Advance Skills
Only
wield by those who have several ranks or skills that meet the requirements of
these skills can possess them. These skills are far more superior than the
skills listed here and will even prove more useful than you can imagine.
Adventurers advance in their skills begin to realize that being one with the
planet and challenging the world has to offer tends to grant unique abilities
and qualities to a character. This is called “The Gift of Everlynn” the
planet watches as the adventurers and warriors of Everlynn become unique and
strong therefore with discrimination grants them the power desire by those to
their cause because there are other things than monsters and dungeons in this
world.
Armored Dragon>
(50 Exp) <Requires Tough Hide, Armor Pro, Resist of any type with 10 Ranks
and a Power of 12 or higher.>
Descript> A
characters body becomes thick and hard muscles solidifying with time as their
body adjust to their life style of combat and adventure. The body has scales
over the muscles giving a character 10% Natural Armor. This is considered a
Supernatural effect to the body.
Bonded Speed of the
Celestial> (50 Exp) <Requires a Movement of 10 and a Power of 12>
Descript> A
gift bestowed to by the gods that doubles your movement making you very fast.
Breath of the
Dragon> (100 Exp) <Requires a Power of 15, Reflex of 15, Spirit of 15 and
a Mind of 15>
Descript> The
legend of a Dragon’s Breath is unfathomable tied with great destruction a mere
fraction of a God Spell but never the less powerful against those of any realm.
A Breath Weapon is base on an Element type and that of the Dragon Breath
Weapons. They deal 5d6 cone and spread Dmg.
Construction of the
Arcane> (100 Exp) <Requires the Use of Magic, Spell Craft 20, Empowered
Magic, Ritual Cast, Silent Cast, Static Cast, Spell Aura, and Focus Magic>
Descript> A
gift by the Gods of Arcane Magic a Spell Caster can deal triple the amount of
damage, effect, targets, etc. than normal. This will help in defeating very
powerful foes.
Divine Weapon of the
Soul> (100 Exp) <Spirit of 15, Power of 15, Specialize (Soul Weapon), and
Favored Enemy base on Alignment>
Descript> With
the power in ones soul one can summon a weapon that has no physical form but the
shape in which its wielder summons it. This weapon is a 3d10 Weapon of raw
energy and ignores Armor. However it lasts but only half the rounds equal to
your Spirit rounded up. If the weapon is not unsummoned and return a character
looses 3d10 health per round.
Eternal
Vigilance> (100 Exp) <Resist of 15, Ethereal Resist of 15, Spell Aura, and
Tough Hide>
Descript> The
ability grants a Celestial immunity to one type of magic/energy giving a 5%
immunity chance. The skill can be taken 20 times to grant a 100% Immunity to the
specified type. You can choose from Ignis (Fire Base), Aquarius (Water Base),
Aires (Wind Base), Geo (Earth Base), Illumina (Light Base), Nocturas (Dark
Base), and Astron (Astral Base). When 100% is made you are immune to that type
whether it is harmful or helpful.
Fantastic Dodge>
(50 Exp) <Requires a Doge Rate of 15>
Descript>
When a character achieves the requirements he or she can make an Automatic Dodge
with out fail. This can be even if you had failed a Dodge but you must State
using the Fantastic Dodge skill. Example> Even though Molly failed her Dodge
she uses Fantastic Dodge to avoid the hit at the last moment.
Epic Aura> (50
Exp) <Requires a Spirit of 15>
Descript>
This power creates an Aura around the player that causes Target around them that
are hostile towards them to make Spirit Check at a Difficulty of 15. Thos who
fail fear the Aura around the character and them causing them Fear Status till
they leave the area around the character. When they are 50ft away from the
character the Aura’s effect stops yet if they return in sight of the character
the effect returns as if they have already failed. Those who succeed are immune
from the effect for the day. Those who are affected are effect for the remainder
of the day.
Epic Power> (200
Exp) <Requires a Power of at least 12>
Descript> The
body can be trained and after time grow stronger. With this skill you can double
your Power Mod Bonus when situations require using your Power Mod. When not in
use it simply acts as if you are normal.
Epic Reflex> (200
Exp) <Requires a Reflex of at least 12>
Descript> The
reflexes can be trained and after time grow stronger. With this skill you can
double your Reflex Mod Bonus when situations require using your Reflex Mod. When
not in use it simply acts as if you are normal.
Epic Mind> (200
Exp) <Requires a Mind of at least 12>
Descript> The
mind can be trained and after time grow stronger. With this skill you can double
your Mind Mod Bonus when situations require using your Mind Mod. When not in use
it simply acts as if you are normal.
Epic Spirit> (200
Exp) <Requires a Spirit of at least 12>
Descript> The
soul can be trained and after time grow stronger. With this skill you can double
your Spirit Mod Bonus when situations require using your Spirit Mod. When not in
use it simply acts as if you are normal.
Epic Social> (200
Exp) <Requires a Social of at least 12>
Descript> The
attitude can be trained and after time manipulated to serve many purposes. With
this skill you can double your Social Mod Bonus when situations require using
your Social Mod. When not in use it simply acts as if you are normal.
Epic Health> (30
Exp) <Requires that you have the skill Healthy and Maxed at 200Hp>
Descript> the
skill is similar to Health but has far more increase. This can be acquired 10
times for +10Hp to a Max of 300 Hp. This is excellent in order to raise a
characters health rate to epic proportions.
Epic Power> (200
Exp) <Requires a Power of at least 12>
Descript> The
body can be trained and after time grow stronger. With this skill you can double
your Power Mod Bonus when situations require using your Power Mod. When not in
use it simply acts as if you are normal.
Epic Critical>
(50 Exp) <Requirement ATR of 10, Cleaver Strike, Cleaver Slash, Specialize
(Weapon Type) and Power of 12 or more>
Descript> When
using a Specialize Weapon you can make a 2d12 Dmg roll on top of your regular
Dmg roll of your weapon.
Improve Health>
(100 Exp) <Requirement Resist of 10, E.Resist of 10, Blood of Snake, and Max
200Hp.>
Descript>
Those who work hard in making their body and constitution strong can become
immune to poisons and the disease that cause Undead and Vampirism.
Pure Rage> (100
Exp) <Requires a Power of 12 or more and a Spirit of 12 or more>
Descript> Unknown
to the soul is the pure primal power of Rage that can overcome any physical
knowledge. Those in Pure Rage can activate this at any time or by a Trigger,
Example> friends are hurt and release the Pure Rage from with in. These
increase the persons Hp 20 points even pass Max, increases Damage +5, Ignores 5
points of Dmg, Ignores Near Death or Unconscious Rule sets remaining awake and
active till all targets are eliminated, and deal an extra 3d6 damage. The Bad
part is that Pure Rage doesn’t signify who friend or foes are just that all
targets are foes. A Mind Check of a Difficulty of 15 needs to be beaten or no
one is an ally and all are enemies to be killed.