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Post by Crowco Cooper on Jul 13, 2016 14:47:09 GMT
Perks A useful alternative for the spending of your stat points. Rather than increasing your 'hard stats' you can use perks to specialise more specifically in certain paths of action that you prefer.
The robotics, cybernetic, and runic perks can only be bought with rp currencies. These can not be acquired through stat points.
[PTabbedContent] [PTab=Non-combat] Non-combat Not all your abilities have to be oriented towards being the ultimate fighter. These perks will allow you to do things that don't involve killing someone or something.
Multi-lingual - Your character has studied the languages other than their mother's tongue. By getting this perk, you can speak an additional language of your choosing. This does not include old draconic. Can be gotten multiple times. LVL 1 perk
Drivers license - It's important that when you get behind the wheel, you actually know how to drive a manual. LVL 1 perk. Allows the operation of normal land vehicles.
Sailors license - Sailing a ship, be it with a motor or a sail, is not as easy as it seems. LVL 1 perk. Allows the operation of smaller naval vehicles.
Refocus - By converting physical energy into magical energy, or channeling magical energy into one's body, one can adapt to the moment as needed. This perk allows you interchange equally levelled spell and skill slots. You can't have more slots than your maximum normally allows. To use this skill, one has to sacrifice twice the amount of slots; ex. Converting 2x LVL5 skill slot to get 1x LVL5 spell slot. Can be used instantly. LVL 1 skill. Requires SAU 6 and VIT 6.
Barter - When bartering the price of something with an NPC, they will be more lenient towards giving you a lower price. LVL 2 perk. Requires 5 EMO.
Master's touch - Whatever your profession might be, you just seem to have a precise touch to it. Because of this, things you create through your profession cultivate a higher price. LVL 2 perk. Requires profession level to be apprentice or above.
Cypher - You have some fancy ways of thinking. With this perk, you can write cyphers. These cyphers can only be decoded by someone you have taught how to do so, or by a character with a higher INT than you did when writing the cypher. LVL 3 perk. Requires 5 INT.
Actor - You know well how to manipulate and lie. With this perk, you're more likely to be successful when tricking people. LVL 3 perk. Requires 5 EMO.
Craftsman - Some people prefer crafting stuff over being a soldier. For those, there's always more options. LVL 5 perk. Requires 6 INT. Allows for an additional profession to be added. Can be taken multiple times.
Alert - You're less likely to be snuck up on, and can often see ambushes coming ahead of time. LVL 5 perk. Requires 6 PER and 6 INT.
Lucky - You just generally have more luck. Gambling, or any other things that involve luck, are generally more likely to go your way. LVL 5 perk. Requires 6 SAU.
Pilots license - Be it a helicopter or an airplane. You know your way around nifty cockpits. LVL 5 perk. Requires 6 INT. Allows the operation of aircrafts.
Strong back - You never were one for inventory management. Just get it all, and use your strong back to not fall over. LVL 6 perk. Requires 7 STR. Halves the DEX debuff caused by gear and equipment.
Holster galore - Why limit yourself to three weapons? With holster galore, you can carry an additional two-handed weapon. LVL 6 perk. Requires 7 STR.
Two of a kind - The very favourite of those who dual wield in style. If one has two of the same weapons, the second will not take up any carrying space. LVL 7 perk. Requires 7 DEX and 6 STR.
Captains license - Battleships large enough to rival the energy use of a small city are not quite the same as simple boats. But you've got the skills to steer one. LVL 8 perk. Requires 6 INT and EMO. Allows operation of larger naval vessels.
Old dranleish - A dead and arcane language. Somehow though, you know how to speak and write this illustrious language of the gods. LVL 10 perk. Requires 9 INT.
[/PTab={background-color:#181818}] [PTab=Melee] Swordsman These perks are oriented towards using melee weaponry. Concerns knives, blades, blunts and polearms.
Pugilist - Weapons are for boys. Fists are for men. When engaging in hand-to-hand combat, get +1 STR and +1 DEX LVL 2 perk. +1 STR and +1 DEX when using hand-to-hand combat. (Includes fist/leg weapons ex knuckle dusters)
Strong hand - You don't have a good hand. You have a best hand. When using blunt weaponry, get +2 STR. LVL 3 perk. +2 STR when using blunt.
Nifty tricks - You can do some cool tricks with your hands, allowing you to use knives better. LVL 3 perk. +2 DEX when using knives.
Long hurl - Throwing spears might be considered stupid. But for you, its deadly. LVL 3 perk. +3 PER when throwing spears.
Hand-eye coordination - Polearms are considered the hardest to master among melee weaponry. Be proud that you managed to master it. LVL 3 perk. +1 DEX and PER when using polearms.
Fencer - Swords are simple, yet effective. But you know better. Swords are sophisticated in your hands. LVL 3 perk. +2 DEX when using swords.
Dual-wielding - What's better than a sword? Two swords! You can wield two one-handed weapons expertly. LVL 5 perk. Requires 6 DEX, 6 STR. +2 DEX when wielding two one-handed weapons.
Hercules-hand - Wielding a two-handed war hammer in a single hand might seem like an impossible feat, but to a tank like you, its the norm. LVL 8 perk. Requires 9 STR.
Playing favourites - You don't make it a secret that (insert weapon name here) is your absolute favourite plaything. You perform much better when using it, but also do worse when you don't. LVL 10 perk. +3 in oriented skills when wielding this melee weapon. -3 EMO and SAU when not wielding using favourite weapon.
[/PTab={background-color:#181818}] [PTab=Gunslinger] Gunslinger These perks are oriented towards using close-quarter firearms to your advantage. Concerns shotguns, revolvers, pistols and sub-machine guns.
Cowboy - You work that big iron on your hip like no other. You're probably Marty Robbin's muse. LVL 3 perk. +2 DEX when using revolvers.
Shotgun surgery - Shooting someone with a shotgun can hardly be called surgery. But hell, it sounds fun. LVL 3 perk. +2 STR when using shotguns.
Operative - Trained, specialised, and disciplined. Those traits are what you use when performing with sub-machine guns. LVL 3 perk. +1 DEX and PER when using sub-machine guns.
Pistol pete - Just because it's small doesn't mean it's not able to pleas- I mean, shoot things effectively. LVL 3 perk. +2 DEX when using pistols.
Twin terror - A real gunslinger doesn't limit itself to a six-shooter. They make it a twelve-shooter. With this perk, you wield two one-handed firearms with great efficiency. LVL 5 perk. Requires 6 DEX, 6 STR. +2 DEX when dualwielding one-handed firearms.
Playing favourites - You don't make it a secret that (insert weapon name here) is your absolute favourite plaything. You perform much better when using it, but also do worse when you don't. LVL 10 perk. +3 in oriented skills when wielding this one-handed weapon. -3 EMO and SAU when not wielding using favourite weapon.
[/PTab={background-color:#181818}] [PTab=Marksman] Marksman These perks are oriented towards using big guns accurately and effectively. Concerns assault rifles, rifles, LMG's and bows.
Spray 'n pray - Okay, maybe 'accurate' isn't the right word here. But you sure know how to hold down that trigger without having the thing knock out of your hands. LVL 3 perk. +2 STR when using LMG's.
Pointman - For snipers, being patient and accurate is a vital key to working your weapon well. You know this better than anyone. LVL 3 perk. +2 PER when using rifles.
Infatrist - Assault rifles are known to be balanced and effective in a variety of situations. You've tried to make sure you can handle those situations well. LVL 3 perk. +1 STR and PER when using assault rifles.
Bowman - Bows and crossbows might be old weapons that lost their audience hundreds of years ago, but that doesn't mean they're ineffective. In your trained hands, they're as good as any gun. LVL 3 perk. +2 PER when using bows or crossbows.
Playing favourites - You don't make it a secret that (insert weapon name here) is your absolute favourite plaything. You perform much better when using it, but also do worse when you don't. LVL 10 perk. +3 in oriented skills when wielding this two-handed weapon. -3 EMO and SAU when not wielding using favourite weapon.
[/PTab={background-color:#181818}] [PTab=Mage] Mage The arcane arts are difficult to master, but these perks are bound to help you.
Ritual - By spending multiple rounds incanting a spell, you can use it without expending a spell slot. This can be done only once at a time, but the number of times it can be done can be increased by getting this perk multiple times. LVL 5 perk. Take a round per level of the spell.
Aura-sight - Your attunement to your aura lets you see through your third eye. With this ability, it becomes possible to observe the aura someone else carries. This perk can be gotten three times. In the first tier, you will be able to see the colour of one's soul, allowing you to determine their element. In the second tier, you will be able to see the shape and colour of someone's aura, which can be interpreted into intent, emotional stability and mood. In the third tier, you will be able to observe the shape and colour of someone's aura and will be directly told by staff what this implies, rather than having to interpret it for yourself. LVL 5 perk. Requires 7 SAU.
Specifical targetting - With your precise ability to influence your magic, none of your 'area of effect' or group-targetting spells will now have a negative effect on allies, or positive effect on enemies. LVL 5 perk. Requires 7 EMO.
Coetusologist - The term translates to 'group-doctor', which is exactly what a Coetusologist has earned their PhD for. Their spells are oriented towards healing multiple targets. LVL 6 perk. +1 to all involved stats of group-healing spells. Requires 8 INT, requirement increases by +1 for every additional perk level.
Psychiatrist - Specialists in the psychology and a mage with such a PhD would be considered well-versed in manipulating the psychology of others to inflict their strategies of illusion. LVL 6 perk. +1 to all involved stats of illusion spells. Requires 8 INT, requirement increases by +1 for every additional perk level.
Military Mediciologist - A term used to describe the medics of armies. Their magical arts orient themselves towards spells that have effects with both healing and damaging properties simultaneously. LVL 6 perk. +1 to all involved stats of spells that both heal and damage simultaneously when cast. Requires 8 INT, requirement increases by +1 for every additional perk level.
Archetrist - Specialists in the field of erecting defensive (magical) measures, often consulted by armies and cities when raising defences. They are oriented towards shielding spells and use them more effectively. LVL 6 perk. +1 to all involved stats of shielding spells when cast. Requires 8 INT, requirement increases by +1 for every additional perk level.
Shamanist - Shamanists are sorcerers with a PhD in the field of shaman spell use. They are valued highly for their abilities. LVL 6 perk. +1 to all involved stats of shaman spells when cast. Requires 8 INT, requirement increases by +1 for every additional perk level.
Necrologist - Many shun them for abilities, but when armies are set in their roughest position, necrologists are valued highly for their magic which involves raising the dead. LVL 6 perk. +1 to all involved stats of necromancy spells when cast. Requires 8 INT, requirement increases by +1 for every additional perk level.
Vocologist - 'Voco' meaning to call forth, which is exactly what vocologists do. They summon creatures of magic, for which they have earned their doctorate with skill. LVL 6 perk. +1 to all involved stats of holy fire and holy void spells when cast. Requires 8 INT, requirement increases by +1 for every additional perk level.
Aura-cloaking - Even to those most attuned to their aura, yours remains a mystery. With this perk, you can give misinformation to someone using aura-sight on you. Only works if the person using aura-sight has a lower SAU than you. LVL 7 perk. Requires 8 SAU.
Mana pool - An advanced technique that allowsa mage to exert massive amounts of mana into a single spell without disrupting its frequency. Following the simple mathematical equasion of C / S = O, one can put multiple spell slots into the casting of a singular spell. First, the spell is cast with a required spell slot. Then, the spell is reinforced by any number of other spell slots. The Cumulative additional spell slots are then divided by the Spell level, equating in the additional spell slot power the spell gains. For example, by reinforcing a lvl 10 spell with 20 lvl 1 spell slots, one would get; 20 / 10 = 2. Meaning the spell is cast at the power of a level 10 + 2. Making it a level 12 spell slot cast without having to expend precious higher level slots. LVL 10 perk. Requires 9 SAU and 7 INT.
[/PTab={background-color:#181818}] [PTab=Prophecy] Prophecy Those who are marked by sycropahs bear the power of the prophecy. Possessing powers only they could hope to possess.
Touch of destruction - The auretical fragment has touched you through its destructive powers. But you remain unharmed. Live to fight another day. Automatically gained upon first contact with the enigma.
Touch of corruption - The corporeal fragment has touched you through his disease. But the prophecy protects you. Live to fight another day. Automatically gained upon first contact with the black blood disease.
Touch of creation - The aetherial fragment has touched you through his benevolent powers. You remain alive, but a stoneheart. Either that, or you're a prophecised construct. Automatically gained upon being reanimated by Turin.
Aura of death - The enigma's touch lingers in your own. Your attacks are more powerful than before. LVL 5 perk. Must have gained 'Touch of destruction'. Spells cast with +1 slot strength. Increases by +1 for every time this perk is bought.
Closing wounds - The corruption and your body no longer fight. They have grown symbiotic, aiding one another. LVL 5 perk. Must have gained 'Touch of corruption'. Immune to bleeding and poison status effects.
Soul surge - The stoneheart binds with your soul more and more by the day. Allowing you to tap into the soul's fullest potential. LVL 5 perk. Must have gained 'Touch of creation'. Passively regenerate 1 spell slot, the level of which is equal to the amount of times you've bought this perk.
Aura bending - Not even the gods know how to replicate this form of power. You do. LVL 10 perk. Must have gained 'Touch of destruction'. Aura sight no longer works on you.
Flesh mending - Tendrils of black blood come to your aid, shutting close wounds as they appear, even reattaching limbs lost. LVL 10 perk. Must have gained 'Touch of corruption'. Passive healing factor that slowly regenerates wounds. Given enough time, this will also reattach dismembered limbs.
Creationism - Life flourishes around you, in whatever way it manifests. LVL 10 perk. Summons and necromancy no longer have time constraints. But you can not regenerate the spell slot used on these as long as they are not deactivated.
Tranquility of immortality - A stronger version of the "refocus" perk. Rather than converting two slots into a singular slot, this perk allows one to convert into multiple slots. Ex. 10x LVL5 skill slot to get 5x LVL 5 spell slot. Can be used instantly. LVL 10 perk. Must have gotten 'Refocus' and 'Touch of destruction', 'Touch of corruption' or 'Touch of creation'
Elemental mastery - The fragments do not concern themselves with constraints like elements. Those who bear their mark can agree. LVL 15 perk. Must have gained 'Touch of destruction', 'Touch of corruption' or 'Touch of creation'. Can now buy the base LVL 1-2 projectile spells of every element.
Power corrupts... - Corruption may be painful, but its effects have adapted to your body. Interactions with black blood cause you to gain power. LVL 15 perk. Must have gained 'Touch of corruption'. Taking damage from corrupted creatures/viro will increase STR, DEX or PER at random until the end of combat.
Soul's outpouring - The soul is a powerful device in the right hands. Especially for those who seek to control the unliving... LVL 15 perk. Must have gained 'Touch of creation'. Caster is no longer limited in how many undead or summons they can manifest, but each summon/necromancy will lower SAU by 1 point until the summon/undead is destroyed or expires.
Divine weapon - The fragments make use of a unique weapon that bends their very aura to be a device of war. LVL 20 perk. Must have gained 'Touch of destruction', 'Touch of corruption' or 'Touch of creation'. Casting time of all spells halved. All spells cast act as if they are 1 level slot higher. Repeated buying of this perk increases slot level increase.
Divine element - Unrestricted by the bonds of your lesser man, you can make use of whatever element you please. LVL 25 perk. Must have gained 'Elemental mastery''. Can buy spells off of any element, provided you have the right holy/unholy alignment for those elements.
Ambigious morality - No one has the right to decide for you what is right and wrong. For you are as much a god as those in the underworld. LVL 35 perk. Must have gained 'divine element'. You are no longer restricted by holy and unholy alignments.
[/PTab={background-color:#181818}] [PTab=Robotics] Robotics Ever since ADF made functional, sentient combat bots, they have been making more and more upgrades to the software and hardware. A trend that other lesser companies have followed suit in.
Magnified optics - A quite simple, but effective upgrade to the sensory arrays. This software upgrade clears up long-distance pictures, allowing the robot to essentially "Zoom in" on whatever they're viewing. +1 PER.
Sensitive sensors - Some tweaking to sensory programs allows the robot to be more finely attuned to their surroundings and observe more properly. +1 PER. +3 PER when being sneaked up on.
Auto loader - A hardware upgrade that instals a small, dedicated "thumb" on the underside of the arm. This auto-loader has a set 'reload' movement program that it will execute at a high speed, allowing for an increase in bolt-action weaponry speed and reload time. Halves reload time. Bolt action weapons fire faster.
Emergency battery - When at the brink of breaking down, the emergency battery will kick in. Giving the robot a boost of energy with which it can make a fast retreat. +5 DEX when severely damaged. Surge lasts 1 round.
Improved alloys - By replacing some of the standardised joints and covers of the robot, one can make leaps in structural integrity. +1 VIT. Can be bought multiple times.
Auto-interpreter - A very expensive but very useful modification that essentially allows the robot to use google translate in real time. With over 200 registered languages fully adapted into this upgrade, communication will never again be an obstacle. Can speak and understand any language, with the exception of old dranleish.
Shoulder mount - A turret position installed on the shoulder, allowing the robot to always have a gun (albeit low calibre) at the ready. Can install a one-handed ranged weapon on shoulder. This does not count towards the equipment limitations.
Automatised self-repair - Provided the robot has "mechanic" as its profession, this upgrade allows for it to repair itself when not actively performing combat-actions, even when in the midst of combat. Passive heal every round when not attacking/defending/casting.
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