Universal
Skills
Accurate
(25 Exp): Characters
gains a +2 ATR when attempting accurate shots. This could be making a Called
Shot, aiming for Weak Points, and shooting twice or more the distance of a range
weapon. This is also good against the Deflection Skill so as to ensure in
hitting your opponent. When a target makes an attempt to deflect a range attack
they Suffer a -2 to ATR when attempting when using this skill against them.
Ambidexterity
(25 Exp):
Requirement Reflex of 12> The Feat allows you to be able to use your off hand
with a reduce penalty. With out the skill you normally suffer a -6 to ATR Rolls
when using two weapons. However this will give you a +4 to further reduce the
normal penalty of attacking with both hands to -2. Combine this with Two Weapon
Fighting and the Penalty is becomes a -0.
Armor
Pro (50 Exp): Requirement
Power of 7> with this skill a character can ignore the penalties when
equipping armor. Armor that gives a penalty will now have no penalty and treat
the Armor as if it were simple. This is good when your character requires
efficient armor use with out penalty. However penalties that Reduce Reflex and
Swim skill remain on but any other penalty does not affect you when applying
this skill.
Blind
Fighting (50 Exp):
Arial">The character suffers no penalty when under poor light conditions, total
darkness, or against invisible enemies. This is an expensive skill but well
worth when you are under barely lit conditions. This skill is only useful with
unarmed and melee attacks and dodge.
Blind
Shooting (50 Exp): The
character suffers no penalty when under poor light conditions, total darkness,
or against invisible enemies. This is an expensive skill but well worth when you
are under barely lit conditions. This skill is only useful with Thrown Weapons
and Range attacks and dodge.
Block
Melee Attacks (25 Exp): Normally Melee attacks must be dodged however with this skill
if you fail a Dodge you can make a Block Check to block with your Shield. If the
score of the Block Check is higher than the Melee Attack Score you successfully
raise your shield in time to block the Melee Attack. This can only be used to
Block 1 Attack from 1 Attacker at a time. You can apply your Block Modifiers to
this skill only if you have purchased the Skill.
Block
Range
Attacks (25 Exp): Normally
Range attacks must be dodged however with this skill if you fail a Dodge you can
make Block Check with your Shield. If the score of the Block Check is higher
than the Range Attack Score you successfully raise your shield in time to block
the Range Attack. This can only be used to Block 1 Attack from1 Attack at a
time. You can apply your Block Modifiers to this skill only if you have
purchased the Skill.
Brawler
(25 Exp): The
Brawler skill shows one who can make unarmed attacks at a +1 ATR and with a
successful critical hit can stun a target for d4 Rnds. When a target is rendered
stun it is unable to make any actions till it is cured or its amount of rounds
stunned are over. The effect is not accumulative and can only affect a target
when it is no longer stunned.
Burst
Shots (25 Exp): Requirement
Mind of 12> Normally Automatics have this function as a normal
capability of the weapon. However this skill teaches how to burst out a few more
rounds attacking with any type of firearms with the exception of launchers and
grenades. By spending four pieces of ammunition you can make your attack dmg a
+4 more than the normal. But keep in mind each time the skill is used you
decrease in ammunition quicker and works only with those who have purchased a
Spiriters Gun or possess the Profession Spiriter.
Cleaver
Strike (50 Exp):
Arial"> Requirement Power of 12>
If a Character manages to kill an opponent and there is an enemy close to it or
adjacent from it the character may make 1 attack upon it. However if the
adjacent enemy is killed by the Cleaver Strike the character can continue making
this extra attack until the enemies have all died or he has failed in hitting
the target or killing it with Cleaver Strike.
Combat
(Martial Arts) (25 Exp): Learning this skill a character becomes talented in the
martial arts and can perform at a +2 ATR Unarmed and on a critical hit cause d2
rounds of Stun. Similar to the Brawler Skill Combat Martial Arts also shows a
distinct method of also being able to be agile giving a +2 to DR when on the
Defense. The skill represents actions based on Martial Arts but is no equal to
the ability of Martial Artists of Neo Ryuu.
Concealed
Weapons (25 Exp):
Concealing Weapons is an interesting skill to mask small or medium weapons
or items upon yourself. When you attempt to mask a small item upon your person
it is a -10 to any Sight or Detection Check. With Medium items a -5 to detection
or sight checks is placed when a target attempts to find the item. However keep
in mind there are variable ways to detect them at no penalty so keep that in
mind that the skill penalizes only physical searches.
Deflect
Skill (25 Exp):
Arial"> If the Character makes a
successful Reflex Check against an enemy's attack (Scoring higher than the
Enemy's Attack Roll) the attack is deflected either to the enemy or an enemy
adjacent of it. However this only works if an enemy makes a melee attack upon
you. Deflection is done by using a shield, melee weapon, or grabbing a thrown
weapon and sending it back to the attacker. The Attack deals the dmg of the
opposing enemy's weapon + Half more Damage of that weapon type. Example Weapon
is a d8 Short Sword it would Deal half more of that weapon (4 more damage) it
would deal d12 damage due to the weapon being deflected back with force.
Modifiers on weapons do not add to the bonus.
Double
Shot (25 Exp):
Arial">Requirement Mind of 12> When attacking with a Range Weapon you
can make an extra attack dice of damage. If the roll + Range attack mod scores 4
higher than the target's defense total you score an extra Dmg dice. This can be
used once every turn of the player and consumes 1 extra piece of ammo and is
only good for those who use Bows and Cross Bows.
Endurance
(25 Exp): When
a character makes a check on a performed actions that lasts longer than it is
intended (Holding breath, Swimming, Running) He or she
receives a +4 to the check to use against any penalties that are given
when an action has taken longer than the extended time that is required.
Evasion
(25 Exp): Increase
your ability to Dodge by +2 no matter what the attack type is.
Far
Range (25 Exp):
Arial"> When firing with a range
weapon twice its limited distance this ability gives +4 to reduce any penalty
when attempting to fire beyond the weapons normal range.
Forced
Stop (25 Exp):
A character can use this skill to force an opposing target's vehicle into a
force stop by sideswiping it and causing it to reduce in speed. However the
skill reduces any Ride or Boating skill by -4 when a check is made.
Grand
Fortitude (25 Exp):
Arial"> The character receives +2 on
all Power Checks.
Health
(15 Exp): The Character receives a +5Hp to their Max Hit Points
increasing their Max Health. When this skill is activated a Character can Reach
a Limit of 200Hp.
Improved
Initiative (25 Exp): Character gains +4 when he makes an initiative roll.
Improved K.O. (25 Exp):
Arial">Requires K.O.> When a character makes their first unarmed strike
against an opponent unarmed dmg is dealt 3x more than the normal unarmed dmg the
character has.
Iron
Will (25 Exp):
Arial">Character gains a +2 to all Mind Checks.
Judge
Opponent (25 Exp):
The skill allows you to Judge an
opponent before combat by making a d20 Mind Check. The higher the score the more
detail the description the Host gives. This does not give exact number values of
the opponent but will describe how challenging, difficult, healthy, skilled,
wounded, weak, etcetera the target opponent is. This can be done one to one
target every round.
K.O.
(25 Exp): When
making the first unarmed attack you gain a +3 ATR and deal critical dmg if the
hit is successful. Upon a critical hit the target is knocked down on the ground
for 1 rnd and flatfooted. This will make the enemy vulnerable to other
opponents. The Knockdown feature is also used when Improved K.O. is acquired.
Leaping
Strike (25 Exp):
Arial">With a melee weapon a character can make a leaping strike at an opponent
and deal +5 more dmg than their base dmg from their weapon. However you tend to
be in a rather difficult situation if you fail that attack. You become off
balance and suffer a -5 to DR and you land behind the enemy with your back
towards them leaving you accessible to being strike from behind.
Lightning
Reflexes (25 Exp):
Arial">Character gains +2 to all Reflex Checks.
Mounted
Combat Plus (25 Exp): A Ride Check at a +4 is made when you are successfully
hit while on a mounted animal. If the Check is successful and scores higher than
the opposing target's attack roll you suffer dmg but you are not dismounted.
Normally without this skill a Ride Check is made normal however when you are hit
you are thrown off your mount and are knocked down for 1 round leaving you
vulnerable to attack till your next turn where you can get up at that point of
time. You can also add this +4 to any Ride Action that requires a check.
One
Shot Left (25 Exp):
Arial">A skill for dramatic effects no matter how long combat lasts this round
you will have one shot left this round even if you have wasted all your ammo.
The one shot is a dramatic attack made at a +4 ATR and +4 Dmg. This works with
all Range Weapons that consume ammo.
One
Shot One Kill (50 Exp): Hate when you have a bunch of small enemies in your way?
Despise it when their more of the small ones than you want? Well here's a
solution to the problem. One Shot One Kill is a skill that is dramatically
effective against target's who's total max hit points equal the amount of dmg
you do with a range weapon. It'll take just one piece of ammunition to take down
one bad guy as long as you hit them. If the attack is successful it ignores
armor and strikes their hit points dead on for max damage as long as your total
damage equals their hit points. This skill will not work on bosses or character
players/npc/spc.
Point
Blank (25 Exp):
Arial">When a target is with in under your
Melee
Range
from your Range Weapon the Point Blank skill grants you a +4 ATR and +4 Dmg.
Normally when a target is up close you suffer a -4 to ATR due to how relevantly
close they are.
Power
Strike (25 Exp):
Arial">By using this attack and stating you are using Power Strike you subtract
X amount of ATR Bonus from your attack to deal +X more Dmg. For example if you
remove +4 ATR Bonuses and successfully hit a target you deal +4 dmg. There’s a
limit that you can only spend X amount of your total ATR Bonus to deal extra
dmg. You may not use any other bonus modifiers unless it is specifically ATR
Bonus from your ATR Ability. This works only on Melee weapons.
Quick
Draw (25 Exp):
Arial"> Requirement Reflex of 12>
with this skill you can draw out your weapon as a free action rather than a
standard action. You may also use
quick draw to remove an item from your pack as a standard action.
Quick
Reload (25 Exp):
Arial">Requirement Reflex of 7> Instead of a Reloading normally Quick Reload
reduces all reloading functions to a half of an action. Normal reload becomes a
free action, reloading a bolt or arrow is 1 action, and a full reload is only 2
actions.
Rapid
Fire (25 Exp):
Arial"> Requirement Reflex of 12>
with any Range Weapon you may subtract X amount of ATR Bonus to deal + X amount
of damage. In other words if you have an ATR Bonus of +4 you can subtract up to
4 ATR Bonus and add to Range weapon damage. This skill is similar to Power
Strike yet for range weapons and uses Range ATR.
Sneak
Attack (25 Exp):
Arial">As long as the target is first flanked, being strike from behind, or does
not see you while being concealed you can perform a sneak attack. This skill
deals 2d6 Sneak Attack Dmg to an enemy when they are unsuspecting of your where
about. A sneak attack can only be performed if the enemy is unaware of your
presence or has their side or back faced to you. Sneak Attacks can also be done
when a target is grounded or flatfooted especially when they are helpless.
Spirited
Mounted Combat: Requires
Mounted Combat> When a character charges at an enemy while on a mounted
animal they deal x2 the dmg they normally would have done. However upon a
critical hit on a target the target is d4 Rnds stunned and knocked down on the
floor. This works only with melee weapons.
Street
Fighting (25 Exp):
Arial"> Requires Brawler> During
Combat anyone with this skill who is unarmed or armed with Improvised Weapons
deals +5 more dmg upon their enemy. This skill mainly uses unarmed and melee
weapons to deal extra Dmg when they are improvised weapons.
Steady
Hand (25 Exp):
Arial">Those using long Range Weapons suffer no penalty while mounted or on the
move where you would normally suffer a -4 to ATR during movement attacking with
a ranged weapon. This skill nullifies the penalty leaving you with a better
chance to strike your foes while on the go.
Stun
Mass Fist (25 Exp):
Arial"> Requires Power of 12> the
character upon a successful strike can deal d4 Rnds of stun to one target. This
skill is only usable once per round.
Thousand
Ammunition (50 Exp): Requires One Shot One Kill> this skill is a great skill
when you have one shot one kill. Similar to Cleaver Strike you can continuously
shoot another target as long as you can kill it. This skill ignores ammunition
consumption until you have failed a hit and uses the One Shot One Kill skill.
Each time you kill a target of Max Hp Equal to your total dmg you may shoot at
another target. If the adjacent or other Target dies you may continue your
attack till you either fail your attack or the enemy does not die. Afterwards
for every kill you made you will have to subtract one piece ammunition per kill.
Though with this skill ignore that you ran out of ammo till you failed to hit or
kill another target.
Riding
Dodge (25 Exp):
Arial">The Rider of the Mount gains +4 to his Ride Check when dodging hazards on
the road or an opposing Rider. While in combat his passengers all gain +1 to
Dodge while in the vehicle he or she is pulling on their mount.
Weapon
Encyclopedia (50 Exp): An important
skill to learn when you wish to have knowledge of Specific Weapons. This skill
teaches you the important quirks, statistics, commercially available, illegal,
and availability of said specific weapons. The character knows the type of
ammunition it uses, attachments, accessories, and its capacity, outfitted,
etcetera. Also with this skill and Business or Street Knowledge checks made in
reference about weapons gains a +4 on the Check