Defensive Skills & Abilities

1. Defensive Skills Progression Tree

Defensive Skill Trees Version 8

2. Defensive Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Skill Points to Skill Mastery

Prerequisites

1

Block

This is a basic defensive skill which allows you to block a hit. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the attack. What is left from the attack is what affects your character and the shield or weapon's DP or the armor's PR decreases by 10% of the damage blocked.

5 EP; 1 defense

self

instant

1 skill point = 2 skill mastery %

N/A

1

Damage Absorb

Using this skill allows you to absorb ½ of the physical damage, having only 1/3rd of it affect your EP. This is a free action.

1 /3 rd damage to EP; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

1

Distraction

This skill has several uses. You can use this skill whenever you see someone trying to cast a spell or casting a spell that lasts more than one round, so that you break that person's concentration and therefore end their spell casting. Or you can use this skill to give a target who is using projectile weapons a -5 to their Aim for 1 round. You can also use this skill to aide a friend who is sneaking or hiding, so that the target you are trying to distract cannot make a perception check to find your friend for 1 round.

5 SA; 1 support

affects 1 target that can see you

instant

1 skill point = 2 skill mastery %

N/A

1

Hide

This skill allows you to hide, decreasing the enemy's Perception % by – 10 when trying to find you.

2 SA; 1 support

self

1 round

1 skill point = 2 skill mastery %

N/A

1

Magic Absorb

Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.

1 /3 rd damage to SA; Free Action

self

instant

1 skill point = 2 skill mastery %

N/A

2

Chi Absorb

This skill allows you to use your own inner power to more greatly absorb physical or magical damage. With this skill, you spend 1 SA per 2 points of magical damage you wish to absorb or 1 EP per 2 points of physical damage you wish to absorb. The absorbed damage can them be stored and used using the Damage or Magic store abilities and Damage or Magic Redirect skills. This is basically Damage or Magic Absorb, improved.

stat spent; free action

self

instant

1 skill point = 1 skill mastery %

Either Damage Absorb or Magic Absorb mastered and Chi Focus ability acquired

2

Chi Defense

When you use this skill you gather your inner power to increase the amount of damage you can defend against. This skill allows you to convert EP points into PR at a cost of 1 EP per PR, for that attack.

EP spent; 1 defense

self

instant

1 skill point = 1 skill mastery %

Defense mastered and Chi Focus ability acquired

2

Chi Magic Defense

When you use this skill you gather your inner power to increase the amount of magic damage you can defend against. This skill allows you to convert SA points into PR at a cost of 1 SA per PR, for that attack.

SA spent; 1 defense

self

instant

1 skill point = 1 skill mastery %

Magic Defense mastered and Chi Focus ability acquired

2

Magic Block

This skill allows you to block a magic spell. You can only block a hit with a weapon, shield, or arm armor and must choose with which to block with. Then you will subtract the block value of what you blocked with from the spell's damage. What is left from the spell's damage is what affects your character and the shield or weapon's DP or the armor's MR decreases by 10% of the damage blocked.

15 SA; 1 defense

self

instant

1 skill point = 1 skill mastery %

Either Block or Magic Defense mastered

2

Move Others

This skill allows you to move others, assuming you can push or move them, into or out of harm's way. The target must be within movement range and you can only use this skill during your active round. With this skill you can move a target up to the remainder of your movement range (moving the target with you) + 1 hex.

20 EP; 1 support

movement range affecting 1 target

instant

1 skill point = 1 skill mastery %

Either Defense or Distraction mastered

3

Chi Shield

This skill allows you to gather your inner energy to form a temporary sheild that you use to block a physical or magical attack. The shield's block value is determined by the amount of SA you spend. 1 SA gives you 2 block value.

SA spent; 1 defense

self

instant

2 skill points = 1 skill mastery %

Chi Magic Defense mastered

3

Poison Block

This skill allows you to resist from being poisoned. It does so my adding 1/2 of your Mental stat to your Resist for Resist checks against Poison, and gives you two tries to make the check.

30 SA; Free Action

self

1d4 rounds

2 skill points = 1 skill mastery %

Either Keep Self ability acquired or Chi Defense mastered

3

Religious Sanctuary

This skill allows you to share your Will Power with every ally in any adjacent hex so that they may have it as a bonus to their Self Control Checks against possession, control, seduction, and other control-type status effects. How this works is simple, every ally in the hexes adjacent to you, including yourself, split your will stat as a self control modifier.  So if there is one ally, your will gets split in half and given to you and your ally as Self Control Check modifiers. If there are two allies, it gets split in third, and so on. The effect will last until you drop it, however you will have no support actions while the effect is taking place.

25 SA plus all of your support actions; all of your support actions per round

self and adjacent hexes affecting self and allies only

until dropped

2 skill points = 1 skill mastery %

Keep Self ability acquired

3

Shield Deflection

This skill lets you use your shield to potentially deflect melee attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the melee attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

25 EP; 1 defense

self

instant

2 skill points = 1 skill mastery %

Guard ability acquired

3

Sword Deflection

This skill lets you use your sword to potentially deflect melee attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the melee attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value. 

25 EP; 1 defense

self

instant

2 skill points = 1 skill mastery %

Parry ability acquired

4

Guardian

This skill allows you to instantly defend, move out of harm's way, or counter attack for one chosen ally for the skill's duration, without costing any actions. Ally and type of defensive action must be chosen when the skill is used and cannot be changed during the duration of the skill.

35 EP; 1 defense 1 support

movement range affecting 1 ally

1d4 rounds

3 skill points = 1 skill mastery %

Counter Attack for Allies mastered

4

Magic Deflection

This skill lets you use your sword or shield to potentially deflect magic attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the magic attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value. 

35 SA; 1 defense 1 support

self

instant

3 skill points = 1 skill mastery %

Magic Guard ability acquired

4

Point Blank Retaliation

This skill allows you to retaliated against a target that attacked you, applying all of the bonuses of the Point Blank skill (+45 damage and no Aim check). You do not have to use a projectile weapon with this skill. 

35 EP; 1 defense

1 hex affecting 1 target

instant

3 skill points = 1 skill mastery %

Either Blocking Counter or Point Blank mastered

4

Spirit Armor

This skill casts an invisible armor on you that absorbs 30% of any kind of damage.

40 SA; 1 support

self

1d4 rounds

1 skill point = 2 skill mastery %

Religious Sanctuary and Poison Block at 50% mastery

4

Spirit Guard

This skill allows you to protect any 1 ally from possession, fear, charm, confusion, loss of self, depression, beserk, and similar control or mind-based status effects for the duration of the skill. It does so by adding your Will stat to their Will stat as a bonus modifier against control/mind status effects.

40 SA; 2 supports

any 1 ally

1d4 rounds

3 skill points = 1 skill mastery %

Use Others as Shield ability acquired

4

Thrown Deflection

This skill lets you use your sword or shield to potentially deflect thrown weapon attacks away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the thrown weapon attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

35 EP; 1 defense

self

instant

3 skill points = 1 skill mastery %

Either Sword Deflection or Shield Deflection mastered

5

Arrow Deflection

This skill lets you use your sword or shield to potentially deflect arrows or bolts away from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the bow & arrow or crossbow attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

45 EP; 1 defense 1 support

self

instant

4 skill points = 1 skill mastery %

Thrown Deflection mastered

5

Brutal Retaliation

This powerful counter attack has a 30% chance of stunning the target for 1d3 rounds and increases the damage by + 70.

50 EP; 1 defense 1 support

movement + weapon's range affecting 1 target

instant

4 skill points = 1 skill mastery %

Point Blank Retaliation mastered

5

Magic Mirror

This skill allows you to redirect all blocked magic back at its caster. You use the effects of Magic Block to block the spell, the the blocked amount redirected at the target who cast the spell.

50 SA; 1 defense 1 support

self

instant

4 skill points = 1 skill mastery %

Magic Deflection mastered

5

Sacrifice

This skill allows you to take a mortal blow for any ally that you can reach with your movement range. The damage that is meant for your ally is halved and taken from your EP instead of your HP.

EP damage; 2 support

movement range affecting 1 ally

instant

4 skill points = 1 skill mastery %

Either Guardian or Spirit Guard mastered

5

Spirit Barrier

This skill casts an invisible armor on you and your allies that absorbs 30% of any kind of damage.

50 SA 1 support

all allies and self

1d4 rounds

4 skill points = 1 skill mastery %

Spirit Armor mastered

6

Bullet Deflection

This skill lets you use your sword or shield to potentially deflect gun attacks from you so that they cannot harm you. With this skill you have half of your mastery of this skill as a chance to deflect the gun attack attack. You do not need to roll again for the deflection chance. Instead, if the successful skill roll is at or below the deflection chance, the deflection happens. If the successful skill roll is greater than the deflection chance, the deflection doesn't happen, but you get to double your block value.

55 EP; 1 defense 1 support

self

instant

5 skill points = 1 skill mastery %

Arrow Deflection mastered

6

Demonic Protection

When you use this skill, you call upon a demonic spirit to protect you. The spirit does this by absorbing half of the damage and redirecting the other half among you and all of your allies so that you all take some of it, but not the whole damage. The demon has 200 HP and disappears once its HP is gone.

60 SA; 2 support

self; affects self and all allies

until demon runs out of HP

5 skill points = 1 skill mastery %

Spirit Barrier mastered and must have negative moral points

6

Demonic Retribution

When you use this skill, you call upon a demon to counter attack for you or for an ally of your choosing. The spirit does this by doing 2d% magical damage to the target that attacks you or your ally while taking 1d20 HP from you or the protected ally.

60 SA; 2 support

self or 1 ally

1d6 rounds

5 skill points = 1 skill mastery %

Brutal Retaliation mastered and must have negative moral points

6

Divine Protection

When you use this skill, you call upon an angelic spirit to protect you. The spirit does this by absorbing 75% of the damage. The spirit has 200 HP and disappears once its HP is gone.

60 SA; 2 support

self

until spirit runs out of HP

5 skill points = 1 skill mastery %

Spirit Barrier mastered and must have positive moral points

6

Divine Retribution

When you use this skill you call upon an angelic spirit to counter attack for you and your friends. The spirit does this by shooting a beam of light magic at who ever attacks you or your allies. The beam does 2d% magic damage. The spirit can only do this until the spirit runs out of charges, and each counter attack is a charge.

60 SA; 2 support

self & all allies

1d6 charges

5 skill points = 1 skill mastery %

Sacrifice mastered and must have positive moral points

3. Defensive Abilities

Tier

Ability

Effects

Requirements & Restrictions

Cost to Acquire

1

Danger Sense

This ability allows your character to sense if there is any danger in a room or around the corner before opening that door or going around that corner. It doesn't let you know what the danger is, just that there is danger ahead. This is an permanent effect ability.

N/A

20 skill points

1 Defense This is a permanent effect ability that allows you to use your total armor's Defense stat as natural PR with a successful Fortitude check. The fortitude check is a free action that can be used anytime you are attacked. N/A 25 skill points

1

Defensive Stance

This ability allows you to take a defensive stance so that you are always ready to defend against an attack. This ability gives you 1 free defense action that can only be used to defend yourself against an attack with.

N/A

50 skill points

1 Magic Defense This is a permanent effect ability that allows you to use your total armor's Defense stat as natural MR with a successful Fortitude check. The fortitude check is a free action that can be used anytime you are attacked. N/A 25 skill points

1

Peripheral Vision

Having this ability allows you to avoid surprise attacks.

You need to have a mental stat higher than 25.

50 skill points

1

Self Defense Techniques

This ability temporarily increases your Evade % and Fortitude by + 5 for 4 rounds. This ability has to be activated when required,  counts as 1 support action, and costs 25 SA to use.

N/A

25 skill points

2

Absorb Replenish

This ability allows you to use 20% of your EP so that any damage absorbed by Damage Absorb or Magic Absorb can be used to restore your HP with. This ability is automatically used when you use Damage Absorb and Magic Absorb.

Must have Damage Absorb or Magic Absorb at 50% mastery

100 skill points

2 Counter Attack This ability allows you to counter an attack against yourself with a normal attack. To do so you would spend 20 EP and need to roll 50 or below. You can use this ability any time you are attacked even if you evade of use a defensive skill, but only once per attack. Must have Defense ability 100 skill points
2 Disarm With this ability you attempt to disarm the target. You apply this ability to your attack at the cost of 20 EP. The target can make a strength check against this (double strength for 2-handed weapons). You can spend extra EP to give a penalty to the target's strength check, with 1 penalty per every 2 extra EP spent. Distraction mastered 150 skill points

2

Improved Defense

This ability gives you a +20 to your fortitude check to make it easier to use the Defense ability

You must have the Defense ability

100 skill points

2

Improved Magic Defense

This ability gives you a +20 to your fortitude check to make it easier to use the Magic Defense ability.

You must have the Magic Defense ability

100 skill points

2

Masterful Hide

Using this ability along with the skill Hide increases the penalty given to enemy targets by an additional 25 points. When using this ability with the skill, it increases the skill's cost by x 1.5.

You must have the Hide skill mastered.

150 skill points

2

Guard

This ability allows you to defend an ally from attack. When a nearby ally, one you can reach with your movement range, is being attacked, you can then use yourself as a shield for that ally, taking the hit or using a defensive skill so that the ally doesn't get hit. You must simply make a Speed Check with a 20 point bonus to use this ability.

Block mastered

100 skill points

2

Use Potion as Defense

This ability allows you to use any kind of potion as a defensive measure.

Must have Defensive Stance ability acquired

80 skill points

2

Keep Self

This ability allows you to resist sleep, fear, charm, berserk, loss of self, depression, possession, control, and seduction status effects. It does so by allowing you to spend SA to give yourself a bonus to your Self Control Check, at a rate of 2 SA per 1 point bonus.

Magic Defense and Defense both at 50% mastery

150 skill points

2

Parry

This ability allows you to parry with any weapon that has a block value. If your weapon's block value is greater than the enemy's attack value, you receive no damage. Otherwise, you will decrease the enemy's attack by 1/2 of your weapon's block value while decreasing your weapon's DP by 10% of the damage dealt. Simply spend 20 EP anytime you wish to parry.

Block mastered

100 skill points

2

Weapon & Shield

This ability allows you to instantly pull up your shield after each attack, thus preventing the enemy from using a counter attack skill against you.

You must have Block mastered and have a shield equipped.

100 skill points

2

Retreat

This ability allows you to safely retreat from the battle and gives you your area movement rate worth of a head start should the attackers wish to pursue you. However in doing so you will drop 1d% worth of currency and loose 15 EP. The enemy can make a speed check to try to prevent you, but must take 1/2 of your speed as its penalty.

Either Distraction mastered or Hide mastered or Defense Stance ability acquired.

80 skill points

2

Absorb Replenish

This ability allows you to use 20% of your EP so that any damage absorbed by Damage Absorb or Magic Absorb can be used to restore your HP with. This ability is automatically used when you use Damage Absorb and Magic Absorb.

Must have Damage Absorb or Magic Absorb at 50% mastery

100 skill points

3 Counter Attack for Allies This is an add-on ability that allows you to counter attack for allies when they are attacked as long as you have defense actions left and are within movement range. Simply spend 20 EP and roll 50 or below. Counter Attack ability 100 skill points
3 Counter Magic This ability allows you to counter magic with either a normal attack or a magic spell. Simply spend 20 EP and roll 50 or below. This works with using the ability Counter Attack. You won't use the spell's action costs however you cannot use a spell that costs more actions than you currently have as this spell must be used immediately. Counter Attack ability 100 skill points

3

Use Skill as Counter Attack

This ability allows you to use any offensive skill as a counter attack to counter an enemy’s attack. You cannot use other types of skills or spells with this skill. The skill must be used on the target who attacked you, and you can only use one skill. In other words you cannot compound skills. This works with using the ability Counter Attack. You won't use the skill's action costs however you cannot use a skill that costs more actions than you currently have as this skill must be used immediately.

You must have the  Counter Attack ability

100 skill points

3

Magic Guard

This ability works like the ability Guard with the bonus that you can spend SA to create a temporary armor on you to better absorb magical damage for your friend. 1 SA spent gives you 2 MR.

Guard and Magic Block at 50% mastery

100 skill points

3

Use Others as Shield

This ability allows you to make a Speed Check to use a support action to quickly dive behind a nearby ally or enemy, forcing that ally or enemy to take the attack for you. You can dive behind any target that is within your movement range and that target will have to take the damage for you. That target can use defensive skills and actions. It cost 1 support action and 20 EP to use this ability.

Move Others mastered

100 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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