Latest Posts | Skill Forum (Major Traits)
oman1666 Mar '14
Below are the three skill-trees available to players with the Warrior, Rogue and Mage traits respectively. Each tree contains 200xp worth of upgrades for your character, but you may only pick from one of the trees.
===Warrior===
Beginner Warrior TRAIT: Warrior: 1 – Skilled in combat. POWER: Cleave: The player may make a combat roll to deal 1 damage per star and apply this to up to 3 enemies. These enemies must be within a 90 degree frontal cone and no more than 1 square from the player. POWER: Shield-bash: The player may select a single enemy and roll combat as normal. the enemy must then roll stamina and get more stars than the amount of damage shield-bash dealt to resist stun. In addition this power grants 10% damage resistance per star until your next turn. POWER: Defiance: When a player activates this power, no roll is needed, but an entire turn is used. The player is then tagged as 'defiant' and keeps this tag until their next turn. As long as 'defiant' is active, the player's health cannot drop below 25% of their maximum life. COST: free Adept Warrior TRAIT: Warrior: 2 – Skilled in combat. POWER: Charge: The player selects a single enemy and rolls combat as normal as well as an additional die for every 2 squares between the player's character and their target. The enemy takes damage as normal, and is knocked prone if hit for 4 or more damage. POWER: Defend: The player rolls for stamina to gain 20% damage resistance per star. This damage resistance then drops by 30% per turn until it reaches 0%. COST: 20xp, requires Beginner Warrior Skilled Warrior: TRAIT: Warrior: 3- skilled in combat POWER: Vengeance: When making an attack, the player can us this power to increase damage by a multiplier equal to lost life. For example, a player with 3/9 life has lost 66% of their life and therefore deals 66% more damage, equating to a 3 star roll dealing 5 damage. POWER: Recovery: The player rolls for stamina and regains 1 life per star. COST: 30xp, requires Adept Warrior Warrior's Endurance (1): STAT: Increase maximum life by 1 COST: 10xp, requires Beginner Warrior Warrior's Endurance (2:): STAT: Increase maximum life by 1 COST: 10xp, requires Warrior's Endurance (1) Warrior's Endurance (3): STAT: Increases maximum life by 1 COST: 10xp, requires Warrior's Endurance (2) Warrior's Endurance (4): STAT: Increases maximum life by 1 COST: 15xp, requires Warrior's Endurance (3) More Stamina (1): STAT: Increase maximum power by 1 COST: 15xp, requires Beginner Warrior More Stamina (2): STAT: Increase maximum power by 1 COST: 15xp, requires More Stamina (1) Sword Specialist: TRAIT: Swordsman: 2 – Skilled with swords and other one handed blades. PASSIVE: When the player rolls 3 or more stars with a sword, the opponent is disarmed. POWER: Parry: When attacked by an opponent with a melee weapon the player may roll for sword combat to reduce damage by 1 per star. Every 2 excess stars then deals 1 damage back to the attacker and if you roll 3 or more excess stars the opponent is disarmed. COST: 45xp, requires NOT having another speciality Axe Specialist: TRAIT: Axeman: 2 – Skilled with axes and other two handed blades. PASSIVE: When the player rolls 3 or more stars with an axe, the opponent begins to bleed. POWER: Heavy Strike: The player deals 2 damage per star but the opponent is given a chance to dodge. If they roll 2 on a reaction check they take only 1 damage per star, and if they roll 3 all damage is avoided and the player becomes winded, loosing an action. COST: 45xp, requires NOT having another speciality Bow Specialist: TRAIT: Bowman: 2 – Skilled with bows and other ranged weaponry PASSIVE: When the player rolls 3 or more stars with a bow, an enemy behind the damaged target also takes damage. POWER: Rain of Arrows: Every enemy on the battlemat is targeted and risks 1 damage per star on a bow combat roll. Each has a chance to avoid damage and needs only 1 star to do so. COST: 45xp, requires NOT having another speciality Mace Specialist: TRAIT: Maceman: 2 – Skilled with maces and other blunt weaponry PASSIVE: When the player rolls 3 or more stars with a mace, the opponent is stunned POWER: Shatter Limb: This attack deals damage as normal but if it deals 2 or more damage, a limb is completely shattered, leading to high penalties and requiring major healing for the target. COST: 45xp, requires NOT having another speciality Pike Specialist: TRAIT: Pikeman: 2 – Skilled with pikes and other polearms PASSIVE: when the player rolls 3 or more stars with a pike, the enemy is knocked prone. POWER: Pike Wall: This attack deals damage as normal. After usage, the player is tagged as 'Rampart' until their next turn and all attackers take 2 dice worth of damage. This rises by an additional die for any other player using Pike Wall that is nearby. COST: 45xp, requires NOT having another speciality Javelin Specialist: TRAIT: Javelinist: 2 – Skilled with javelins and other throwing weapons PASSIVE: when the player rolls 2 or more stars with a Javelin, the enemy is pinned to a nearby wall or object if one is available. POWER: First Strike: When the player is attacked, they may use this power to damage or dispatch the attacker (by making a standard throwing combat roll by standard rules) before they are damaged themselves. COST: 45xp, requires NOT having another speciality Survivor: ABILITY: When a player with this ability would die, they may roll 2, if both are stars they survive with 1 life. COST: 10xp Armour Proficiency: PASSIVE: All attacks that would deal 1 damage are automatically negated. COST: 10xp Crippling Strikes: PASSIVE: A third of damage is applied as a cripple, reducing the enemy's maximum health and making healing less effective COST: 10xp
===Rogue===
Rogue Low-life: TRAIT: Rogue: 1 - Stealth, perception, mobility, locks/traps. POWER: Weapon Poison: The player selects an enemy and rolls for combat. The enemy takes damage as normal and is also poisoned. Poison requires a stamina check each turn, which, if failed, causes 1 damage POWER: Coupe De Grace: If an enemy is stunned, prone or heavily damaged, the player may use this power to perform an instant kill. COST: free Rogue Vagabond: TRAIT: Rogue: 2 - Stealth, perception, mobility, locks/traps COST: 15xp, requires Rogue Low-life. Career Rogue : TRAIT: Rogue: 3 - Stealth, perception, mobility, locks/traps COST: 15xp, requires Rogue Vagabond. Vitality (1): STAT: Maximum life increases by 1 COST: 12xp, requires Rogue Low-life Vitality (2): STAT: Maximum life increases by 1 COST: 13xp, requires Vitality (1) Vitality (3): STAT: Maximum life increases by 1 COST: 13xp, requires Vitality (2) Perseverance(1): STAT: Maximum power increases by 1 COST: 12xp, requires Rogue Low-life Perseverance(2): STAT: Maximum power increases by 1 COST: 13xp, requires Perseverance (1) Perseverance(3): STAT: Maximum power increases by 1 COST: 13xp, requires Perseverance (2) Rogue's Combat: POWER: Rapid Strikes: The player selects one enemy and rolls for combat as normal, if this attack deals 1 or 2 damage the player may attack again, this repeats until the player deals 0 or 3+ damage. These attacks do not have to be against the same enemy. PASSIVE: Attacks of opportunity: At the end of a round of combat, if an enemy near the player has only one life remaining, that player will be given another turn, this turn can only be used to attack the given target. PASSIVE: Sneak attacks: When attacking an enemy that hasn't detected them, the player may roll an additional die. COST: 17xp Critical Hits: PASSIVE: If the first 2 dice on an attack roll are both stars, the attack is a critical hit and deals 33% more damage. COST: 12xp Jack of All Trades: POWER: This power can be activated on any roll apart from combat or stamina rolls. Activating this power automatically adds 2 stars to the result. COST: 10xp Rogue's Initiative: PASSIVE: players with this upgrade act first in the turn order with the exception of ambushes and sneak attacks. COST: 15xp Dodging: POWER: When attacked, the player may roll for agility/mobility. If more stars are rolled on this than on the attack, the attack is dodged and no damage is dealt. Every second attempt at this costs no power. These dodges are straight hit or miss. The player will take either full damage or no damage. COST: 25xp Better Poison: PASSIVE: Enemies poisoned by the player are tagged as 'Pois+', the difficulty of stamina checks against this poison then rises to 2. COST: 15xp
==Mage===
Mage Apprentice: TRAIT: Mage: 1 – Cast magic spells. POWER: Magic Rain: This ability costs 2 power. A magic attack roll is made and 2 enemies per star are hit for 1 damage per star. POWER: Magic Deflect: When attacked by an enemy using magic, the player may make a magic attack roll. If they roll more than the attacker, the enemy's attack is negated and the enemy is then hit for 1 damage per star. If the player rolls less than the attacker, they take damage as normal. If both attacks are equally powerful, both mages are struck for 75% of the damage. COST: Free. Journeyman Mage: TRAIT: Mage 2 – Cast magic spells. Any TWO of the following powers: POWER: Fire Blast: A magic roll is made and a single target takes 1 damage per star. If 2 or more stars are rolled the target is burnt, risking damage each turn (stamina check, difficulty 1) and if at least 4 stars are rolled, the target is ignited and takes 1 damage per turn automatically until the fire is extinguished. POWER: Water Blast: A magic attack roll is made by standard rules against a primary target and that target takes 1 damage per star. All in adjacent squares to the target take damage equal to half of the initial attack rolls and those adjacent to that take damage equal to a quarter of the roll, this continues in this matter until damage falls below 1. POWER: Earth Blast: A magic attack roll is made against a single enemy and that enemy takes 1 damage per star. The enemy is automatically stunned, and if at least 3 stars are rolled, the enemy is also knocked prone. POWER: Wind Blast: A magic attack roll is made against a single enemy, that enemy takes 1 damage per star, and is also moved back 1 space per point of damage it takes. If the enemy collides with an environmental hazard it will likely take damage. If it collides with another NPC, both will be damaged. If it collides with another player, than player will be permitted a bonus attack if they use melee, or will take collision damage if a user of ranged or magic. If the push-back knocks the target off a high ledge they may instantly die. COST: 25xp, requires Mage Apprentice. Elder Mage: TRAIT: Mage 3 – Cast magic spells POWER: Chain Lightning: A magical attack is made against a single enemy, and deals 1 damage per star. The amount of damage then becomes a dice value and is rolled again to deal damage to the nearest enemy to the initial target. This continues to chain down in this manner. In addition, after the 1st, 4th, 7th etc. chains, each lightning bolt splits in two. POWER: Teleport: This power takes no roll. When activated the mage may move themselves to anywhere on the map. POWER: Magic Shields: This power can effect either friend or foe. The Target effected is tagged 'MS', it cannot move from its current square, and loose 1 star from any attacks but also gain an 80% DR. This effect lasts for 1 turn per star on a magic roll and can be removed by the caster at will. Other mages can attempt to dispel it, reducing the number of turns it will be active by 1 per 2 stars rolled on a magic roll COST: 25xp, requires Mage Journeyman Life Force (1): STAT: Maximum life increases by 1 COST: 15xp Life Force (2): STAT: Maximum life increases by 1 COST: 15xp, requires Life Force (1) More Mana(1): STAT: Maximum power increases by 1 COST: 10xp More Mana(2): STAT: Maximum power increases by 1 COST: 10xp, requires More Mana (1) More Mana(3): STAT: Maximum power increases by 1 COST: 10xp, requires More Mana (2) More Mana(4): STAT: Maximum power increases by 1 COST: 15xp, requires More Mana (3) Elementalist: POWER: Fire Blast: A magic roll is made and a single target takes 1 damage per star. If 2 or more stars are rolled the target is burnt, risking damage each turn (stamina check, difficulty 1) and if at least 4 stars are rolled, the target is ignited and takes 1 damage per turn automatically until the fire is extinguished. POWER: Water Blast: A magic attack roll is made by standard rules against a primary target and that target takes 1 damage per star. All in adjacent squares to the target take damage equal to half of the initial attack rolls and those adjacent to that take damage equal to a quarter of the roll, this continues in this matter until damage falls below 1. POWER: Earth Blast: A magic attack roll is made against a single enemy and that enemy takes 1 damage per star. The enemy is automatically stunned, and if at least 3 stars are rolled, the enemy is also knocked prone. POWER: Wind Blast: A magic attack roll is made against a single enemy, that enemy takes 1 damage per star, and is also moved back 1 space per point of damage it takes. If the enemy collides with an environmental hazard it will likely take damage. If it collides with another NPC, both will be damaged. If it collides with another player, than player will be permitted a bonus attack if they use melee, or will take collision damage if a user of ranged or magic. If the push-back knocks the target off a high ledge they may instantly die. COST: 15xp, requires Mage Journeyman. Summoner: POWER: Summon Familiar: A magic roll is made, and a friendly NPC joins the party that will listen to the mage that used this power. The Familiar can be summoned in any form the player wishes but its life and attack dice will always add up to 3*the number of stars on the magic roll and this stat will be skewed or balanced by the GM's discretion. POWER: Summon Minions: A magic roll is made, and per each star, two friendly NPCs joins the party and will listen to the mage that used this power. Minions can be summoned in any form the player wishes but will always have 1 life and 1 attack. COST: 15xp Magical Mind: TRAIT: Magic Mind: 2 – Increased knowledge and wisdom COST: 35xp, requires NOT having another magical body-part Magical Muscles: TRAIT: Magic Body: 2 – Increased strength and stamina COST: 35xp, requires NOT having another magical body-part Magical Soul: TRAIT: Magic Soul: 2 – Increased magical resistance and perception COST: 35xp, requires NOT having another magical body-part Magical Neurons: TRAIT: Magic Neurons: 2 – Increased speed and reactions COST: 35xp, requires NOT having another magical body-part Mana redistribution: PASSIVE: A player with this upgrade can give away power points to other players at will, but cannot take them. On death, the player's remaining power points are doubled, then divided equally across the party (dividing by player numbers and rounding down, this cannot exceed that player's maximum power.) COST: 10xp Please log in to add a comment. |