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Post by Crowco Cooper on Jul 8, 2016 10:55:14 GMT
Codex entry - Skills Even those who don't use magic can have some tricks up their sleeves. Skills are typically less difficult to use than magic is, but in it's simplicity is effectivity.
SP: To get skills, you have to exchange them for SP. The amount of Skill Points required to buy a skill are equal the its LVL.
Upcasting - Casters can push their skills beyond their limits by using higher level slots. The demand for energy however increases by every scale. That meaning that when an upcast is done, the cost for additional upscales doubles. Every upscale doubles the effects of the skill including both benefit and possible negative effects. Example: One wants to perform a +3 upcast of a level 2 skill. Step by step it increases as such; +1 LVL 3, +2 LVL 5, +3 LVL 9. As you can see, the increase of level slot doubles by every scale.
Continuation - Some skills are simply stronger versions of lower level skills. If you already possess the lower level version, then the cost of that lower level version will be subtracted from the higher level.
[PTabbedContent] [PTab=Melee] Melee One really needs to be skilful in order to use melee weaponry effectively in a time where almost everyone is using firearms instead.
Power strike - By channelling all inner power to one's arms, a melee fighter can strike with all its might. This skill slows your speed, but increases your damage. LVL 1 skill. Requires 5 STR. -1 DEX, +2 STR.
Dash - The user puts all their energy into pushing their legs beyond their limit, forcing them to run much faster. LVL 1 skill. Requires 5 DEX. +3 DEX, but only towards running, for one round.
Surging run - The user runs forward with the shoulder, bursting through whatever is in front of them. Can break through minor defensive structures. LVL 2 skill. Requires 5 STR and 5 DEX. +1 STR.
Taunt - By making oneself a bigger, louder, or more annoying target, the user forces melee combatants to attack them instead of the users allies. This skill works best if the enemies have low EMO. LVL 3 skill. Requires 6 STR.
CQC-armlock - Using close quarter combat is an essential skill for skilled infiltrators. This particular skill allows the infiltrator to, when sneaking up behind a minor NPC and keep the victim in lock. Allowing the user to perform a sneak attack, even though the target is aware of their presence. Alternatively, the user can knock out the victim or spend a round interrogating the victim. The victim is disarmed in this process. LVL 3 skill. Requires 5 STR and 6 DEX.
Karaoke - Singing the lyrics of a song, one can inspire any ally within earshot. A 'soft' song enhances EMO, while a high paced song enhances STR. LVL 3 skill. +1 EMO or STR to anyone who can hear it.
Dodge - It is not just Strength that wins a fight, and this skill is one that proves it. The user makes use of their dexterity to fancily make their way out of a dangerous situation. LVL 3 skill. Requires 7 DEX. Consume additional LVL 1 skill to avoid additional attacks in the same round that would normally hit.
Instrumental - A short riff from whatever instrument you are carrying, executed perfectly. The inspiring tune will enhance all allies (within earshot) in their fighting efforts. High pace songs increase DEX and STR, while calming songs enhance EMO and SAU. LVL 4 skill. +1 DEX and STR, or EMO and SAU.
Discombobulate - By timing an attack just right, the user can interrupt the casting of a spell by discombobulating the target. This skill must be used in advance, and makes casting a spell on the next turn more difficult. LVL 4 skill. Requires 6 DEX en 5 SAU.
CQC-combat - Using close quarter combat is an essential skill for skilled infiltrators. This passive skill can be activated after performing a roll in unarmed or knife combat. Attacks stun the target for a round, and allow the user to follow up with another set of attacks before anyone else has time to interfere. LVL 4 skill. Requires 7 DEX.
Opportunity - An opponent that attempts to reposition can leave an opening for you. When an enemy moves away from your reach, you may make one additional melee attack against them by using this skill. LVL 4 skill. Requires 7 STR or 7 DEX.
Mighty strike - This skill allows the user to either use the butt of a gun, a blunt weapon or the hilt of a blade to strike your opponent into a daze, stunning them for one round. LVL 5 skill. Requires 7 STR.
Blade dance - A sword skill. The user launches a complicated series of attacks whilst moving vividly, making the accuracy of the opponent lower. LVL 5 skill. Requires 7 DEX. Enemy is much less likely to hit user.
Performance - A bard skill where one sings and instrumentally plays a song of great inspiration. This melody will inspire all allies that can hear it to fight harder. A high paced song will increase STR, DEX and VIT, while a soft song will increase EMO, SAU, and INT. LVL 6 skill. +1 STR, DEX and VIT, or EMO, SAU and INT.
Concentration - Belief can shatter illusions. And also boulders. By concentrating ones mind and losing all doubt, the user forces itself to pierce what they normally couldn't. LVL 6 skill. Requires 7 STR. +2 AP to melee attack.
Crush - The user grabs hold of an enemy within arms reach and crushes any specified limb, breaking it. LVL 6 skill. Requires 8 STR.[/i]
Grapple - Allows user to charge forward to a nearby enemy (0-10 meters away) and grapples with them knocking their currently used weapon out of their hands. LVL 6 skill. Requires 8 STR.
Roar - Motivation can mean the difference between life and death. With a thunderous roar, you too can motivate your allies. LVL 6 skill. Requires 8 STR. +1 STR to all allies within earshot.
Pressuring - User strikes their opponent's pressure points either with a blunt weapon or fists to stun the opponent for one round and slowing them down for longer. LVL 6 skill. Requires 6 STR, 6 DEX and 6 PER. -2 DEX.
DOOM - The bard engages in full on demonic warsongs, instantly boosting the strength, dexterity and vitality of allies by a huge jump. Incurs a fear debuff on demons that can hear this song. LVL 7 skill. +2 to STR, DEX and VIT.
Hemseian - The bard engages in an epic rap-poetry hybird, backed with strong instrumentals. The lyrics are filled with wisdoms and inspiration, allowing allies who hear it to fight better than ever before. LVL 7 skill. +2 EMO, SAU and INT.
Speed time - This melee weapon skill allows the user to gain a rush of adrenaline, which in turn seemingly slows down time for the user, allowing him/her to get in more attacks and react more quickly than normal. LVL 7 skill. Requires 7 STR and 7 DEX. +2 DEX and +2 PER, high reaction speed.
Trickery - The user of this skill makes some fancy flips and tricks with the weapon, distracting their enemy, only to follow up with a brutal and impressive attack. LVL 10 skill. Requires 10 DEX. +5 DEX to next melee attack.
God-crusher - Deliver a blow that could break the bones of a god. Absolutely devastating assault through any blunt weaponry. LVL 10 skill. Requires 10 STR. +5 STR to next melee attack.
[/PTab={background-color:#181818}] [PTab=Gunslinger] Gunslinger Going back to the times of the wild west, one can find the most amazing stories culminating to a duel that lasts but a single second. Those were the arts of the gunslinger with their quick shots and even quicker reflexes.
Trigger happy - A gun skill. Allows for the user to fire single-fire guns like revolvers and pistols in high succession. LVL 1 skill. Requires 5 DEX.
Critical hit - Less attacks in the current round, but with much more accuracy. LVL 2 skill. Requires 5 DEX and 6 PER. +2 PER, -1 DEX.
Careful aim - The user aims his/her attack carefully. Spending one round preparing before launching out a round where the attacks have an increased accuracy. This can only be used for two handed ranged weaponry. LVL 2 skill. Requires 5 PER. +2 PER, -1 DEX.
Signal shot - By fiddling with the ammunition or attaching a flare to it, this skill allows your next shot to either be extremely loud (for gunpowder weapons) or emit a bright light (for other ranged weapons). Assuming no obstructions, the signal can be heard or seen from miles away. Signal shots deal reduced, incendiary damage to targets. LVL 3 skill. Requires 7 INT.
Draw! - Experienced fighters can draw their firearm and attack in an efficient manner at the same time, making for unpredictable and potentially devastating attacks. LVL 4 skill. Requires 7 DEX.
Staggering shot - Your shot hits hard at a vital point, causing the target's speed to be reduced on their next turn. LVL 4 skill. Requires 7 STR. Causes -1 DEX in target.
Weak Spot - Some perceptive people are capable of noticing weak spots in an opponent's defences. This can allow them to attack those weak points with high efficiency. LVL 4 skill. Requires 7 PER.
Sleight of hand - With those swift hands, reloading becomes a worry of the past. You reload so swiftly, one would miss it if they blinked. LVL 4 skill. Requires 7 DEX. Reloading and fire in the same round.
Fan hammer - You might be using a semi-automatic weapon, but that wont stop you from firing at automatic-speeds. LVL 5 skill. Requires 8 DEX. -1 PER, but fire a whole lot faster.
Hawk eye - Removes a round of preparation for any weapons that requires one by firing using natural aim and a good eye. LVL 5 skill. Requires 7 PER and 7 DEX.
Quickswitch - Using their quick reflexes, a user can fire at multiple targets with reduced accuracy and damage. LVL 6 skill. Requires 7 DEX and PER. -1DEX and PEr for one round, but allows two extra targets to be hit.
Long Sight - With a naturally skilled eye, it's possible to strain yourself in order to perceive that which is to others not perceivable. LVL 6 skill. Requires 8 'PER.
Suppressing fire - By shooting at targets in cover, one can pin them down and prevent them from leaving it. LVL 7 skill. Requires 7 DEx and 6 STR. Requires an automatic weapon and expends extra ammo.
Camouflage - Utilizing the environment, a good triggerman knows how to stay hidden and keep attacking. Even when the enemy is looking for you. It allows for the user to stay hidden after launching an attack. This only works at long range. LVL 7 skill. Requires 6 DEX and 7 PER. Stay hidden after an attack at long range, relocate to reset advantage.
Pin - You shoot or throw a missile with such force that it penetrates both armour and flesh. Your shot gains +2 AP, and if it hits, pierces through the target. If they're near a wall or other obstacle, the target is pinned to it, potentially immobilizing them. LVL 8 skill. Requires 7 PER and 9 DEX, or 9 STR. Requires a long, sharp projectile, like an arrow, knife or spear.
Duellist's shot - The user has so much adrenaline rushing through their veins, that time seems to slow down and the accuracy of their guns becomes immense. LVL 8 skill. Requires 9 DEX and 8 PER. +2 DEX and +2 PER, incredibly high reaction time.
Penetration - A skill in which the user may fire a bullet, which in turns degrades the AP value of your enemies armour by 3. This skill is exclusive to Rifles. LVL 9 skill. Requires 6 DEX and 10 PER.
Ricochet shot - Fancy shooting, only for the best of gunslingers. By shooting in a very fancy way, one can shoot a target in cover. LVL 10 skill. Requires 8 DEX and 10 PER.
[/PTab={background-color:#181818}] [PTab=Body] Body The best fighters have complete control over their kinetics, allowing them to surpass the mundane movements of their fellow viro and step into almost impossible physical capacities.
Hold breath - You take a deep breath and hold it in. Delays drowning and asphyxiation. Does not protect against toxic gasses though, as these can still pass through mucus membranes. LVL 1 skill. Requires 6 VIT.
March - Through rain or snow, marathon or traithlon, you just keep on walking. By keeping your breath steady and your core in good shape, you can use this skill to travel continuously for four hours without needing a break. LVL 2 skill. Requires 7 VIT.
Deny deaf - Do you ever get ringing in your ears after an explosion or gunshot? Or listen to your music too loudly? You really ought to wear ear protection, but for when you can't, you can power through. This skill cures the deafened ailments and shileds you from being deafened for the next 2 turns. Assuming, of course, that the damage is temporary. LVL 2 skill. requires 7 VIT
Adrenaline rush - By learning how to activate adrenaline on will, the user can eliminate their sense of pain for a short time. Lasts 2 rounds. LVL 3 skill. Requires 6 STR. +2 VIT.
Offensive/defensive stance - This skill allows use of both an offensive and defensive stance, although you may only use one stance of any kind at a time. In a offensive stance, you focus on raw power and reflex, which gives your attacks +1 AP, but yourself -1 AP (or -2 VIT if going below 0). In a defensive stance, you gain +1 AP to yourself and your defensive spells, but -1AP to all your attacks and offensive spells. Both stances last one turn but can be maintained with additional slots requiring no action. LVL 3 skill. Requires 7 VIT and 7 STR.
Shrug it off - A well trained and hardened body can shrug off even the strongest of stuns and shocks. LVL 4 skill. Requires 7 VIT. Undo stun effect on self.
Steel liver - You've had enough moonshine to handle yourself. you can reduce the effects of poison on yourself, or cure it entirely depending on its strength. You should probably stop drinking though. LVL 4 skill. Requires 7 VIT
Second wind - You get knocked down, but you get up again. Using this skill provides a self heal, and allows you to get up for free if you're prone. LVL 5 skill. Requires 8 VIT. Using the skill more than once without a rest requires twice as many skill slots each time.
Sensations - When you cannot see, most would panic. When a skilled and perceptive person is unable to see, they will listen. When unable to see, the user will close their eyes in order to strengthen their sense of hearing. LVL 6 skill. Requires 8 PER
Dazzle - A skilled performer can make anything look cool. You sing, dance, and possibly twirl, which both distracts enemies and inspires allies. LVL 6 skill. +1 EMO to allies and -1 PER to enemies in line of sight.
Deny Blind - Through the use of this skill, the user denies the effects of any blind ailment and shields them from being blinded for the next 2 turns. LVL 7 skill. Requires 6 STR and 7 PER.
Demon's Ears - The user sharpens their ability to hear while shutting down their eyesight, allowing the user to visualize sounds sort of like ripples. Loud sounds can disturb this ability. LVL 8 skill. Requires 9 PER.
Barkskin - At this point you're basically a superhuman. You chew nails and take bullets like a champ. Maybe. This skill toughens your skin and grants you +3 AP for two rounds, but only if you aren't wearing any armour. LVL 9 skill. Requires 9 VIT.
[/PTab={background-color:#181818}] [PTab=Mind] Mind The mind - a branching system of nerves that enables life itself - is what controls the body. Master the mind, and one becomes master of all.
Doubletalk - You weave a nonsensical monologue, containing fancy language and random nonsense interspersed, to make yourself sound intelligent while saying absolutely nothing. This can mislead, confuse, waste time, or distract. LVL 1 skill. Requires 6 EMO
Random bullshit - You attempt to recall an obscure fact, historical anecdote, or some lore you looked up on wikipedia when you were bored. Great for trivia night! LVL 1 skill. Requires 6 INT.
Identify - You observe a spell, and are able to determine its element type, whether it's holy or unholy, and anything that seems unique about it. LVL 2 skill. Requires 7 SAU or INT
Tongues - You know enough linguistics that you can attempt to converse with someone speaking a related language to one you know, even if you don't know that exact language. You'll make grammatical mistakes and sound like a morron, but hey! If it works, it works! LVL 2 skill. Requires 7 INT.
Calm - The user enters a somewhat meditative state, allowing them to notice and hear things that they would ordinarily miss. Notice hidden or obscure details in either close quarters or long range, whichever the user focusses on. LVL 3 skill. Requires 7 PER.
Ballistic Forensics - Those physics classes finally paid off! By observing the angle and size of a bullet wound, hole, or another projectile, you can quickly do some math and determine the relative location of the shooter and the weapon they are using. LVL 4 skill. Requires 7 INT and 6 PER.
Recall - Your honed mind can recall an event or scene as though it were photographed. LVL 5 skill. Requires 8 INT.
Recombobulate - It sucks to be disoriented by an opponent. Luckily for you, you've learned how to bounce back from such troubles. You remove a debuff that is affecting your PER, EMO, INT or SAU. Additionally, you can cancel the effects of a counterspell skill if this skill is used at a higher level than the counterspell. LVL 5 skill. Requires 7 EMO.
Mindblank - You've learned to clear your mind using meditative practices. Using this skill, you can make your mind appear completely empty to an outsider. This can be a useful defense against attempts at mind-reading, mind-control, charms or illusions, or other such trickery. As a side effect, however, it's hard to do a lot with no thoughts in your head. LVL 6 skill. Requires 7 EMO. Protects the mind, at the cost of lowering your INT to 1 for duration.
Hello, opening! - Fuck you prompto from FFXV. You dumb fucking cretin, you fucking fool, you absolute fucking buffoon, you bumbling idiot. Fuck you. You absolute cuck. You complete and utter fucking dipwit. You dickweeded fucknuggler. This mistake of yours that you call life will be your final. Fuck. You. LVL 7 skill. Requires 7 PER. Your allies gain +2 STR, DEX and PER this round when hitting an enemy that you've also hit this turn.
Afterburner - A very skilled magician can reuse some of the residual energies from their spells, making them more efficient. For this turn and the next, when you cast a spell, you replenish a spent spell slot. The replenished slot must be lower then the one used. LVL 8 skill. Requires 8 SAU.
Resonant/dissonant chant - By playing two waves of similair frequencies, one can cause resonance - the two peaks add to make a louder sound. Likewise, two waces that have the same frequency but are offset from each other perfectly can cancel eachother out.Through careful use of one's soul energy, you can accomplish the same feats, but with spells. With resonant chant, you can empower an ally's spell, causing it to be cast at 3 levels higher. With dissonanant chant, you can weaken an enemy's spell, causing it to be cast at 3 levels lower. LVL 9 skill. Requires 8 SAU and 9 INT.
Omniscience - Your mind is... Phew. Well, it's a lot. Omniscience lasts 3 turns, during which: - You recall everything that's ever happened to you. - Anyone who attempts a mindread us subject to a two-round stun. - When you cast a spell that does damage, you can change the element of the damage. The new element can not be opposite to its origin. - When you cast a spell that affects an area, you can choose to exclude any targets of your choice. LVL 10 skill. Requires 10 INT, EMO and SAU.
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A special thanks to Jcat for their especially large contribution to this codex entry
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