Whips Offensive Skills

1. Whips Offensive Skills Progression Tree

Offensive Skills Whips V7

2. Whips Offensive Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Trained Strike

This attack does +8 points of damage in gives a +5 to Critical Hit%.

5 EP; 1 attack

1 hex forward affecting 1 target

instant

1 skill point = 2 skill mastery %

N/A

2

2-Hit Combo

Melee Weapon Damage + Melee Power + Melee Weapon Damage

20 EP; 1 attack

weapon's range affecting 1 to 2 targets

instant

1 skill point = 1 skill mastery %

Trained Strike mastered and Weapon Mastery ability

2

Leg Trip

You target your opponents leg with your whip. This does 10 points of damage that only leg armor can protect against. Your opponent must use a movement action to stand back up.

20 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

1 skill point = 1 skill mastery %

Trained Strike mastered

2

Slam

With this skill you slam your whip hard into the target, knocking the target off of their feet. The damage done with this skill is Melee Power + 15. You can make a strength check with a 5 point negative to knock the target out for 1 round.

25 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

1 skill point = 2 skill mastery %

Trained Strike mastered

3

Choke Hold

With this skill you lasso your whip around an enemy's neck and tighten. If the neck is protected, simply do weapon damage + 30. If the neck is not protected do doubleweapon damage + 30.

30 EP; 1 attack, 1 support

Weapon range affecting 1 target

instant

2 skill points = 1 skill mastery %

Leg Trip or Slam mastered and Lasso ability acquired

3

Twin Dragon

This is a skill that does Slam twice with one attack. The damage for each slam is increased by +10.

35 EP; 1 attack, 2 support

Weapon range affecting 1 target

instant

2 skill points = 1 skill mastery %

Slam mastered

4

3-Hit Combo

This skill does Melee Weapon and Melee Power damage with the first hit, but with the following hits you only add your weapon damage.

40 EP; 1 attack

weapon's range affecting 1 to 3 targets

instant

1 skill point = 2 skill mastery %

3 skill points =
1 skill mastery %

4

Neck Breaker

With this skill you lasso the enemy's neck and preform a Trained Strike. The damage dealt is the damage of Trained Strike + 50. The target is also dazed for 1 round.

45 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

3 skill points = 1 skill mastery %

Choke Hold mastered

5

Whirlwind

When you use this skill you are attempting to rapidly attack an enemy target. Roll 2d4. The number shown on the dice indicated how many hits you make with your weapon. You do not add melee power to any of the attacks, and each attack has to be evaded or defended from separately. 

50 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

4 skill points = 1 skill mastery %

3- Hit Combo mastered

5

Wrecking Ball

The damage to the initial enemy is increased by 45 with an extra Melee Power damage done to the lassoed enemy per enemy hit. The enemies hit with the lassoed enemy are dealt your Melee Power + Whip attack value + the lassoed enemy's strength damage.

50 EP; 2 attacks 2 support

weapon's range around user

instant

4 skill points = 1 skill mastery %

Neck Breaker mastered and Lifting ability acquired

6

4-Hit Combo

This skill does Melee Weapon and Melee Power damage with the first hit, but with the following hits you only add your weapon damage.

60 EP; 1 attack

weapon's range affecting 1 to 4 targets

instant

5 skill points = 1 skill mastery %

One of the following must be mastered: Whirlwind, Twin Moon Attack, Rapid Slash, Whirling Blades, Roundhouse Smash, or Deadly Baton

6

Mortal Blow

This powerful blow increases your damage by 90, and there is a 1&6 chance of the hit killing the target (decided by rolling a 6 on a 1d6).

60 EP; 2 attacks 2 support

Weapon range affecting 1 target

instant

5 skill points = 1 skill mastery %

Either Bone Splitter, Wrecking Ball, Deadly Baton or Shell Crusher mastered

3. Whips Offensive Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Weapons Mastery

This ability increases the damage that you can do with your weapon because you are now more proficient with that weapon. It does so by increasing the weapon's attack value by x 1.5. These effects are permanent. You must choose a weapon type to be proficient in when acquiring the ability and must repurchase the ability per weapon type. The weapon types are: swords, scythes, knives & daggers, thrusting weapons, axes, bashing weapons, whips, bows & crossbows, guns, rune cannons, thrown weapons, and unarmed combat.

You can have 1 weapons mastery per every 20 Mental.

100 skill points

1

Empathic Combat

This ability allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, and apply this ability to that melee attack, your character's Melee Power will be increased by + 10 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. You can call upon this instant effect ability at any time by spending 50 SA.

Your character must have the Empathy talent.

50 skill points

2

Hunting

With this ability you can increase your damage against a predetermined beast type by x 1.5. You must make it know to the GM the type of beast you are wishing to hunt when you acquire this ability or before you can ever use it, which are: insect, small mammal, moderate size mammal, large mammal, small reptile, moderate size reptile, large reptile, small fowl, large fowl, skeleton, spirit, zombie, vampire, dragon, a particular race, water creature, etc. Once you have determined what you are hunting, the effects of this ability will only work for that type of target. If you wish to hunt another type, you will have to acquire this ability again.

You must have the Identify Animal skill at 50% mastery.

100 skill points

2

Combat Endurance

This ability causes you to use only one half of the EP cost for all offensive skills and moves. This is a permanent effect.

You need to have at least one offensive skill mastered.

200 skill points

2

Combat Enhancement

This ability increases the damage of all of your combat skills by x 1.3, whether those skills are mastered or not, but increases their stat cost by x 1.2 if you want to apply its effects.

You must have at least one offensive skill mastered.

100 skill points

2

Enforce Skill

This ability allows you to spend SA to enforce your skills so that when using skills to attack a target, the target’s chance of evasion decreases. You can decrease the target’s Evade % by 1 point with every 2 SA spent with this skill.

You must have at least one offensive skill mastered.

150 skill points

2

Dual Wielding Whips

This ability allows you to dual wield whips, assuming your character can physically dual wield whips. When dual wielding you must spend 5 EP per attack, unless you have the Ambidexterous talentwhich negates the stat cost.

You must either have mastered Trained Strike or have the Ambidexterous talent.

100 skill points

2

Rope Tricks

This is an ability that you can combine with your whip attack to increase its damage. This ability increases your whip's attack value by + 5 but cost 2 EP to use. This is an instant effect.

You must have the Weapons Mastery - Whips ability.

50 skill points

2

Lasso

This ability allows you to lasso a whip, rope, or chain around a target. This is an instant effect ability that can be used simply by spending 4 SA.

You must have the Weapons Mastery Ability - Whips.

50 skill points

3

Increased Offense

Using this ability increases your damage value of your attack by 2d12 worth of points. This is an instant effect ability that can be applied to any attack of offensive skill simply by spending 20 EP.

You must have the Combat Endurance ability.

100 skill points

3

Dual Mastery

This ability increases your total damage by x 1.25 (x 1.5 if you have the Ambidexterous talent) when dual wielding.

You must have the dual wielding ability for the weapon you are dual wielding and the weapon mastery ability for that weapon. This ability only applies on weapons that meet these requirements.

150 skill points


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  • mythus
    mythus  1 week ago

    Dryads, awaken! :P

  • mythus
    mythus  1 week ago

    version 8 update still in progress. lots of improvements and fixes going into the RP

  • mythus
    mythus  3 weeks ago

    test

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