Description: Allows you to fly into a berserker rage at the start of combat, doubling your offense but neglecting your defense. The decision to go berserk must be made at the start of a combat series. Once a berserker rage has begun, it cannot be cancelled until your foe is dead, or you are. Being berserk doubles your attack score, but reduces your defense to 0. Berserk can only be used if you are wielding a melee weapon. Operatable skill.
Limit: 1/1
Blind Fighting
Requirements: Melee skill, DEX=60
Description: Blind Fighting is the ability to battle an opponent, albeit at reduced effectiveness, without having to rely on sight. If a character with the Blind Fighting skill is blinded during combat, they are still able to use the "Attack" and "Defend" commands as normal. However, their attacks will only inflict half normal damage. Blind Fighting also allows a character that possesses it to fight without penalty in any circumstance where their vision would be impaired, but they would not be totally blinded. Blind Fighting can only be effectively used with melee weapons; the depth perception necessary to fight with ranged weapons or magic is simply not something that can be accounted for effectively without the sense of sight. In addition, if a character possesses both the Blind Fighting and Dual Wield skills, and is forced into a position where they must use Blind Fighting, they will be limited to wielding only a single weapon; coordinating a pair of weapons against a target that you cannot see is simply not feasible. Non-operatable skill.
Charge
Requirements: Melee skill OR ranged skill
Description: Wait one turn to do triple damage the next turn. During a charge, defense drops by half. Operatable skill.
Limit: 2/2
Critical Hit
Requirements:[/i] INT=20, STR=25
Description:[/i] A martial arts skill, allows the user to attack with double usual physical damage. Can only be used once opponent’s HP is below 1/2. Operatable skill.
Limit: 1/1
Curse
Requirements: Magic skill
Description: Lowers enemy strength, p.defense, or m.defense by 5 for one series. Auto-learned by mages. Operatable skill.
Limit: 2/2
Dodge
Requirements: None
Description: Adds 10% of your DEX stat to your armor defense and magic defense. This bonus can be increased to +15% if you also have learned the Leap skill. Non-operatable skill.
Dual Wield
Requirements: Melee skill, DEX=70
Description: Allows you to wield two one-handed melee weapons in combat, one in each hand. The power of both weapons is added into your damage calculation. Non-operatable skill.
Envenom
Requirements: Melee skill OR Ranged skill, INT=50
Description: Enables you to use a turn during battle to apply poisons to the melee or ranged weapon you are wielding. Once envenomed, a weapon of these types will inflict "Poison" status on its target until the end of the current battle. This will need to be reapplied in each battle it will be used in, and for obvious reasons, cannot be applied to runes. Operatable skill.
Limit: 1/1
Eye Jab
Requirements: Melee skill, DEX=40
Description: This skill represents a fighter's ability to land a targeted blow (or perhaps a cheap shot, like a fistful of sand) at your opponent's eyes. This skill can be used once per opponent in a given battle, after that your foe will have caught on to the trick and won't fall for it again. When your opponent is hit with Eye Jab, they are immediately afflicted with the "Blind" status ailment. Suffice to say, enemies who have no visible eyes, or do not rely on sight, are immune to this skill. Operatable skill.
Limit: 3/3
Fast Reflexes
Requirements: Melee skill
Description: Adds 10% of your DEX stat to Melee weapon or unarmed damage. Cannot be used with Ranged weapons or Runes, and is not compatible with Martial Arts. Non-operatable skill.
First Strike
Requirements: Ranged skill
Description: Allows you to make one "free" strike against a foe when wielding a ranged weapon. This allows you a single attack at the start of combat, with no retaliation from your foe. This skill has no effect in the second and subsequent rounds, nor will it be available for use if you are surprised. First Strike can only be used if you are wielding a Ranged weapon. Auto-learned by ranged warriors. Non-operatable skill.
Invisibility
Requirements: Magic skill, INT=90
Description: Turn invisible for one series to avoid taking any physical damage. Operatable skill.
Limit: 1/1
Keen Minded
Requirements: Magic skill
Description: Adds 10% of your INT stat to Magic damage. Cannot be used with Melee weapons or Ranged weapons. Non-operatable skill.
Leap
Requirements:[/i] STR=80
Description:[/i] Those who are trained in the Leap skill have learned to make nearly superhuman jumps, both in length and height. In terms of combat, this allows the user to make a Leap Attack. Leap Attacks can only be used with melee weapons, and increase Attack Damage by +50%. However, a Leap Attack also leaves the user more open to counterattack than a regular attack. The user of a Leap Attack will thusly have their Armor Defense reduced by -25%, but only from an attack originating from the target of the Leap Attack. Attacks from other foes have no defensive penalty, and a Leap Attack cannot be Riposted (but will be parried instead). Note also that the defense penalty does not apply to Magic Defense. If a character has both the Leap and Dodge skills, they will augment each other, increasing the Dodge bonus to +15%. Operatable skill.
Limit: 5/5
Magic Wield
Requirements: Magic skill, INT=60
Description: Allows magic users to wield magic weapons by MIN INT rather than MIN STR. Only allows magic weapons to be equipped. Non-operatable skill.
Marksman
Requirements: Ranged skill
Description: Adds 10% of your DEX stat to Ranged weapon damage. Cannot be used with Melee weapons or Runes. Non-operatable skill.
Martial Arts
Requirements: None
Description: Use martial arts to do higher damage. Martial Arts do not allow equipped weapons or shields, and damage is equal to STR. In addition, this allows the following melee-based combat techniques to be used unarmed: Berserk, Blind Fighting, Charge, Eye Jab, and Leap. Non-operatable skill.
Naturalist
Requirements:[/i] INT=80
Description:[/i] The ability to identify plantlife, as well as useful information about said plantlife. While the non-combat applications of this skill are obvious (and must be roleplayed), this skill also gives an advantage in combat. When in combat with a hostile plant (Overlord's discretion whether this applies), the Naturalist gains a bonus +10% to their attack damage and armor defense, to represent the fact that they can accurately predict the plant's attack behavior, and respond accordingly. Non-operatable skill.
Parry
Requirements: Melee skill, DEX=60
Description: Parrying will cause a warrior to enter a totally defensive stance at the beginning of a round, before any other actions execute, regardless of comaprative AGL. This will cause all physical damage directed at the character to be deflected and negated during the round. Magical damage cannot be parried (unless it originates from an enchanted weapon or similar source). Parry requires that at least a melee weapon be equipped in order to be used, but is more effective if a shield is equipped as well. If only a melee weapon is equipped, then only melee weapons can be parried successfully. If a shield is equipped, then both melee and ranged weapons can be parried. Operatable skill.
Limit: 5/5
Pickpocket
Requirements: DEX=50
Description: Allows you to take an item from the enemy during combat. Instead of attacking in a given round, you can elect to pickpocket an enemy. This allows you to take one item from the enemy's drop list (determined by the Overlord). The enemy can still retaliate in the round you pickpocket. Even if an enemy is pickpocketed, they will still drop an item as normal when defeated. Other players may not be pickpocketed. Operatable skill.
Limit: 1/1
Protect
Requirements:[/i] DEF=50
Description:[/i] Protect is a skill that allows you to defend your allies. When using Protect, nominate who you wish to protect in your series. Simply put, using Protect interposes your character between your foes and your target, causing you to receive all attacks aimed at your protectee that round. This applies to all physical and single-target magical attacks, however group- or area-effect magical attacks are unaffected. Operatable skill.
Limit: 20/20
Reverse Wield
Requirements: Melee skill, STR=80, DEX=50
Description: Allows melee-sklled warriors to equip a two-handed sword with one hand to also equip a shield. Non-operatable skill.
Riposte
Requirements: Parry skill, DEX=100
Description: Attempting to riposte will cause a warrior to enter a totally defensive stance at the beginning of a round, before any other actions execute, regardless of comaprative AGL. This will cause all physical damage directed at the character to be deflected and negated during the round. In addition, any character that attempts to attack a target who is ready to riposte will receive a free counterattack from the target inflicting normal damage. Magical damage cannot be riposted (unless it originates from an enchanted weapon or similar source). Riposte requires that a one-handed melee weapon be equipped in order to be used; two-handed weapons are too large, slow, and unwieldy to riposte with. Only melee weapons can be riposted successfully. If a shield is equipped, then ranged weapons will be parried during a riposte, but no counterattack will occur. Operatable skill.
Limit: 5/5
Scrapper
Requirements: Melee skill
Description: Adds 10% of your STR stat to Melee weapon or unarmed damage. Cannot be used with Ranged weapons or Runes, and is not compatible with Martial Arts. Non-operatable skill.
Snap Kick
Requirements: DEX=60
Description: A weak but speedy blow, designed to take opponents by surprise. Snap Kick ignores enemy AGI, and allows you to always strike first (unless the enemy uses a similar move, in which case AGI order is restored). However, Snap Kick only inflicts damage equal to either 1/2 equipped weapon damage, or 1/2 STR (both rounding down), whichever is less. Operatable skill.
Limit: 10/10
Target
Requirements: Ranged skill, DEX=40, AGL=40
Description: Target opponent during one turn to be able to hit for 1.5x the damage next turn, with 100% accuracy. Operatable skill.
Limit: 5/5
Toughness
Requirements: None
Description: Adds 10% of your DEF stat to your armor defense and magic defense. Non-operatable skill.
Traps
Requirements:[/i] INT=50, DEX=50
Description:[/i] The ability to set, detect, and disarm traps. This has no direct application in combat. The Overlord, as always, has discretion over whether you are skilled enough to detect a trap depending on the circumstances, disarm a trap once found, or successfully spring a trap on an unwary victim. Non-operatable skill.
Various skills can be bought from a skill-store. These skills vary, being helpful in battle, outside of battle, etc.
Some skills come by default with the weapon or character creation: (getting a free hit against an enemy when using a special ranged weapon).
These vary, so you must read the explanation of the individual skill. Once learned, they will always be with you.
There are two types of skills: Non-operatable, and Operatable. Operatable skills can be used in battle to do a certain attack or effect. Non-operatable skills affect stats, equipping abilities, etc in battle. To use either, they must be placed in your action command list. Even if non-operatable skills cannot be functionally used in battle, they must be active in the command list for you to use the effect. Operatable skills have a limit per battle.
-------------------------
Animal Handling
Requirements:[/i] INT=80
Description:[/i] The ability to tame and train animals. While the non-combat applications of this skill are obvious (and must be roleplayed), this skill also gives an advantage in combat. When in combat with an animal (Overlord's discretion whether this applies), the Handler gains a bonus +10% to their attack damage (Physical and Magical) and armor defense (Physical only; very few animals wield magic), to represent the fact that they can accurately predict an animal's attack behavior, and respond accordingly. Non-operatable skill.
Bardic Song
Requirements:[/i] INT=100
Description:[/i] Someone trained in Bardic Songs has the ability to entertain and amuse using their singing, and perhaps an instrument. Applications of this are mainly for outside of combat, but Bardic Songs also have their place in combat as well. If a player elects to start singing a Bardic Song in combat, they can choose to inspire their allies to raise one of the following attributes by +10 for all of their allies, or discourage their foes to reduce those same attributes by -10 for all of their enemies: Attack damage, Armor defense, or Agility (Magic Attack and Magic Defense cannot be boosted or reduced). Note, however, that this skill has no effect on the Bard himself. Also, this effect only lasts as long as the Bard continues to sing. The Bard represents his continuing performance by taking subsequent actions after starting the Song as "Maintains Song" or similar. If the Bard takes any other action after starting and maintaining the song, the song and its effect ends immediately. Note that a "Maintain Song" action does not use up any of the allowed uses-per-battle of the Bardic Song ability. One last important point to note: While singing, the Bard is very vulnerable to enemy attack due to being unable to concentrate on both defense and singing well at the same time. Because of this, the Bard halves their Armor Defense and Magic Defense for as long as they are performing. Operatable skill.
Limit: 2/2
Berserk
Requirements: Melee skill
Description: Allows you to fly into a berserker rage at the start of combat, doubling your offense but neglecting your defense. The decision to go berserk must be made at the start of a combat series. Once a berserker rage has begun, it cannot be cancelled until your foe is dead, or you are. Being berserk doubles your attack score, but reduces your defense to 0. Berserk can only be used if you are wielding a melee weapon. Operatable skill.
Limit: 1/1
Blind Fighting
Requirements: Melee skill, DEX=60
Description: Blind Fighting is the ability to battle an opponent, albeit at reduced effectiveness, without having to rely on sight. If a character with the Blind Fighting skill is blinded during combat, they are still able to use the "Attack" and "Defend" commands as normal. However, their attacks will only inflict half normal damage. Blind Fighting also allows a character that possesses it to fight without penalty in any circumstance where their vision would be impaired, but they would not be totally blinded. Blind Fighting can only be effectively used with melee weapons; the depth perception necessary to fight with ranged weapons or magic is simply not something that can be accounted for effectively without the sense of sight. In addition, if a character possesses both the Blind Fighting and Dual Wield skills, and is forced into a position where they must use Blind Fighting, they will be limited to wielding only a single weapon; coordinating a pair of weapons against a target that you cannot see is simply not feasible. Non-operatable skill.
Charge
Requirements: Melee skill OR ranged skill
Description: Wait one turn to do triple damage the next turn. During a charge, defense drops by half. Operatable skill.
Limit: 2/2
Critical Hit
Requirements:[/i] INT=20, STR=25
Description:[/i] A martial arts skill, allows the user to attack with double usual physical damage. Can only be used once opponent’s HP is below 1/2. Operatable skill.
Limit: 1/1
Curse
Requirements: Magic skill
Description: Lowers enemy strength, p.defense, or m.defense by 5 for one series. Auto-learned by mages. Operatable skill.
Limit: 2/2
Dodge
Requirements: None
Description: Adds 10% of your DEX stat to your armor defense and magic defense. This bonus can be increased to +15% if you also have learned the Leap skill. Non-operatable skill.
Dual Wield
Requirements: Melee skill, DEX=70
Description: Allows you to wield two one-handed melee weapons in combat, one in each hand. The power of both weapons is added into your damage calculation. Non-operatable skill.
Envenom
Requirements: Melee skill OR Ranged skill, INT=50
Description: Enables you to use a turn during battle to apply poisons to the melee or ranged weapon you are wielding. Once envenomed, a weapon of these types will inflict "Poison" status on its target until the end of the current battle. This will need to be reapplied in each battle it will be used in, and for obvious reasons, cannot be applied to runes. Operatable skill.
Limit: 1/1
Eye Jab
Requirements: Melee skill, DEX=40
Description: This skill represents a fighter's ability to land a targeted blow (or perhaps a cheap shot, like a fistful of sand) at your opponent's eyes. This skill can be used once per opponent in a given battle, after that your foe will have caught on to the trick and won't fall for it again. When your opponent is hit with Eye Jab, they are immediately afflicted with the "Blind" status ailment. Suffice to say, enemies who have no visible eyes, or do not rely on sight, are immune to this skill. Operatable skill.
Limit: 3/3
Fast Reflexes
Requirements: Melee skill
Description: Adds 10% of your DEX stat to Melee weapon or unarmed damage. Cannot be used with Ranged weapons or Runes, and is not compatible with Martial Arts. Non-operatable skill.
First Strike
Requirements: Ranged skill
Description: Allows you to make one "free" strike against a foe when wielding a ranged weapon. This allows you a single attack at the start of combat, with no retaliation from your foe. This skill has no effect in the second and subsequent rounds, nor will it be available for use if you are surprised. First Strike can only be used if you are wielding a Ranged weapon. Auto-learned by ranged warriors. Non-operatable skill.
Invisibility
Requirements: Magic skill, INT=90
Description: Turn invisible for one series to avoid taking any physical damage. Operatable skill.
Limit: 1/1
Keen Minded
Requirements: Magic skill
Description: Adds 10% of your INT stat to Magic damage. Cannot be used with Melee weapons or Ranged weapons. Non-operatable skill.
Leap
Requirements:[/i] STR=80
Description:[/i] Those who are trained in the Leap skill have learned to make nearly superhuman jumps, both in length and height. In terms of combat, this allows the user to make a Leap Attack. Leap Attacks can only be used with melee weapons, and increase Attack Damage by +50%. However, a Leap Attack also leaves the user more open to counterattack than a regular attack. The user of a Leap Attack will thusly have their Armor Defense reduced by -25%, but only from an attack originating from the target of the Leap Attack. Attacks from other foes have no defensive penalty, and a Leap Attack cannot be Riposted (but will be parried instead). Note also that the defense penalty does not apply to Magic Defense. If a character has both the Leap and Dodge skills, they will augment each other, increasing the Dodge bonus to +15%. Operatable skill.
Limit: 5/5
Magic Wield
Requirements: Magic skill, INT=60
Description: Allows magic users to wield magic weapons by MIN INT rather than MIN STR. Only allows magic weapons to be equipped. Non-operatable skill.
Marksman
Requirements: Ranged skill
Description: Adds 10% of your DEX stat to Ranged weapon damage. Cannot be used with Melee weapons or Runes. Non-operatable skill.
Martial Arts
Requirements: None
Description: Use martial arts to do higher damage. Martial Arts do not allow equipped weapons or shields, and damage is equal to STR. In addition, this allows the following melee-based combat techniques to be used unarmed: Berserk, Blind Fighting, Charge, Eye Jab, and Leap. Non-operatable skill.
Naturalist
Requirements:[/i] INT=80
Description:[/i] The ability to identify plantlife, as well as useful information about said plantlife. While the non-combat applications of this skill are obvious (and must be roleplayed), this skill also gives an advantage in combat. When in combat with a hostile plant (Overlord's discretion whether this applies), the Naturalist gains a bonus +10% to their attack damage and armor defense, to represent the fact that they can accurately predict the plant's attack behavior, and respond accordingly. Non-operatable skill.
Parry
Requirements: Melee skill, DEX=60
Description: Parrying will cause a warrior to enter a totally defensive stance at the beginning of a round, before any other actions execute, regardless of comaprative AGL. This will cause all physical damage directed at the character to be deflected and negated during the round. Magical damage cannot be parried (unless it originates from an enchanted weapon or similar source). Parry requires that at least a melee weapon be equipped in order to be used, but is more effective if a shield is equipped as well. If only a melee weapon is equipped, then only melee weapons can be parried successfully. If a shield is equipped, then both melee and ranged weapons can be parried. Operatable skill.
Limit: 5/5
Pickpocket
Requirements: DEX=50
Description: Allows you to take an item from the enemy during combat. Instead of attacking in a given round, you can elect to pickpocket an enemy. This allows you to take one item from the enemy's drop list (determined by the Overlord). The enemy can still retaliate in the round you pickpocket. Even if an enemy is pickpocketed, they will still drop an item as normal when defeated. Other players may not be pickpocketed. Operatable skill.
Limit: 1/1
Protect
Requirements:[/i] DEF=50
Description:[/i] Protect is a skill that allows you to defend your allies. When using Protect, nominate who you wish to protect in your series. Simply put, using Protect interposes your character between your foes and your target, causing you to receive all attacks aimed at your protectee that round. This applies to all physical and single-target magical attacks, however group- or area-effect magical attacks are unaffected. Operatable skill.
Limit: 20/20
Reverse Wield
Requirements: Melee skill, STR=80, DEX=50
Description: Allows melee-sklled warriors to equip a two-handed sword with one hand to also equip a shield. Non-operatable skill.
Riposte
Requirements: Parry skill, DEX=100
Description: Attempting to riposte will cause a warrior to enter a totally defensive stance at the beginning of a round, before any other actions execute, regardless of comaprative AGL. This will cause all physical damage directed at the character to be deflected and negated during the round. In addition, any character that attempts to attack a target who is ready to riposte will receive a free counterattack from the target inflicting normal damage. Magical damage cannot be riposted (unless it originates from an enchanted weapon or similar source). Riposte requires that a one-handed melee weapon be equipped in order to be used; two-handed weapons are too large, slow, and unwieldy to riposte with. Only melee weapons can be riposted successfully. If a shield is equipped, then ranged weapons will be parried during a riposte, but no counterattack will occur. Operatable skill.
Limit: 5/5
Scrapper
Requirements: Melee skill
Description: Adds 10% of your STR stat to Melee weapon or unarmed damage. Cannot be used with Ranged weapons or Runes, and is not compatible with Martial Arts. Non-operatable skill.
Snap Kick
Requirements: DEX=60
Description: A weak but speedy blow, designed to take opponents by surprise. Snap Kick ignores enemy AGI, and allows you to always strike first (unless the enemy uses a similar move, in which case AGI order is restored). However, Snap Kick only inflicts damage equal to either 1/2 equipped weapon damage, or 1/2 STR (both rounding down), whichever is less. Operatable skill.
Limit: 10/10
Target
Requirements: Ranged skill, DEX=40, AGL=40
Description: Target opponent during one turn to be able to hit for 1.5x the damage next turn, with 100% accuracy. Operatable skill.
Limit: 5/5
Toughness
Requirements: None
Description: Adds 10% of your DEF stat to your armor defense and magic defense. Non-operatable skill.
Traps
Requirements:[/i] INT=50, DEX=50
Description:[/i] The ability to set, detect, and disarm traps. This has no direct application in combat. The Overlord, as always, has discretion over whether you are skilled enough to detect a trap depending on the circumstances, disarm a trap once found, or successfully spring a trap on an unwary victim. Non-operatable skill.