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1. Defensive Skills Progression Tree

Defensive Skill Trees version 9a

2. Defensive Skills

Tier

Skill

Effects

Stat and Action Cost

Range and Area

Duration

Success Rate

Prerequisites

Cost to Acquire

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.

5 EP; 1 defense

self

instant

60

N/A

25

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

60

N/A

50
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 self permanent 100 N/A 50

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

60

N/A

30
1 Heightened Senses  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 increases your Perceive by + 10. This is an permanent effect ability. N/A self permanent 100 N/A 50

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

60

N/A

50

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

60

N/A

50
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 15 SA to use.  15 SA; 1 support self 4 rounds 60 N/A 50
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.  20% of EP self permanent 100 Damage Absorb or Magic Absorb mastered 80

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

55

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

100

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

55

Self Defense Techniques and Chi Focus

100

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

55

Chi Focus

100
2 Counter Attack  This ability allows you to counter an attack against yourself with a normal attack. 20 EP; 1 defense 1 target in range instant 55 Self Defense Techniques mastered 100
2 Disarm  With this ability you attempt to disarm the target. You apply this ability to your attack at the cost of 10 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.  10 EP, +2 EP per point; 1 support + 1 support per 10 points 1 target in range instant 55 Distraction mastered 90
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. 10 EP; 1 support 1 ally within move range instant 55 Block mastered 80
2 Improved Defense This ability gives you a +10 to your defense check. N/A self permanent 100 Self Defense Techniques mastered 100
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. 2 SA per 1 point; 1 support per 10 points self instant 55 Self Defense Techniques 80

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.

15 SA; 1 defense

self

instant

55

Block mastered

 75

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

55

Either Self Defense Techniques or Distraction mastered

100
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. Simply spend 15 EP anytime you wish to parry. 15 EP; 1 defense self instant 55 Block 80
2 Quick Evasion  This skill lets you make a second quick evasion chance even though you have no defense actions left but gives you a penalty of 10 to your evasion. 20 EP self instant 100 Heightened Senses 100
2 Quick 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.  15 EP; Free Action self instant 55 Hide mastered 80
2 Tactical Cover  This skill allows you to quickly duck behind an object large enough to get behind after you make your move. The object has to be within one hex of you. Doing so forces the enemy to make a perception check to attack you on their turn.  15 EP; 1 support self instant 55 Hide 100
2 Use Potion as Defense  This ability allows you to use any kind of potion as a defensive measure.  N/A self permanent 100 Defensive Stance 100
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. N/A self permanent 100 Block mastered 100

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

50

Chi Magic Defense mastered

150
3 Counter 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 use Counter Attack with this. Counter Attack + 5 EP any ally in range instant 50 Counter Attack mastered 150
3 Counter Magic  This ability allows you to counter magic with either a normal attack or a magic spell. 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 + 5 SA + spell cost self instant 50 Counter Attack and 1 attack spell mastered 150
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.   1 SA per 2 MR; 1 support per 10 MR self instant 50 Guard and Magic Block 150

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

50

Either Keep Self or Chi Defense mastered

140

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

50

Keep Self mastered

150

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

50

Guard mastered

150

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

50

Parry mastered

150
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.  20 EP; 1 support self + 1 target in range instant 50 Move Others mastered 150
3 Use Skill as Counter  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. Counter Attack + Skill Cost + 5 EP self instant 50 Counter Attack and 1 offense skill mastered 150

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

45

Counter Attack for Allies mastered

180

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

45

Magic Guard mastered

200

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

45

Either Use Skill as Counter or Point Blank mastered

200

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

45

Religious Sanctuary and Poison Block

200

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

45

Use Others as Shield

200

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

45

Either Sword Deflection or Shield Deflection mastered

200

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

40

Thrown Deflection mastered

250

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

40

Point Blank Retaliation mastered

250

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

40

Magic Deflection mastered

250

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

40

Either Guardian or Spirit Guard mastered

250

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

40

Spirit Armor mastered

250

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

35

Arrow Deflection mastered

300

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

35

Spirit Barrier mastered and must have negative moral points

300

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

35

Brutal Retaliation mastered and must have negative moral points

300

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

35

Spirit Barrier mastered and must have positive moral points

300

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

35

Sacrifice mastered and must have positive moral points

300