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1. Miscellaneous Offensive Skills Progression Tree

Offensive Skills Miscellaneous v9

2. Miscellaneous Offensive Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Success Rate

Prerequisites

Cost to Acquire

1

Damage Redirect

Redirect either 25%, 50%, 75% or all of the stored damage into your melee attack.

N/A

Weapon range affecting 1 target

instant

60

N/A

50
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 5 SA. 5 SA; Free Action self instant 60 Your character must have the Empathy talent  25
1 Rhythm  This is a basic ability needed for dancing. Rhythm grants you a + 10 to your agility for agility checks against tripping, falling, and being tripped. N/A self permanent 100 N/A 25

1

Sickening Tones

Singing this off-key, gut wrenching tune causes anyone around you to feel sick. This decreases their movement ranges by half and their damage potential by 20% for 4 rounds.

5 SA; 1 support

a 3x3 hex area around the user

instant

60

N/A

30
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.   N/A self permanent 100 You need to have at least one offensive skill mastered  100

2

Damaging Shrill

Using this skill allows you to use your voice to cause damage to enemy targets. The damage inflicted is 20 increased by Magic Power. The damage is not protected against by armor. Any target in range, friend or foe, takes damage.

20 SA; 1 support

a 3x3 hex area around the user

instant

55

Sickening Tones

100
2 Enforce  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.   2 SA per 1 point; 1 support per 10 points 1 target instant 55   You must have at least one offensive skill mastered 100
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 use this skill, which are: insect, small mammal, large mammal, small 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 use this ability again. 20 SA; Free Action self 1d10 hours 55 Identify Animal 100

2

Tap Dance

Using this skill causes any and all targets (friend or foe) in the affected area to need to roll a 1d4.

  1. 1 = No attack actions for the round
  2. 2 = No defense actions allowed for the round
  3. 3 = No support actions allowed for the round
  4. 4 = No magic actions allowed for the round.

This does not affect the affected target's ability to move. A will check can defend against this.

20 EP; 2 support

a 3x3 hex area around the user

instant

55

Rhythm ability acquired

100

3

Concussive Yell

This loud yell causes all targets in the area, friend or foe, to take Magic Power + 35 damage that is not protected against by armor. Also all affected targets need to make a Fortitude check against being knocked out for 1 round.

30 SA; 2 support

a 3x3 hex area around the user

instant

50

Damaging Shrill mastered

140

3

Confusing Dance

This skill allows you to confuse others with dance, causing them to need to make Mental checks with 10 point penalties for 1d4 rounds to know who is friend or foe with each target they are next to. A failed check means that the affected target must attack the other target as if it is the enemy.

30 EP; 2 support

a 3x3 hex area around the user

instant skill; confusion status effect last for 1d4 rounds

50

Tap Dance mastered

140
3 Increased Offense  Using this ability increases your damage value of your attack by 5d12 worth of points. This is an instant effect ability that can be applied to any attack of offensive skill simply by spending 20 EP  20 EP; Free Action  self instant 50 Combat Endurance 140

3

Weapon Dance

This skill allows you to move while attacking with a combo, such as with a 2-Hit Combo, so that you can reach multiple targets. This is a free action but can only be used if you haven't moved that round.

30 EP; Free Action

movement range added to combined skill's range

instant

50

Tap Dance mastered

150

4

Aria of Blood

This haunting tune causes affected enemies to weep blood, dealing them 50 + Magic Power damage each round that they are within the area of effect. Armor does not protect against this. Allies receive a boost of your magic power doubled to their Melee Power for each round that they are in the area of effect. This skill lasts for as long as you sing. You cannot make any other actions while singing, and should you be attacked you will stop singing.

40 SA + 20 SA per additional rounds; 2 support

a 3x3 hex area around the user

until you stop singing

45

Concussive Yell mastered

200

4

Battle Waltz

With this skill you are dancing with your weapon around enemy targets in the affected area. This inflicts your melee power + weapon damage increased by 55 to each enemy target you hit, and you can only hit each target once.

40 EP; 1 attack 2 support

a 5x5 hex area around the user

instant

45

Weapon Dance mastered

200

4

Dance Combo

With this skill you can pick the effects of two of your mastered dance skills and use them as a single dance skill. You could, for example, combine Battle Waltz with Weapon Dance. You would only use the stat and action costs of this skill.

40 EP; 1 attack 2 support

self

instant

45

Either Weapon Dance or Confusing Dance mastered

200

4

Illusionary Two-Step

With this dance you create an illusion of yourself. You both attack the single target. This skill effectively doubles your normal damage against a single target.

35 EP; 1 attack, 2 support

movement range affecting 1 target

instant

45

Confusing Dance mastered

200

5

Deadman's Dance

This skill allows you to dance around the target, hitting the target 1d6 times. The first hit does double melee power + weapon + 30 damage. Each extra hit only does weapon + 20 damage. The target can try to evade each hit should the target have enough defense actions, but the target cannot evade the entire move with one defense action.

50 EP; 2 attack 2 support

movement range affecting 1 target

instant

40

Battle Waltz mastered

250

5

Runic Shuffle

This mesmerizing dance is able to awaken hidden runic elemental gifts. The effect depends on the user's runic element.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes 50 + magic power damage
  • Air: creates a tempest around you and all of your allies preventing projectiles from affecting you and your allies for 1d4 rounds
  • Water: removes hunger, fatigue, and poisons from you and all your allies
  • Fire: causes burns to all enemy targets doing 5d10 + magic power HP damage per round until cured
  • Life: restores 4d20 + magic power HP to you and your allies while causing that much in magic damage to all enemies
  • Death: poisons all enemies for 5d10 + magic power HP damage per round until cured
  • Time: doubles everyone's move ranges and grants all allies an extra free basic attack or support action use for 1d4 rounds
  • Space: causes visual distortion to all enemies for 1d4 rounds

50 SA; 1 attack 2 support 1 magic

entire battlefield

instant

40

Illusionary Two-Step mastered

250

5

Runic Sonata

This powerful and moving melody is able to awaken hidden runic elemental gifts. The effect depends on the user's runic element.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes 50 + magic power damage
  • Air: creates a tempest around you and all of your allies preventing projectiles from affecting you and your allies for 1d4 rounds
  • Water: removes hunger, fatigue, and poisons from you and all your allies
  • Fire: causes burns to all enemy targets doing 5d10 + magic power HP damage per round until cured
  • Life: restores 4d20 + magic power HP to you and your allies while causing that much in magic damage to all enemies
  • Death: poisons all enemies for 5d10 + magic power HP damage per round until cured
  • Time: doubles everyone's move ranges and grants all allies an extra free basic attack or support action use for 1d4 rounds
  • Space: causes visual distortion to all enemies for 1d4 rounds

50 SA; 1 attack 2 support 1 magic

entire battlefield

instant

40

Aria of Blood mastered

250

6

Death's Opera

With this haunting melody you cause all affected targets, friend or foe, to roll a 1d6. Rolling a 6 = instant death. Anything else causes the target to receive 80 + Magic Power magic damage that is protected by armor.

60 SA; 1 attack 3 support

a 3x3 hex area around the user

instant

35

Runic Sonata mastered

300

6

Spector's Waltz

With this haunting dance you cause all affected targets, friend or foe, to roll a 1d6. Rolling a 6 = instant death. Anything else causes the target to receive 80 + Magic Power magic damage that is protected by armor.

60 SA; 1 attack 3 support

a 3x3 hex area around the user

instant

35

Either Deadman's Dance or Runic Shuffle mastered

300