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Posted: Thu Nov 20, 2008 7:23 pm
Tasks/Changes to consider:
Need to plot all skills up to Breakthrough 20.
Thought a little bit about grouping multiple Breakthroughs on Tiers, allowing players to pick upgrades from Tiers they've unlocked. Allows for a little more customization, maybe makes the skill advancements a little less stiff.
Polearm Breakthrough 5, Survivor: Bumped the gained HP up to 2%, meaning it's now exactly 1% more useful. Still not sure how helpful it is, though.
Engineering & Parkour Alternates to certain Breakthroughs proposed. Need to decide where they fit in.
Additional notes:
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Posted: Thu Nov 20, 2008 7:40 pm
Weapon Skills
Blade 1. Blade Bonus +1 2. Slice- A very fast but weak attack. 3. Blade Bonus +1 4. Reporte- Do extra damage if you were hit last turn. 5. Slash- Deliver a painful attack that may cause Bleeding. If Bleeding occurs, a small amount of health is lost each turn. 6. Blade Bonus +1 7. Chop- Cut down a fast moving opponent. 8. Stinger- Normal damage, but a good chance to "Stick" an enemy with your blade. If this happens, the player gets the ability to "Rip" next turn, tearing the blade out for massive damage. 9. Blade Bonus +1 10. Adrenaline- Puts the player into Berserk.
Blunt 1. Blunt +1 2. Daze- Disorient a foe for a turn. 3. Blunt +1 4. Crush- An attack focusing on breaking open a well-armored opponent. 5. Bash- A powerful but inaccurate attack. 6. Blunt +1 7. Leg Breaker- breaks an enemy's leg, making it difficult to retreat. 8. Ribshot- crack some enemy ribs, causing damage when they move. 9. Blunt +1 10. Big Swing- With exceptions for the size and skill of the opponent, this big move knocks an opponent out of the battle.
Brawl 1. Suckerpunch- An accurate but weak attack. 2. Unarmed Bonus: +2 3. Sweep Kick- Knocks an opponent off their feet for a turn, does a little damage 4. Wind Up- A powerful guard breaker that takes a turn to charge up 5. Body Slam- Do extra damage at the price of taking a little damage yourself 6. Punch Bonus: +2 7. Kick Bonus: +2 8. Counter- A stance taken. If an opponent hits you after Counter is used, the player deflects the attack and hits the attacker. 9. Gatling Strikes- Hit a single target with many small attacks in one turn. 10. Unarmed Bonus: +2
Polearm 1. Cautious Step- A stance that lowers attack but increases defense. 2. Polearms +1 3. Balance Shift- A stance that counters attacks with a knockdown attack. 4. Desperation Guard- When Health is dangerously low, DEF skyrockets. 5. Survivor- Once per battle, grants a chance to come out of a defeating blow with 2% Health restored. 6. Polearms +1 7. Polearms +1 8. Defender- Allows user to step in front of an ally and guard them from damage. 9. Polearms +1 10. Keeper- Retaliates against any noticed theft attempts with an attack.
Sharpshooting 1. Rifle +1 2. Potshot- Very accurate, not too damaging. 3. Rifle +1 4. Concentrate- Your next shot will be more accurate and more powerful 5. Target Hand- Take a shot at the opponent's hand. Temporarily renders them unable to attack, may disarm them. 6. Rifle +1 7. Target Kneecap- Take a shot at the kneecap. Temporarily renders them unable to move. 8. Interrupt- when activated, damages and interrupts the first enemy to use a melee ability. 9. Rifle +1 10. Fly True- If an enemy is removed from battle or hanging beyond the reach of anyone else, you may hit them with this attack.
Gunslinging 1. Trigger Happy- An attack that hits several enemies for low damage. 2. Pistols +1 3. Dual Aim- Split a regular attack evenly between two targets. 4. Pistols +1 5. Pistols +1 6. Trick Shot- Make a shot that catches up to an enemy just as they exit battle. 7. Grounder- An attack that does extra damage to foes above. 8. Pistols +1 9. Me First- Passive. Grants a chance to make the first attack in a round despite the Speed scores of those in battle. 10. Quick Draw- A stance that destroys one incoming ranged attack, sending shrapnel across enemies for light damage.
Thrown 1. Toss- Basic thrown ability. Costs as much stamina as a normal attack. Toss an object at an enemy. Damage depends on roll and object thrown. 2. Thrown Bonus 3. Fastball- Whip an object hard at the enemy. Does more impact damage than Toss, but costs more stamina. 4. Thrown Bonus 5. Curveball- Put a little spin on whatever you're throwing. Harder to dodge than Toss, but costs more stamina. 6. Rebound- Hit a target around a shield or a wall by rebounding your thrown object. 7. Thrown Bonus 8. Headshot- Ouch. Has a chance to confuse or stun whoever's on the receiving end of this attack. 9. Thrown Bonus 10. Juggle- Throw up to three objects at once. Costs a lot of stamina.
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Posted: Thu Nov 20, 2008 7:56 pm
Instrument Skills
Instrument 1. Rouse- Temporarily pull a few people out of the Collective, filling them with emotion and personality. Minor chance of spreading the Plague. 2. Resistance bonus 3. Resistance bonus 4. Lesser Attunement- Enchantments of the chosen instrument last a little longer. 5. Resistance bonus 6. Resistance bonus 7. Performing bonus 8. Natural Power- Grants a less powerful version of the first offensive spell of the chosen instrument. 9. Resistance bonus 10. Natural Power bonus
Bass 1. Backbone Tone- Damage an enemy with your beastly bass lines. 2. Blowback- A blast of air sends objects and people flying back. Throws enemies out of melee range in combat. 3. Bass damage bonus 4. Reverberate- This wave of music gets through, no matter if the enemy is guarding. 5. Bass heat reduction 6. Bass damage bonus 7. Echo- Sends out a frequency that echoes throughout any space. Can be heard extremely far away, if the Bassist wants that. In combat, lowers the END of all enemies present. 8. Show Goes On- Removes any slow or paralysis inflicted on the Bassist. 9. Bass heat reduction 10. Gift of the Rhythm- Imbues weapons with temporary Lv. 1 Bass enchantment
Drums 1. Steady Rhythm- Stack up a steady beat on one target for a few turns. 2. Bust- Give anything that deserves it a good strong whack. May work on locks or doors. 3. Drums damage bonus 4. Rolling Thunder- This fevered drumline hits many enemies with a small burst of damage. 5. Drums heat reduction 6. Drums damage bonus 7. Crashing Cymbals- This metal clash pays special attention to aggression. All enemies attacking next turn take damage. 8. Stop the Beat- Cancel a charge an enemy has built up on an ability. 9. Drums heat reduction 10. Gift of Percussion- Imbues weapons with a temporary Lv. 1 Drums enchantment
Guitar 1. Frets Aflame- Burn at your enemies with a wicked tune. 2. Shatter- Devastates glass, perfectly good china, and the occasional electronical barrier. 3. Guitar attack bonus 4. Facemelter- Boil liquids and char extremities, causing damage to Health and Stamina. 5. Guitar Heat reduction 6. Guitar attack bonus 7. Gates of Hell- Creates a wall of heated air that damages all who cross it. In battle, does damage to those entering the fight. 8. Tenacious- Removes or prevents forced Berserk. 9. Guitar Heat reduction 10. Gift of the Strings- Imbues weapons with a temporary Lv. 1 Guitar enchantment.
Saxophone 1. Blues Burst- Chill out an enemy with these smooth rhythms. 2. Chill- Cool hot coffee, air condition houses, and put out a few fires. 3. Saxophone damage bonus 4. Cool Jazz- The target of this tune is slowed down and beat up by the sheer icy improvisations. 5. Saxophone heat reduction 6. Saxophone effect bonus 7. Bebop- Wrap up an enemy with your tunes. He can't do anything but keep on hurting next turn. 8. Melodics- The target of this sad tune can't keep up whatever he's up to. Stat bonuses are canceled on the target. 9. Saxophone heat reduction 10. Gift of the Brass- Imbues weapons with a temporary Lv. 1 Saxophone enchantment
Vocals 1. Serenade- Slightly raise the stats of an ally for a turn! 2. Lullaby- Put an unsuspecting, lone enemy to sleep with these soft melodies. 3. Vocals effect bonus 4. Tenor- Dramatically raise the END of an ally. 5. Vocals heat reduction 6. Vocals effect bonus 7. Harmonize- Dramatically raises the TAL of an ally. 8. Alto- Damage an enemy or heal an ally. 9. Vocals heat reduction 10. Gift of the Voice- Imbues weapons with temporary Lv. 1 Vocals enchantment.
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Posted: Thu Nov 20, 2008 8:29 pm
Supplementary Skills
Business 1. Discount on Bought Items: -2% 2. Bargain- Haggle prices with the owner of the establishment 3. Higher Prices on Sold Items: +2% 4. Discount on Bought Items: -4% 5. Discount on Bought Items: -6% 6. Respectability- People in the Underground and people working with the Underground know your name as a businessman. People pay you more to do their jobs. 10% Bonus to hiring fees 7. Higher Prices on Sold Items: +4% 8. Discount on Bought Items: -8% 9. Higher Prices on Sold Items: +6% 10. Contacts- As a businessman, you know people. It is likely that you know people in key locations of the city.
Chemistry 1. Identify- Through some innate knowledge, you recognize common ingredients now. 2. Combine- Combine two ingredients to produce a new item. 3. Chemistry bonus 4. Chemistry bonus 5. Knowledge- You now know, with a fair degree of accuracy, what two common ingredients combined will produce. 6. Chemistry bonus 7. Chemistry bonus 8. Stained Labcoat- People recognize you as a skilled chemist. 10% discount on all ingredients. 9. Chemistry bonus 10. Mix- Combine three ingredients to produce a new item.
Computers 1. Tech Literacy- allows use and maintenance of devices a little too complicated for the average pleb. 2. Hacking- allows use of a Hackpad to infiltrate digital devices and collect files or force switches. Access Lv. 1- can hack into things like simple electronic locks. 3. Grip max bonus 4. Grip loss reduction 5. Access Lv. 2- can hack into devices like cell phones, pay phone terminals, and palm PCs. 6. Grip max bonus 7. Access Lv. 3- can hack into electronics on par with common home desktop or laptop PCs. 8. Grip loss reduction 9. Analyze- determine the difficulty of an object before a hack attempt, up to the highest access level gained. 10. Reconfig- if successful, allows for one more try in hacking a directory, even after being locked out.
Crafting 1. Weapon Mods Lv. 1- Can create low-level weapon mods from mundane items. 2. Success bonus 3. Clothing Mods Lv. 1- Can create low-level defense mods from mundane items. 4. Musical Mods Lv. 1- Can create low-level, multi-purpose, permanent enchantments. 5. Spatial Thinker- When used on equipment, grants a small chance to add an additional mod slot. 6. Success bonus 7. Recycling Lv.1- When clearing a piece of equipment of mods, grants a good chance to safely remove one chosen mod. 8. Success bonus 9. Conservation Lv. 1- Slightly reduces the materials required in creating a mod. 10. Weaponcrafting Lv. 1- Rework a primary weapon, dramatically improving its parameters.
Doctoring 1: Heal- Mend minor wounds. Cost 20 2: +50 Medicine max 3: Stitch- Close up small, persistant blade wounds. Cost 40, requires Suture 4: Clarity- Bring allies out of minor dazes. Cost 40 5: Relax- Relieve some fatigue and restore Stamina. Cost 35, requires Balm 6: +50 Medicine max 7: Focus- Give a musician some much-needed Mana. Cost 40, requires Grinder 8: +50 Medicine max 9: Heal II- A little more medicine, and more repairing power. Cost 50 10: Antidote- Lessen some penalties stacked on by poisons. Cost 60
Engineering 1: +1 Bite, now have 1. 2: Armor Plating- Increases End- 1 Bite to attach 3: +1 Bite, now have 2. 4. PowerBlade- Increases Damage inflicted, grants ability "Slice" from the Blade skill line- 2 Bites to attach alt: +2 to Fix 5: +1 Bite, now have 3. 6: Hydraulics- Increases Dex- 1 Bite to attach 7: +1 Bite, now have 4 8: Boosters- Increases Speed- 1 Bite to attach 9: +1 Bite, now have 5 10: Lightning Cannon- Grants ability "Zap", a move that does tremendous damage to a single target and has a chance to stun. However, must charge up for one turn before firing.- 2 Bites to attach
Environment 1. Salvage- Look around for improvised weapons, giving a list of available options. 2. Bonus to finding things 3. Bonus to stealth 4. Hide- Conceal yourself in plain sight. 5. Bonus to finding things 6. Interact- Look around for ways to interact with your surroundings. Whether this is seeing a switch your companions don't or swinging from a chain in the middle of the battle varies on where you are. 7. Bonus to finding things 8. Bonus to stealth 9. Packrat- Pick up multiple improv weapons and store them for one battle. All are dropped after the battle is over. 10. Bonus to finding things
Intimidation 1. Roll Bonus +1 2. Scare- Frightens a target. Used out of combat, they become intimidated and jumpy. In combat, it lowers most of the target's stats a little. 3. Roll Bonus +1 4. Leer- Drastically lowers the Dex of target. 5. Roll Bonus +1 6. Roll Bonus +1 7. Flex- Makes the enemy feel inadequate to all your power, and lowers their STR. 8. Roll Bonus +1 9. Roll Bonus +1 10. Interrogate- Out-of-combat skill. Retrieve information from a target by any means necessary.
Persuasion 1. Roll Bonus +1 2. Roll Bonus +1 3. Hopes Up- Gives the next attack on the target a chance to stun them a turn, followed by a chance to send them into Rage. 4. Roll Bonus +1 5. Calming- Small chance to cause the enemy to voluntarily leave combat. 6. Roll Bonus +1 7. Roll Bonus +1 8. Charm- Temporarily influence an enemy to work against its allies. 9. Roll Bonus +1 10. Comraderie- Convince an NPC into joining your team temporarily.
Leadership 1: Order: Attack- gives a bonus to ATK. 2: Order: Defend- gives a bonus to DEF. 3: Order: Take it Easy- gives a bonus to Stamina regen. 4: Order: Hurry Up- gives a bonus to Speed. 5: Able to hold 2 Orders at a time 6: Order: Brute Tactics- adds to Str, but penalizes Int. 7: Order: Think it Through- adds to Int, but penalizes End. 8: Order: Flee- When issued before escaping with Parkour, reduces the difficulty of Parkour obstacles. 9: Order: Step On It- gives players driving vehicles bonuses to score requirements. 10: Order: Protect Me- the Leader's End. score becomes the average score of all team members.
Parkour 1: Balance- a low cost, basic ability for traversing narrow walkways surrounded by empty space. 2: Stamina Bonus- +2 to Stamina pool. 3: Leaping Cartwheel- an ability for fitting through narrow vertical spaces. alt: Scamper- mid-cost ability allowing for adept climbing of sheer vertical walls with some feasable foot/handholds. 4: Ballpark It- player can now see one obstacle ahead in the course. 5: Stamina Bonus- +2 to Stamina pool. 6: Handspring- an ability for fitting through narrow horizonal spaces. 7: Second Wind- take less fall damage when failing out of a course. 8: Spinning Aerial- a risky move. Gain a boost to your score, or lose extra Stamina. 9: Stamina Bonus- +2 to Stamina pool. 10: Adrenaline Nudge- on a successful roll, adds +1 to the roll. This move prevents resets.
Sense 1. Listen- Passive ability, allows superhuman hearing. Alerts given via PM. 2. Bonus to hearing 3. Bonus to awareness 4. Bonus to hearing 5. Sight- Passive ability, allows for superhuman sight. Alerts given via PM. 6. Bonus to sight. 7. Bonus to awareness 8. Bonus to sight 9. Bonus to hearing 10. Sense Body Heat- Passive ability, allows for the detection of body heat. Alerts given via PM.
Thievery 1. Steal- Use your nimble hands to snatch something at random out of a pocket, off a belt, etc. 2. Bonus to theivery 3. Locksmith- A classic. No door or crate can stop you for long if you've got a lock pick and a handful of skill. 4. Pickpocket- Take whatever's in their pocket without arousing suspicion or notice. Can be used out of combat. 5. Bonus to theivery 6. Quick Fingers- Get an idea of the objects in their pocket first, instead of just taking one at random. 7. Mug- Take what you need by force. Punch 'em in the face and take their stuff! Do it! Steals and does damage. 8. Bonus to theivery 9. Bonus to theivery 10. Appraise- Take a look at an item, and get a good idea of how much it's worth.
Vehicle 1. Boost- Used for clearing jumps and gaps. 2. Fuel Bonus 3. Swerve- Used for clearing sharp turns. 4. Safety Switch- Prevents your vehicle from getting too banged up or exploding when you fail out of a chase. 5. Fuel Bonus 6. Reverse Rules- Swing your vehicle around to face whoever is chasing you, while still moving quickly away in reverse. Take this opportunity to take shots at them. 7. Wallride- Use this ability to get around obstacles blocking your path. 8. Fuel Bonus 9. Fuel Bonus 10. Gun it!- Move a step ahead of your pursuer.
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