|
Post by Crowco Cooper on Jul 8, 2016 10:55:14 GMT
Codex entry - SkillsEven 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. Skill slots: In order to use a skill, you will have to use a skill slot. These skill slots are bought using BP, which you gain every level from your VIT stat. Damage: Most attacks incur some kind of damage. Depending on the type of damage they can incur, this leads to an injury. Different injuries can have different effects, depending on the limbs they target and the repeated success of their hits. Unless otherwise stated, any damage type can be assumed to incur a minor injury upon a successful hit. When an attack successfully hits - meaning it is not dodged or blocked in some manner - the possibility of an injury taking place is determined by two things. For one, the attack must have an equivalent or higher AP than the target. Second, the oriented stat of the attacker must be higher than the target's VIT. If the attacker's oriented stat is lower than the enemy VIT, a dice with as many sides as the point difference is rolled. If the dice hits 1, the hit will cause an injury. 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 adds a +2 to the oriented stat; meaning it will be more likely to land succesfuly and be more likely to cause an injury, or in the case of defensive skills it creates a higher resistance to damage. In the case of utility skills, a more creative approach can be taken. You can discuss the possible additional effects of such a skill with your DM before casting. 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. Actions: The amount of actions, or in this case, skills that can be used per round can be calculated on the basis of the scaled stat. For example, a skill that requires DEX will have its actions per round calculated by the caster's DEX stat. If a skill has multiple stat requirements, then the caster takes the average of their related stats combined (rounded up after 0.5). When using different spells with different requirements, the actions per round will be determined by the lowest score. Note that some skills have exceptions to this rule. You can not use the same skill twice in a single round. 1-5 = 1 action per round. 6-10 = 2 actions per round. 11-20 = 3 actions per round. So on and forth. 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 and projectiles One really needs to be skilful in order to use melee weaponry effectively in a time where almost everyone is using firearms instead. Some others elect to throw their weapons, or fire the ye 'ole bow. All these skills are applicable to weapons made by blacksmiths.
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 3 STR. Halves actions per round, but increases injury caused by succesful hits by a degree.
Dash - The user puts all their energy into pushing their legs beyond their limit, forcing them to run much faster. LVL 1 skill. Requires 3 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 4 STR and 4 DEX. +2 STR, does blunt damage.
Quickdraw - Practice makes perfect; By drawing and nocking in fluid motion, the slowness of a typical bow or crossbow can be circumvented. This skill allows the user to load and fire their (cross)bow in a single action. Does not work for faster bows like composites. LVL 2 skill. Requires 4 DEX.
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. Scales with 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. Doubles DEX score towards dodging. 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. -1 towards oriented stats of enemy spellcaster.
CQC-combat - Using close quarter combat is an essential skill for skilled infiltrators. This passive skill can be activated after performing an unarmed or knife attack. 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. Only works when surprising the target. LVL 4 skill. Scales on 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 5 STR or 6 DEX. Additional action towards melee combat when opponent flees.
Dance of cranes - Throwing weapons tends to be risky, but the trained hand can succeed well. When used, this skill allows the user to throw five knives in a single action instead of two. Or in the case of polearms; two instead of one. LVL 4 skill. Requires 6 DEX and 5 PER.
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, needs 2 actions to cast. Does moderate shock damage.
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. Lowers enemy oriented stat towards attacking user by -2.
Powerdraw - With a focused pull, a bow-wielder can increase the firing power of their bow. The subsequent shot takes longer, but hits harder and likely leaves the target stunned. LVL 5 skill. Requires 5 STR and 6 PER. Takes 2 actions. Increase injury by a degree. Cause a 1 round stun if scaling exceeds target VIT.
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. Causes moderate Break injury if successful.[/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. Does minor blunt damage. 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. Volley-draw - The wielder of a bow can take a handful of bolts or arrows and rapidly fire them off, one after the other, in rapid succession. May quickly leave you without ammunition. Fire 5 arrows in a single action. LVL 8 skill. Requires 7 DEX and 8 PER. 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] GunslingerGoing 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 4 DEX. Doubles actions towards non-automatic sidearms, but lowers oriented stat by -1.
Critical hit - Less attacks in the current round, but with much more accuracy. LVL 2 skill. Requires 5 PER. Halves actions per round towards firearms use, but increases oriented stat by +2.
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. No other actions for one round. In the following round, gain +6 PER towards firearms use. Moving or taking damage will cancel this effect.
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 incendiary damage to targets. LVL 3 skill. Deals fire damage.
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, no action use. Doubles actions towards firearms use during first round of combat.
Kneecapper - Your shot hits hard at a vital point in the leg, meant to keep the enemy target slow. LVL 4 skill. Requires 7 STR. Firearm deals moderate Break injury, but only when succesfully hitting an enemy's leg.
Weak Spot - Some perceptive people are capable of noticing weak spots in an opponent's defenses. This can allow them to attack those weak points with high efficiency. LVL 4 skill. Requires 7 PER. Increase critical injury by a degree on successful hits.
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, no action use. Reload without action use.
Hawk eye - Removes the action 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, no action use. Removes action use for preparation.
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. +5 PER for long range sight, but not towards attacks.
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. Halves target's actions if they leave cover.
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. +3 DEX and +3 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. Enemy AP -3 for 3 rounds.
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=Fighting styles] Fighting styles Fighting styles are a unique thing, useful for combat within the physical world. No need for all that cooky magic when you've got mad skills on your side. Unlike other skills, fighting styles do not require actions to be used, but they do still consume skill slots on use. Generally, there are two kinds of fighting styles; Offensive and defensive. Offensive styles specialise in enhancing your ability to attack the enemy. Defensive styles focus on defending against attacks and counterattacking.
Kung-fu - Can't go wrong with the classics. Kung-fu is a fighting style useful for those who want to perform blunt attacks with a bit more grace. It can be used when unarmed, or when using blunt weaponry such as batons or polearms. Extra style points if you use nunchuks. It focuses on hard hitting strikes, meant to beat the opponent black and blue. LVL 1 offensive skill. Requires 5 STR. Increases blunt damage by a degree. Works with Unarmed and Blunt weaponry.
Judo - Why have your fists do all the work when gravity can hit harder? With Judo, the focus lays on repeatedly throwing your enemy around, preferably into the ground. Useful if you want to remain non-lethal. Can only be used as an unarmed combat style. LVL 2 offensive skill. Requires 6 STR. Converts unarmed blunt damage into shock damage. Only works with unarmed attacks.
Trigger discipline - Any fool can point a gun and pull the trigger. But getting the hang of proper firing, of knowing the drop of a bullet, of not anticipating the recoil... That takes practice. Some people have made themselves particularly familiar with how to use a gun, and do so well. LVL 2 offensive skill. Requires 6 PER. Halves actions per round towards firing semi-automatic or bolt action weapons, but increased piercing damage by a degree. Only works with semi-auto, bolt and pump action firearms.
Ninjitsu - The sneak's favourite an official trademark of the ninja warrior. Ninjitsu makes use of agility, silent steps and distractions to strike foes when they least expect it. LVL 4 offensive skill. Requires 7 DEX. When performing a succesful sneak attack on a target with more than half your level count; deliver 3 major injuries.
Spray and pray - The gun-equivalent of 'eh, just wing it'. The spray and pray style seeks to determine proper accuracy not by aiming down the barrel, but by informing their shots by watching how earlier shots have traveled. This works well when using a high capacity, automatic weapon. Especially when using tracer rounds. LVL 5 offensive skill. Requires 7 STR. +3 PER for every subsequent action spent firing at full-auto. Only works with fully automatic firearms.
Arnis - A fillipino fighting style that is focused on personal defense and the disarming of enemy combatants. It utilises the quickness of the user to either disarm, concuss or deflect in order to repel attackers. It especially lends itself towards those who prefer to carry light armour and remain quick on their feet. LVL 5 defensive skill. Requires 7 DEX. When suffering a successful hit, health is calculated based on the DEX/VIT average, rather than just VIT.
Kendo - The japanese style of armed combat. It focuses itself on quick draws and decisive strikes. Due to the metal workings of Japan at the time of this style's creation being lackluster, the style puts a lot of emphasis on deflection rather than blocking, due to the brittle nature of their metal. This has led to an offensive style which capitalises on a lack of armour. LVL 5 offensive skill. Requires 6 DEX and 5 STR. Injury degree inflicted increases based on how low enemy AP is. When attacking an enemy with an AP 1 or 2, successful hits cause major or moderate injury regardless of weapon quality. Works with all melee weapons.
Aikido - Renowned for inspiring the tactics typically used in law-enforcement and the army. Aikido was designed to help lowly civilians defend themselves against stronger warriors. Rather than striking at an enemy, users of this style will redirect the attackers movement, forcing their own strengths to work against themselves. Very useful when you're facing someone or something stronger than yourself. LVL 6 defensive skill. Requires 7 DEX. Calculate actions and efficiency of attacks based on enemy stats rather than that of the caster. Works with all melee weapons.
HEMA - Meaning 'Historical European Martial Arts', this fighting style bases itself on the methods and practices of European warriors. Especially useful when using larger weapons; this style gives the two-handed, clumsy looking weapons a surprisingly flowing style of movement. LVL 6 offensive skill. Requires 7 STR. Doubles actions per round when using two-handed melee weapons. Only works when using an exclusively two-handed melee weapon.
Fencing - High-brow fighting style for sword wielders, stemming from the european art of fighting with needle-like swords known as rapiers. The fencing style lends itself towards very swift, precise stabs rather than the typical slashes. Very useful when dealing with armored targets. LVL 7 offensive skill. Requires 8 DEX. +1 AP, can only do piercing damage. On successful hits, if enemy VIT is higher than attacking stat, a successful dice roll will yield a higher degree Critical injury. Only works with swords and spears.
Gun-fu - Not as ridiculous as it sounds... Okay, maybe it is. But it's still really cool. Gun-fu specialises in mixing melee combat with guns. Very useful when caught in a bind, such as when dealing with a melee fighter at melee range when all you have is your guns. This style deals specifically with the use of grappling and kicks to give yourself proper breathing-and-shooting room, or to turn an angry hostile into a meatshield. LVL 7 defensive skill. Requires 8 DEX. While holding only a firearm and fighting in melee range, all melee attacks do moderate shock damage. Only works when using firearms.
Muay thai - A brutal form of kickboxing that is also refered to as 'eight limb fighting'. It is remarkable due to its use of not only the fist and feet, but also the elbows and knees for delivering strikes. When done effectively, this style quickly breaks down an enemy, not only breaking their bones but also stunning them in the process. LVL 7 offensive skill. Required 7 DEX and 7 STR. Unarmed attacks do both blunt and shock damage. Only works with unarmed attacks.
[/PTab={background-color:#181818}] [PTab=Body] BodyThe 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.
Sneak attack - Hide away in the dark, keeping yourself from being noticed by an enemy. Then, when they least expect it, strike. LVL 1 skill. Scales with DEX. Performs an attack that instantly kills low-level NPCs. Target must be below half of your own level count. If the target is higher than half your level count, it inflicts a guaranteed major injury that ignores resistance/VIT. Only works when target does not expect it.
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. +2 VIT towards holding breath (can hold breath for equal amount of rounds as the user has 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 5 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 shields you from being deafened for the next 2 turns. Assuming, of course, that the damage is temporary. LVL 2 skill. requires 6 VIT. Recover from Break injury by a degree to ears.
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.
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 a blinding ailment. LVL 7 skill. Requires 6 STR and 7 PER. Recovery from Break injury to eyes by a degree.
Shrug it off - A well trained and hardened body can shrug off even the strongest of stuns and shocks. LVL 7 skill. Requires 7 VIT, no action use. Instant recovery by a degree from shock injury.
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 7 skill. Requires 7 VIT, no action use. Instant recovery by a degree from poison injury.
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. Neutralises PER debuff from Break injury to eyes. +2 PER. Increases PER debuff from Break injury to ears by a degree.
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] MindThe 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 what spell it is. 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 is 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, need 2 actions to use.
[/PTab={background-color:#181818}] [/PTabbedContent={background-color:#444444}] A special thanks to Jcat for their especially large contribution to this codex entry
|
|