Specialization Abilities
A specialist that has been approved by a GM can personally give train others on specialization abilities. That means as long as your Hunter was personally approved for specialization, they can pick any of the abilities below to train.
When training any Hunters to learn this ability, there is a minimum requirement that Hunters learning this ability must do at least 4 RPS cumulatively in any sequence INCLUDING one final assessment PRP spar and/or mission with that specialist Hunter. That means three of the rps can be training course orps your Hunter sets up, but the fourth must be a PRP spar/ mission. You can also do EMs, prps, etc etc for the other three, the fourth must always be a spar/mission.
Example: I am Bob and I specialize in ice skating. I want to teach how to do a triple axel with the skill buffer in battle below. I open up one ORP training people about ice skating. Everyone who entered that ORP now partially knows how to ice skate. I can also do a PRP or Mission RP teaching people about my ice skating skills or working with them to use my ice skating skills. After I have done three RPs with this person, or a person has claimed three RPS, they may claim one last PRP with Bob. This PRP is the final assessment and be a sparring or mission RP. This is where Bob personally teaches Steve how to do the triple axle after they already practiced ice skating. After this RP is done, Steve can now sort of know how to do a triple axel AND ADD THE BATTLE ABILITY LISTED BELOW TO THEIR REPERTOIRE
- A specialist can only pick ONE ability below for the specialization and then "dress it up" as they wish as a technique, for instance "long range power boost" or "close range boost" or "enemy detection boost" etc etc. Once learned, this ability is permanently in your repertoire but you can only use one specialization ability per battle at a time. This INCLUDES Hunters who are specialists. Specialist Hunters naturally know the specialization ability they picked but they CANNOT change this ability as long as they retain that specialization. Hunters can train or try for as many abilities as they want but unlike students who use a peer tutelage system, all these abilities are more openly trained. Specialization abilities are about refining technique.
- You can only use these abilities ONCE per battle, and only pick ONE to use. That means if you start off with ability A, you cannot use ability B in the same battle.
- Please DO rename these abilities and redress it up as you wish, so a "defensive technique" for example, could be a someone teaching someone else "shield stance techniques". Please do TRY to narrow your range as well to give others a chance to teach people, for example, only long range specialization people can learn the technique from your Hunter who specializes in long range.
Battle Abilities
Your Specialist Hunter may only teach one of these. You can train for as many skills as you want at a time, but you can obviously only learn each once.
These abilities do not take up a turn to activate. They do not stack with fears, artifacts, or other learned abilities. You can only use it ONCE per battle for ONE TURN. These abilities cannot be stacked with each other so it means you can only use ONE of them per battle. You can learn as many as you want but once again you can only pick ONE to use per battle.
gaia_crown [ Offensive Technique ] Permanently add +1 to your first attack turn no matter what on the first round of your battle. You can only use this once, and on that first turn.
gaia_crown [ Defensive Technique ] Permanently add +1 to your first defend turn no matter what on the first round of your battle. You can only use this once, and on that first turn.
gaia_crown [ Healing Technique ] Permanently add +2 to your HP when you start a battle. This persists until the end, obviously, so if you have 30/30HP, you now have 32/ 32 HP. You cannot stack this skill with another healing technique.
gaia_crown [ Precision Technique ] Permanently subtract 1 from your damage modifier when you start a battle. You can only use this once, and on the first turn of battle.
gaia_crown [ Evasion Technique ] Permanently add 1 to your opponent's damage modifier when you start a battle and attack/defend/heal. You can only use this once, and on that first turn. Quote your opponent to let them know that you are using this ability. It applies to them the next turn.
gaia_crown [ Speed Technique ] Permanently add 1 to your roll for initiative @ 1d20. So if you rolled 12, your roll is now 13.
Note: These are just the mechanics! How your Hunter goes about to teaching it is up to you.
Non battle abilities
You may also add one passive ability that needs to be posted here AND approved. Examples of good passive abilities are things that are PURELY rp flavour text and simply add technique such as:
- How to use __ item
- How to build a campfire
- How to tie your shoes together
- How to tell the difference between the four clans of the horsemen
- How to tell if Caelius is Really Mad At You (Which Is Always)
Seriously, purely rp flavour, but sometimes that is the best part!