Skills home
Skill
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Stat Cost
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Range
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Area
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Duration
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Requirements
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Effects |
Success Roll
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Mortal Guard | 6 Soul | self | self | instant | Knock Down Defense | You can use this skill to give yourself +1d6 to Vitality Save for that instance to avoid a one hit kill, instant death, or other related situation. | Survival -2 |
Mortal Shot | 6 Soul | weapon range | 1 target | instant | Sniper Shot | With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. | Perceive -8 |
Nature's Armor | 6 Soul | self | self | 1d8 rounds | Nature's Nurturing |
With this skill nature will help protect you. This skill can only be used in environments that are natural. With this skill nature provides you with your Arcana stat as extra protection against physical and magical attacks. |
Nature -5 |
Nature's Blessing | 8 Soul | self | self | 1d8 rounds | Nature's Armor |
With this skill nature blesses you with more power. This skill can only be used in natural places. This skill adds your Nature score to Runic Power, Offensive Power, and Bow Power. |
Nature -5 |
Nature's Nurturing | 4 Soul | self | self | 1d8 rounds | 3 druid skills and 2 druid abilities |
With this skill you can have yourself sustained by nature. This skill can only be used within natural environments, including caves. This skill cannot be used in an environment that has no nature. When you use this skill you select Vitality, Soul, or Power. During the duration the selected stat will be recovered by 1d8 per round. |
Nature -5 |
Nature's Wrath | 10 Soul | self | self | 1d8 rounds | Nature's Blessing |
With this skill nature will counter attack for you. This skill can only be used in natural places. During the skill's duration every time you are attacked nature will attack the attacker. The damage dealt is your Nature score + Arcana Score + 1d12. This always hits. |
Nature -5 |
Neck Breaker | 6 Power | whips range | 1 target | instant | Equip Whip; Choke Hold | This skill is used with the skill Choke Hold. With this skill a critical hit has a 1 in 6 chance of killing the target. This is decided by rolling a 1d6, with 6 = death. This skill increases your Critical chance by +2. | Critical +2 |
Negative Energy | 8 Soul | any in area | a 3x3 space area around you | 1d6 rounds | Religious Sanctuary |
This skill produces an aura around you that causes enemies in the aura to suffer a 1d6 penalty to any trait check, stat check, skill check, or spell cast check as long as they are in the aura. If you are a servant of Joasri you will need to make a normal Luck check to prevent this from affecting your allies while your enemies get an extra 2 to this penalty. |
Focus -4 |
Ninja Run | 4 Power | move range | self | instant | Inner Chi | With this skill you can run across water and up walls, but only for the duration of your movement range. | Athletics -2 |
Norvus's Performance | 4 Soul | any in area | a 3x3 space area around you | 1d6 rounds (effects only) | Ava Breve Aria |
This deep melody grants you and all in the area (friend or foe) 1d10 + Perform physical and magical protection. |
Perform -2 |
Novice Bashing Proficiency | 2 Power | self | self | 1d10 rounds | Basic Bashing Proficiency |
Using this skill allows you to draw on your proficiency with bashing or blunt weapons. This is basically hitting someone with a blunt weapon in a swinging motion. Blunt weapons are any weapons that you can bash with, such as hammers, mallets, rods, staffs, whips, planks, tonfa, and clubs. Any weapon that can have a bashing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Bashing Proficiency |
Insight -2 |
Novice Bludgeoning Proficiency | 2 Power | self | self | 1d10 rounds | Basic Bludgeoning Proficiency |
Using this skill allows you to draw on your proficiency with bludgeoning or blunt weapons. This is basically ramming someone with a blunt weapon in a thrusting motion. Blunt weapons are any weapons that you can bludgeon with, such as rods, staffs, tonfa, fists, feet, handle of most weapons, and clubs. Any weapon that can have a bludgeoning attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Bludgeoning Proficiency |
Insight -2 |
Novice Chopping Proficiency | 2 Power | self | self | 1d10 rounds | Basic Chopping Proficiency |
Using this skill allows you to draw on your proficiency with chopping weapons. Chopping weapons are any weapons that you can chop with, such as axes, hatchets, falchion, and scythes. Any weapon that can have a chopping attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Chopping Proficiency |
Insight -2 |
Novice Crafting | 2 Soul | self | self | 2 hours (required time) | Basic Crafting |
This skill allows for novice crafting. |
Insight -2 |
Novice Piercing Proficiency | 2 Power | self | self | 1d10 rounds | Basic Piercing Proficiency |
Using this skill allows you to draw on your proficiency with piercing weapons. Piercing weapons are any weapons that you can stab and pierce with, such as knives, swords, spears, hira-shuriken, darts, and arrows. Any weapon that can have a piercing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Piercing Proficiency |
Insight -2 |
Novice Runic Crafting | 4 Soul | self | self | 2 hours | Basic Runic Crafting and Better Crafting |
This skill allows you to create novice runic technology from blueprints. This includes novice elemental contructs. |
Arcana -2 |
Novice Slashing Proficiency | 2 Power | self | self | 1d10 rounds | Basic Slashing Proficiency |
Using this skill allows you to draw on your proficiency with slashing weapons. Slashing weapons are any weapons that you can slash with, such as knives, daggers, swords, scythes, chakram, blade knuckles, and claws. Any weapon that can have a slashing attack can be used with this skill. This skill provides the following:
This skill cannot be used with Basic Slashing Proficiency |
Insight -2 |
Occult Aid | 4 Soul | self or 1 ally | self or 1 ally | 1d4 hours | Occult Guidance | This skill grants you aide from your runic soul to assist with stat checks. You or your ally get a 1d6 to roll with any check during the duration of this skill's effect. | Insight -3 |
Occult Empowerment | 4 Soul | self or 1 ally | self or 1 ally | 1d6 rounds | Occult Aid | Your guardian spirit assists you or your ally with spell casting, increasing the spell's effects. Any damaging, healing, buffing, or debuffing effect that has a numerical or dice value is increased by an extra 1d10. | Insight -5 |
Occult Guidance | 1 Soul | self | self | instant | Divination | This skill allows you to use tarot cards for answers to questions. The accuracy is not always for certain. Basically, if you fail at the skill check, you will still perform the skill but it will not give you a true or accurate answer. If you succeed, you may get a true and accurate answer. The GM can apply different challenge levels to this and different conditions. Tarot cards can also have a chance to summon an agent of the deity tied to that deck of cards or to you, with the results of that summon completely depending upon the deity and the GM. If used in battle with a magic spell, the card pulled may or may not cause an effect, again up to the GM and the situation. | Insight -2 |
One Hit Toss | 6 Soul | throw range | 1 target | instant | Precise Throw | With this skill you have a 1 in 6 chance of instantly killing the target. This is decided by rolling a 1d6, where 6 = death. | Perceive -5 |
Partial Polymorphing | 1 Soul | self | self | 1d10 rounds or hours | Able to change parts of body into any form whose properties are known. You could change our arms into weapons, feet into flippers, etc. The boy part would take on those properties, for example if you changed your arms into swords they would have the attack value of standard short swords. Body part changed cannot be more than 25% larger or smaller than original size. | Arcana +2; +1 per level | |
Perceive Empowerment | 2 Soul | self | self | 1 hour | N/A | This skill increases your Perceive by 1d4. | Perceive |
Pick Locks | 1 Soul | self | self | instant | N/A | This skill allows you to pick locks. The success roll is a luck check, however the type of luck check depends upon the complexity of the luck and could be easy, normal, hard, or impossible. | Luck |
Pick Magic Locks | 2 Soul | self | self | instant | Pick Locks | This skill allows you to pick magic locks. The success roll is a luck check, however the type of check depends upon the complexity of the magic lock and could be easy, normal, hard, or impossible. | Luck |
Pick Trapped Locks | 3 Soul | self | self | instant | Pick Magic Locks | This skill allows you to pick a trapped lock without setting off the trap. | Hard Luck or Impossible Luck |
Pierce Defense | 2 Power | self | self | 1d4 rounds | N/A | This reduces all piercing damage against you by 20%. | Defense |
Piercing Attack | 1 Power | weapon's range | 1 target | instant | Basic Attack | This skill allows you to do piercing damage with your sword. | athletics -1 |
Piercing Spell | 2 Soul | self | self | instant | Spell Slinger | Using this skill with your spell causes your spell pierce through armor. This increases your spell's damage power by 1d6. | Arcana |
Pin Target | 4 Power | jump range | 1 target | 1 round | N/A | With this skill you jump onto the target pinning the target to the ground. The target is unable to move or act during this time. The target can make an atheltics check, with your atheltics being a penalty. You also must spend an entire round of not acting to hold this target down. Once the target is free or the round is over, you must make a focus check to not lose the next round. | Athletics -2 |