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Wiki+ page: Offensive Potions

Offensive Potions are alchemical creations which are meant to cause damage or negative conditions. Offensive Potions are known to cause poisons, damage armor, and cause explosions. All offensive potions are sold individually and must be stored in some sort of carrying device.

 

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1. Enhancements for Offensive Potions

The following are enhancements that may be made to any offensive potion, unless otherwise noted by the enhancement itself. These enhancements may increase any different aspect of your offensive potion, be it the amount of uses, it’s effects, or whatever. Enhancements however must be applied to your offensive potions when you purchase them.

Offensive Potions Enhancements

Enhancement

Description of Effect

Weight

Space Taken

Cost

Condensed Potion

Allows you to store 5 potions in a bottle meant for 1 potion. You can separate the potion into bottles and add water to restore them to their original state later. If you take the potion fully condensed, it has the same effect as taking 5 potions. If you separate it into 2 bottles, take the effect of 5 potions a divide it by 2. Divide the effect of 5 potions by the number of bottles the condensed potion is separated into.

N/A

N/A

x 1.5

Increase HP Reduction

Increases the amount of SA damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for HP reducing potions only.

N/A

N/A

§ 0.10

Increase SA Reduction

Increases the amount of EP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for SA reducing potions only.

N/A

N/A

§ 0.15

Increase EP Reduction

Increases the amount of HP damaged by 1 point. You can only apply this enhancement a total of 10 times to a single potion. This is for EP Reducing potions only.

N/A

N/A

§ 0.20

Increase Effect's Duration

Increases the potion's effect duration by 1 round. You can only apply this enhancement a total of 5 times to a single potion. This is for potions that have a duration only.

N/A

N/A

§ 0.30

Increase Smoke Radius

Increases the radius of the smoke by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for Smoking Vials, Smoking Potions, Smoke Bombs, Stinking Vials, Stinking Potions, and Stink Bombs only.

N/A

N/A

§ 0.25

Increase Explosion Radius

Increases the radius of the explosion by 1×1 hex. You can only apply this enhancement a total of 3 times. This is for explosives only.

N/A

N/A

§ 0.35

Increase Negative Effect

Increases the effects of a negative effect potion by x 1.2. This only increases any effect values that can be increased. You can only apply this enhancement a total of 3 times to a single potion. This is for negative effect potions only.

N/A

N/A

§ 0.50

 

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2. Poisons

Potions which cause a gradual decay of HP, SA, or EP

Item

Description of Effects

Weight

Space Taken

Cost

Spider Venom

Damages 1d4 HP per round for 10 rounds

0.03

1

§ 0.40

Snake Venom

Damages 1d6 HP per round for 10 rounds

0.03

1

§ 1.20

Liquid Mercury

Damages 1d8 HP per round for 20 rounds

0.03

1

§ 3.50

Liquid Death

Damages 1d10 HP per round until dead or cured

0.03

1

§ 10.50

Manna Leech Tonic

Damages 1d6 SA per round for 10 rounds

0.03

1

§ 3.00

Manna Poison

Damages 1d10 SA per round for 10 rounds

0.03

1

§ 5.00

Tonic of Fatigue

Damages 1d6 EP per round for 10 rounds

0.03

1

§ 4.00

Lethargic Potion

Damages 1d10 EP per round for 10 rounds

0.03

1

§ 7.00

 

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3. Acids

Potions which cause the slow decay of DP and HP

Item

Description of Effects

Weight

Space Taken

Cost

Lye

Damages 2 DP or 0.5 PR per round for 5 rounds or 1d4 HP per round for 5 rounds if applied to flesh

0.04

1

§ 1.00

Corrosive Acid

Damages 4 DP or 1 PR per round for 5 rounds or 1d6 HP per round for 5 rounds if applied to flesh

0.04

1

§ 3.00

Skin Eater

Damages 6 DP or 2 PR per round for 5 rounds or 1d8 HP per round for 5 rounds if applied to flesh

0.04

1

§ 10.00

Metal Eater

Damages 10 DP or 4 PR per round for 5 rounds or 1d10 HP per round for 5 rounds if applied to flesh

0.04

1

§ 20.00

 

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4. Magical Effect Potions

Potions which produce effects similar to offensive magic

Item

Description of Effects

Weight

Space Taken

Cost

Liquid Fire

A glowing red liquid that when exposed to air erupts into a ball of flame which does 1d12 damage to any target in its 2×2 hex radius.

0.03

1

§ 50.00

Liquid Ice

A shimmering blue liquid that when exposed to air freezes instantly which does 2d6 damage and causes frost bite to the target it hits. This affects only one target.

0.03

1

§ 50.00

Bottled Lightening

A bright yellow liquid that when exposed to air explodes in violent bursts of light, looking similar to lightning. It does 3d4 damage to any target in its 2×2 hex radius.

0.03

1

§ 50.00

 

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5. Combustibles & Explosives

Potions which are either extremely flammable or explosive when introduced to fire

Item

Description of Effects

Weight

Space Taken

Cost

Alcohol

Catches fire easily, burning hot and brightly but burns out in only one round. It causes 1d12 damage to the single target and gives the target burns.

0.04

1

§ 0.80

Kerosene

Catches fire easily but does not burn as hot as alcohol. It burns for 5 rounds per vial used and does 1d10 damage per round to any affected targets as well as giving the targets burns. Its area of effects is 1 hex per vial used. It can be used in lanterns and takes 12 vials per hour of lantern fuel.

0.02

1

§ 1.00

Oil

This is harder to catch fire but it burns brightly for 10 rounds per vial used. It does 2d6 damage to any effects target as well as giving the targets burns. Its area of effect is 1 hex per vial used. It can be used on torches, taking 6 vials to provide enough oil for 1 hour of a lit torch.

0.03

1

§ 1.50

Coal

Hard to catch on fire but burns brightly for 3 hours per coal and remains hot for an additional hour. It does 2d8 damage per round on the singe target as well as causing the target burns and can be used for cooking.

0.04

1

§ 0.85

1 Vial of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A vial of black powder causes 3d6 damage in a 1 hex area or contains enough powder for one use with a gun.

0.04

1

§ 1.00

1 Bottle of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A bottle of black powder causes 5d6 damage in a 2×2 hex area or contains enough powder for 3 uses with a gun.

0.08

1

§ 3.00

1 Flask of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A flask of black powder causes 7d6 damage in a 3×3 hex area or contains enough powder for 8 uses with a gun.

0.1

1

§ 5.00

1 Jug of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A jug of black powder causes 10d6 damage in a 5×5 hex area or contains enough powder for 20 uses with a gun.

1

3

§ 10.00

1 Keg of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A keg of black powder causes 12d6 damage in a 8×8 hex area or contains enough powder for 80 uses with a gun.

5

10

§ 30.00

1 Barrel of Black Powder

Explosive powder whose radius and damage is dependent upon how much powder is ignited, or it can be used with guns. A barrel of black powder causes 15d6 damage in a 12×12 hex area or contains enough powder for 200 uses with a gun.

10

20

§ 60.00

 

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6. Negative Effect Potions

Potions other than poisons which cause negative status effects

Item

Description of Effects

Weight

Space Taken

Cost

Mild Hallucinogen

Causes the target to have to make a resistance check. If the target fails the target will hallucinate needing to make perception checks to determine real targets from imaginary targets for 3 rounds.

0.04

1

§ 1.00

Strong Hallucinogen

Causes the target to have to make a resistance check with a 10 point penalty. If the target fails the target will have strong hallucinations and be unable to distinguish from reality and imaginary. This causes the target to be unable to act for 3 rounds.

0.04

1

§ 10.00

Tainted Water

Causes sickness which decreases the target's movement rates by half and damage by 25% for 3 rounds.

0.04

1

§ 5.00

Tranquilizer

Causes the target to fall asleep and stay asleep for 3 rounds or until awakened.

0.04

1

§ 5.00

Sand

Thrown at the target's face, this causes Visual Distortion for 2 rounds.

0.01

1

§ 0.05

Metal Shavings

Thrown at the target's face, this causes Visual Distortion for 4 rounds. There is a 20% chance it will instead cause blindness for 4 rounds. The target will also suffer 3d4 plus throw power damage.

0.01

1

§ 0.10

Blank Bomb

This causes an explosion of sound which does not do any physical damage. It does however cause deafness for all of those affected, decreasing their Perception % by 20 and breaking their concentration and thus any spells they may be casting. The area of effect is 3×3 hex around where the bomb is thrown.

0.03

1

§ 0.50

Liquid Sulfur

This causes a putrid odor to cover the 3×3 hex area around where the vial is thrown. Those within the area will experience nausea, decreasing their movement rates by half while in the area of effect for 3 rounds plus the duration of the odor. The odor lingers for 3 rounds.

0.02

1

§ 1.00

Poison of Weakness

Decreases the strength of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Potion of Burden

Increases the weight carried by the target by x 2 for 5 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Slow Potion

Decreases the speed of a target by 2 points for 3 rounds. Its effects do stack with multiple uses of this potion during its duration.

0.04

1

§ 10.00

Poison of Intoxication

Causes the target to become instantly intoxicated. This decreases the target's speed and mental by 20, makes concentration impossible, decreases movement rates by half, and causes the target to need to make perception checks to hit a target. The effects last for 5 rounds.

0.04

1

§ 10.00

Tainted Blood

Causes the target to be infected with a nasty disease which until cured decreases all of the target's main stats by 2 per round and the target's HP, SA, and EP by 4 per round.

0.04

1

§ 40.00

 

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7. Miscellaneous Potions

Offensive potions which do not fit in the other categories

Item Description of Effects Weight Space Taken Cost
Smoking Vial A vial that when broken produces enough smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets 0.03 1 § 0.80
Smoking Potion A bottle that when broken produces enough smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. 0.04 1 § 1.60
Smoking Bomb A bomb that when thrown produces enough smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets 0.05 1 § 2.40
Stinking Vial A vial that when broken produces enough stinking smoke to fill a 4×4 area around the broken vial for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.03 1 § 1.00
Stinking Potion A bottle that when broken produces enough stinking smoke to fill a 6×6 area around the broken bottle for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.04 1 § 2.00
Stinking Bomb A bomb that when thrown produces enough stinking smoke to fill a 10×10 area around the thrown bomb for 3 rounds. Those in the smoke will have to make perception checks to move or attack targets. The odor causes nausea to those within the smoke for the duration of the time that they are in the smoke plus 3 additional rounds. This decreases their movement rates by half. 0.05 1 § 4.00
Slippery Oil Oil that is neither flammable or poisonous but is extremely slippery. When poured on the ground it looks like regular water, however any target that walks on the oil instantly slips and is knocked down for 1 round. One bottle contains enough oil to cover 2 hexes, and the oil will lasts on the ground for 4 rounds. 0.08 1 § 0.50
Fool's Potion This potion is plain water that is colored to look deadly. The water does nothing but since it looks like a deadly potion the target is susceptible to you telling the target that it does do something. The target must make a will check, if the target fails it will believe that the potion does whatever you say it does. If you say the potion deals 30 damage per round the target will think they are dying and try to cure it, even taking health potions and using magic spells even though no real damage is being done. 0.03 1 § 0.20
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Wiki+ page: Swords Offensive Skills and Abilities


 

1. Swords Offensive Skills Progression Tree

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2. Swords 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

Angled Slash

This does 25 points of Damage

15 EP, 1 attack

Weapon range affecting 1 target

instant

1 skill point = 1 skill mastery %

Trained Strike mastered

3

Full Moon Attack

Using this skill allows you to attack all targets in reach. This skill increases your damage by + 35.

30 EP; 1 attack, 1 support

weapon's range around user

instant

2 skill points = 1 skill mastery %

2-Hit Combo mastered

3

Slash & Stab

This increases your damage by +40 and 10% of the damage goes past the target's armor.

30 EP; 1 attack, 1 support

Weapon range affecting 1 target

instant

2 skill points = 1 skill mastery %

2-Hit Combo 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

Cleave

This skill must be used with a 2-Handed sword. This attack doubles your Melee Power and increases the attack by 55. 5% of the attack goes straight to HP.

45 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

3 skill points = 1 skill mastery %

2-Handed Proficiency ability acquired

4

Forceful Thrust

Your damage is increased by 40. Only torso armor applies, and 20% of the damage goes directly to HP.

40 EP; 1 attack 1 support

1 hex affecting 1 target

instant

3 skill points = 1 skill mastery %

Either Swordplay ability acquired or Knifeplay ability acquired

5

Brutal Slash

This doubles your Melee Power and increases the damage by 65.

50 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

4 skill points = 1 skill mastery %

Forceful Thrust mastered

5

Mortal Slice

This skill can only be used with a 2-Handed sword. This skill gives the chance of an instant kill by adding the roll of a 1d6 to your attack. Should you roll a 6 your target would be killed instantly.

55 EP; 1 attack 1 support

Weapon range affecting 1 target

instant

4 skill points = 1 skill mastery %

Cleave mastered

5

Rapid Slash

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's range affecting 1 target

instant

4 skill points = 1 skill mastery %

3-Hit Combo mastered

5

Twin Moon Attack

Using this skill allows you to attack all targets in reach twice. This skill increases your damage by + 40 for each hit. 

55 EP; 1 attack 2 support

weapon's range around user

instant

4 skill points = 1 skill mastery %

3-Hit Combo mastered

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

Bone Scraper

This attack doubles your Melee Power and increases the attack by 90. Also 20% of the damage dealt automatically goes to HP.

60 EP; 1 attack 2 support

Weapon range affecting 1 target

instant

5 skill points = 1 skill mastery %

Brutal Slash mastered

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3. Swords 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

2-Handed Mastery

This ability increases the total damage of your two-handed strike by x 1.25.

You must have the weapon mastery ability for the weapon you are using and be using a 2-Handed weapon. This ability only applies for the weapons that you have a weapon mastery in.

80 skill points

2

Mounted Warrior

With this ability you are able to use melee skills while on a mount.

You must have the Horsemanship ability.

50 skill points

2

Dual Wielding Swords

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

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

100 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

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

3

2-Handed Proficency

This ability allows you to apply your character's Aim stat as a penalty to the target's Evade chances when attacking with a two-handed weapon, by simply spending 10 SA with your attack.

You must be using a 2-Handed Weapon and have the 2-Handed Mastery ability.

100 skill points

3

Swordplay

This is a fancy swordplay which increases your weapon damage by x 1.3 to inflict more damage. It can be used with any sword attack or skill simply by spending an extra 5 EP.

You must have Angled Slash mastered

100 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

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