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Post by Trippy Hare on Sept 30, 2006 12:22:07 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Bad Skill Name: Fall from Grace Skill Description: Whatever you did in a past life, it must have been terrible: because your luck is awful. Weapons break just as you need them, minor wounds manage to get infected, arrows that should fly off into the nothingness home in on your vital organs, and other mishaps abound wherever you go. Skill effect: Permanent -10 Karma. Effects that would add to Karma are ignored. Skill points awarded: 27 Requiem Cost: 150 Wealth, 200 Renown
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Post by Trippy Hare on Oct 13, 2006 3:51:56 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Bad Skill Name: Big Shiny Target Skill Description: For whatever reason, you draw enemy fire like a magnet. Even if there are other, more prominent warriors present, creatures and Bosses come straight for you, and archers are so keyed in to you, the sky darkens with their arrows. Skill effect: ALL NPC opponents target you. Ranged attackers get +2 shots per turn against you. Skill points awarded: 30 Requiem Cost: Sacrifice enchanted ranged weapon and 100 units of any Specialty Ammo, 5 Karma, any 3 Apothecary potions
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Post by Trippy Hare on Oct 13, 2006 3:55:08 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Triage Skill Description: Having seen much of battle, and the types of wounds encountered on the battlefield, you can quickly assess which wounds merit medical attention, and which would require a priest as opposed to a doctor. Skill effect: Roll Xd6 once per day(your turn only), where X is your Wisdom. This total is the total HP you can heal, either to yourself or spread amongst multiple targets. Skill cost: S: 15 R: 10 H: 0 G: 0
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Post by Trippy Hare on Oct 13, 2006 4:00:29 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Combat Engineering Skill Description: Sometimes, basic ammo simply isn't enough, but a resourceful engineer can make do with what is at hand, skillfully crafting ineffective ammo into something more useful. Skill effect: Roll Xd8 per day (your turn only) and spend X Wealth to convert X basic ammo into the specialty ammo of your choice. As with all specialty ammo, this will override your basic ammo, and you will be limited to the quantity of ammo produced. Skill cost: S: 7 R: 0 H: 200 G: 0
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Post by Trippy Hare on Oct 13, 2006 4:03:14 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Improvisational Fletching Skill Description: Running out of ammo is bad, running out in the thick of combat is even worse. But take heart, with this skill, you can craft basic ammunition out of whatever is handy. Skill effect: Roll Xd6, where X is your Wisdom. Spend an amount of Wealth equal to that roll to give yourself unlimited basic ammo of your choice. Skill cost: S: 0 R: 50 H: 0 G: 0
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Post by Trippy Hare on Oct 16, 2006 4:59:08 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Super Kung-Fu Action Skill Description: Not only are you a capable fighter without a weapon, you are a specialist at unarmed martial arts. Your training has given you insight into the nature of fighting itself, and this allows you to do more in a single day than a person with your Wisdom ought to be able to. You must have the skill Brawler and the skill Kung-Fu Action to take this skill. Skill effect: +1 Action per day, each attack Action includes two punches (one swing per arm) and two kicks (one swing per leg). MR of each punch and kick is equal to char's Strength. Skill cost: S: 15 R: 120 H: 0 G: 0
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Post by Trippy Hare on Oct 16, 2006 5:01:06 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Kung-Fu Action Skill Description: You're an expert at unarmed combat, and can throw multiple punches and kicks with every attack, sending a flurry of blows at your hapless enemies. You must have the skill Brawler to take this skill. Skill effect: Every attack Action consists of 4 separate swings: one for each hand and one for each leg. Skill cost: S: 10 R: 120 H: 0 G: 0
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Post by Trippy Hare on Oct 16, 2006 5:06:53 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Bad Skill Name: Clouded Mind Skill Description: Something in your head is interfering with your ability to concentrate, as if you were half-asleep all the time. It could be a bad memory, fatigue, or dyslexia. Whatever it is, it slows your reflexes and dampens any magical ability you may possess. Skill effect: No spells requiring Sanity may be cast, -3 to Sanity. Skill points awarded: 7 Requiem Cost: 10 Wealth, 150 Renown, 6 Karma
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Post by Trippy Hare on Nov 7, 2006 8:21:27 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Bladed Blossom Skill Description: You are exceptionally skilled with throwing weapons, from simple rocks to elaborate stars and javelins. Your strikes always find the weak point in any armor, and the vital areas of unarmored foes. Skill effect: Can only be used when throwing weapons are equipped. Reduce MR of target by 4 when attacking with a throwing-weapon. If target's MR is 4 or less, deal +2d6 damage on successful hit. Skill cost: S: 9 R: 0 H: 28 G: 0
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Post by Trippy Hare on Nov 7, 2006 8:24:57 GMT -5
Player Name: Trippy Hare Contact Info: PM me Skill Type: Good Skill Name: Gambler Skill Description: Using uncanny luck, a Gambler can reap incredible gains, but can also lose everything. Beware of Gambler's Ruin, as nobody's luck can hold out forever. Skill effect: When determining Renown or Wealth rewards, the char may roll 1d6. On 6, all rewards (Wealth, Renown, and any prizes/weapons) are doubled. On 1, the Gambler loses all their current Renown and Wealth. Skill cost: S: 5 R: 15 H: 0 G: 0
-or-
S: 0 R: 25 H: 0 G: 15
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Post by Trippy Hare on Apr 11, 2009 22:19:29 GMT -5
Player Name: Trippy Hare Contact Info: AIM, PM Skill Type: Good Skill Name: Great Hands Skill Description: Using both hands to grip a 1-handed weapon allows you to do greater damage, though you can't carry a shield. Skill effect: Add 2d6 to Attack and 1d6 to damage, 1-handed melee weapons only. Skill inactive when a shield is equipped.
Skill cost: S: 4
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Post by Trippy Hare on Apr 11, 2009 22:24:49 GMT -5
Player Name: Trippy Hare Contact Info: PM Skill Type: Good Skill Name: Beginner's Luck Skill Description: You lack experience, but make up for it with enthusiasm. This lets you deal a bit more damage. The crowds, impressed that a newcomer can do so well, grants you a bit more Glory. Skill effect: For every battle where a character's Win record is less than 10 (W<10), add 1d4 to damage dealt, and +1 Glory per action.
Skill cost: S: 2
OR
R: 6
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Post by Trippy Hare on Apr 12, 2009 0:20:34 GMT -5
Player Name: Trippy Hare Contact Info: PM Skill Type: Good Skill Name: Necromancy Skill Description: The blackest of the magical arts, Necromancy is forbidden throughout Eshathar. Only the Lich and his minions truly know how to use it. For anyone still alive, use of the blackest art is highly destructive to both the mind and the soul, and confers incredible power. It is not for the faint of heart. Skill effect: Enables use of Necromancy spells from the Grimoirum. Skill cost: H: 50 G: 50
Character must also sacrifice 3 Stamina.
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Post by Trippy Hare on Apr 12, 2009 0:25:45 GMT -5
Player Name: Trippy Hare Contact Info: PM Skill Type: Good Skill Name: Occult Proficiency Skill Description: Through years of study- and a particular sort of reckless ambition- a mage can hone his skills in the darker arts. Spells intended to cause pain or injury are more effective, though in exchange, some HP must be spent in addition to Spirit/Sanity to cast them. Skill effect: All damaging spells cause an additional SPId6 damage. User sacrifices 2d6 HP. HP loss occurs with every damaging spell cast, even if HP loss causes unconsciousness/death. Skill cost: H: 75 G: 75
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Post by Trippy Hare on Apr 12, 2009 1:27:01 GMT -5
Player Name: Trippy Hare Contact Info: PM Skill Type: Good Skill Name: Iron Will Skill Description: To use the arcane arts requires an enormous amount of self-control and mental discipline. A mage must be able to concentrate on the task at hand, regardless of such irritating distractions as being shot full of arrows. It takes years of training to develop one's will to such extremes. Skill effect: HP can be used to cast spells instead of SAN or SPI. Skill cost: S: 30 H: 25 G: 25
OR
H: 100 G:150
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