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Proficiencies

pyrak Apr '16  /  edited Jun '16
Credit to Aidar for original concept.

The proficiencies give you an edge against enemies, and serve you functionally. They are sorted into two categories; Combat & Utility. The combat catagory encompases most combat based Proficiencies and most Magic based Proficiencies. Utility Proficiencies are things such as being able to carry more, or recover faster, they won't really affect a single scene, but can make a huge difference on the long run.

When you gain a proficiency, it is put into your notes, not traits.

COMBAT PROFICIENCIES:

Dual Wielding
Prerequisites: Wielding two or more weapons at a time
Notes: After dual wielding you can only use armor and natural defense (scales and the like) to defend against attacks, no block or dodging.

+Dual Wield Level 1+
You can make two separate attacks while wielding two weapons, however they're not good at it yet, there will be a -2 penalty to using the offhand attack (Your second roll), and any attacks on you get a +4 until your next turn. It would go as follows:

/roll Might # + Traits # + WeaponOne #
/roll Might # + Traits # + WeaponTwo #

-Level 2:
A player can use Dual Wielding more effectively, and make two different attack rolls. However, there will be a -2 penalty to using the offhand attack (Your second roll). It would go as follows:

/roll Might # + Traits # + WeaponOne #
/roll Might # + Traits # + WeaponTwo #

-Level 3:
A player has mastered Dual Wielding, and can roll two different attack rolls without any penalties to the score. It would be rolled as Follows

/roll Might # + Traits 3 + WeaponOne #
/roll Might # + Traits # + WeaponTwo #

Crippling Shot
Prerequisites: Ranged weapon
Notes: The effects of cripple shot can not be stacked.

-Level 1
The player can use PP to call a shot on a target's limb, aiming to disable and cripple the target. if this attack lands the target faces a debuff based on where they were hit and the level of crippling shot. This attack does only 1 star of damage as it's intended to maim and not kill. Cripple shot can reduce target's movement, attack or defense. The debuff lasts for a number of turns equal to the stars on the roll.

-Level 2
The player now can use Crippling shot without needing to spend PP. the debuff is strengthened to Level 2.

-Level 3

The Debuff is now a 3 and the roll deals full damage in addition to crippling.

Surprise Attack
Prerequisites: None
Notes: You must succeed a stealth roll beforehand, otherwise sneak attack counts as a normal attack.

-Level 1
The player has the ability to land surprise attacks on unsuspecting enemies. The party must be out of combat for sneak attack to work, as well as cost 1 PP. If successful the damage can't be blocked or dodged.

-Level 2
Sneak attack may be done while the party is in combat if the opponent is in combat with another player or NPC (rolling for stealth vs detection still happens)

-Level 3
Surprise attack no longer requires a PP.

+Challenge+
Level 1: 1 PP cost, Wisdom (+ traits) attack on one enemy, if successful they have to try to attack you for a number of turns equal to how great your success was. If they attack anybody other than you than they take damage equal to your wisdom trait #
Level 2: same as above but no PP cost, and they take damage equal to 2*your wis trait # when attacking someone else.
Level 3: same as above but their attack and defense get reduced by # = to a Wisdom Base Trait roll after a succesful Challenge (can't stack, ends when Challenge ends) they take damage equal to 3*your wis trait # when attacking someone else.

+Taunt+
Level 1: Cost 1 PP, roll Wisdom (+ traits vs their wisdom) to get the attention of all enemies in Wis trait stat + 1.
Level 2: Same as above, but No PP cost & area of effect is now 2*wis + 2 trait stat.
Level 3: Same as above but area of effect is now 3*wis trait stat +3 & they take damage equal to your wis trait # when attacking someone else.

Only one Taunt or Challenge may effect a creature and the most recent one takes presidency.

+Sweeping Blow+
PREREQUISITES: Can only be used with a two handed or large weapon.
CAN'T BE USED WITH: Dual Wielding
Level 1: Cost 1 PP, you can hit two creatures with one attack, the second creature gets + 2 to defense roll.
Level 2: you can hit two creatures with one attack, the second creature gets + 2 to defense.
Level 3: you can hit up to three creatures with one attack, the first creature gets -2 to defense roll, the third creature gets +2 to defense roll.
[-----]
DEFENSE PROFICIENCIES:

+Shield Master+
PREREQUISITES: Shield (equipped)
-Level 1:
A player can take an action and spend PP to protect an ally from oncoming attacks. they would roll their standard block and add that to their allies next block. The buff is lost if either player moves, makes a melee attack, or if the first player is hit with an attack.

-Level 2:
A player can now protect and ally without the use of PP, and the buff does not cancel if the first player is hit. Other limitations still apply.

-Level 3:
The player now has 1 automatic star applied to any block they make with a shield. this includes guarding other players.

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+Reflection Rune+
PREREQUISITES: Any type of magic (excluding soul)

-Level 1-
Player can cast on themselves, using PP, a small shield that will reflect oncoming magical attack. Whatever remains after the block occurs, if the shield beast the attack, will be returned to the attacker up to 3 stars of damage. the shield remains for 1 magical attack only.

"John casts reflection Rune on himself and rolls 5 stars, and a demon throws a 3 star fireball at john. Because John's shield beat the fire ball by 2 the demon now has to block a 2 star fireball.

-Level 2-
Players can now cast Reflection Rune on other friendly targets, granting the bonus to the target. Only one reflection rune can be cast by the player at a time, if a second is cast it removes the first.

"John casts reflection Rune on Mary, with a 6 star success. A demon shoots lightning at Mary for 5 stars, the lightning bounces off of Mary and back at the demon for 1 star lightning attack.

-Level 3-
The player can now cast Reflection Rune without needing to use PP, and there is no limit to the amount of damage reflected back.

[-----]
UTILITY PROFICIENCIES:

[/b]Healer[b]
PREREQUISITES: A trait involving non-magical healing
+Healer Level 1+
A Player can take a action to remove a non-magical negative effect on another character with a successful Wisdom roll in combat & may do a heal roll once per a day out of combat.

+Level 2+
A Player can take a action to remove a non-magical negative effect on another character with a successful Wisdom roll in combat & Take a turn to attempt to stabilize another character with a Wisdom roll. Also may now do a heal roll twice per a day out of combat.

-Level 3
As a master Medic on the field, you no longer have any limits to how much you heal, and can heal for as much as you roll.

+Strong Back+
PREREQUISITES: none
-Level 1
Player can now carry 2 extra items in their inventory.

-Level 2
Players can now carry 4 extra items in their inventory.

-Level 3
Players can now carry double (6) items in their inventory.

-----
+Natural Compass+
PREREQUISITES: None
-Level 1
Players can now passively tell which directions are which, regardless of Terrain.

-Level 2
Players now have a better knowledge of the world around them, they can not get lost in forests or caves now.

-Level 3
Players now have an expert knowledge of the world around them, they can accurately find towns, rest stops, and save camping spots with ease.

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