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Wiki+ page: Skills & Abilities


 

Now that you know that the character progression system depends upon skill use and mastery, it is important to understand how skills work, how to get skills, how to master skills, and what constitutes as a skill. It is also important to understand about abilities and talents. This section will describe the Skills System in detail.

 

 

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1. What Are Skills and Abilities?

Skills are abilities that your character has gained and mastered over use. The more your character uses these skills the better your character becomes at using skills. All skills are available to all characters as long as they meet the skill’s prerequisites. Abilities on the other hand are not mastered over time but are acquired as your character becomes more experienced and can give your character an even greater advantage. Some skills require certain abilities to be obtained while some abilities require certain skills to be obtained. There is no limit to how many skills and abilities your character can learn.

The usage and mastery of skills and the acquiring of abilities is the only way your character can progress and become stronger . Therefore it is important to understand how skills and abilities work and how to go about acquiring them and mastering them. It is important that you read over this section very carefully and study the effects of your character’s skills when you have chosen them. If you have any questions, please ask your game master for help and clarification. Also remember that you alone will be responsible for your character’s skills and abilities. There is no way the game master can remember them and keep track of them for you.

 

2. Acquiring & Mastering Skills

In order to acquire a skill, you must spend skill points. Each skill point put in counts towards skill mastery, and in order to have a skill you must have at least one percentage point in for skill mastery. The mastery rate value of a skill point is determined by the skill's Skill Point to Skill Mastery rate. If a skill's Skill Point to Skill Mastery rate is 1 Skill Point = 2 Skill Mastery %, then putting in one skill point to get that skill will give your character that skill with a mastery % of 2%. Each skill point for that skill would be doubled. However, if the Skill Point to Skill Mastery rate of the skill is 2 Skill Points = 1 Skill Mastery %, then it would take at least 2 skill points to get that skill with a mastery % of 1. A skill is considered mastered at ninety-five percent ( 95% ) , there is no way to put more than ninety-five skill points into a skill.

Whenever you want a skill, all you have to do is spend enough skill points to get the skill at 1% mastery. However you also have to make sure you have met the skill’s prerequisites . If you have not, then you cannot yet get that skill.

You master skills the same way you acquired the skills, by spending skill points into the skill. Just like when you acquired the skill, the amount of skill mastery that skill points gives you depends upon the skill's Skill Point to Skill Mastery rate. In order for a skill to be considered mastered, the skill’s mastery must be at 95%.

 In order to have the skill, Punch, for example, you need to first make sure that you have met it's prerequisites. Since Punch doesn't have any prerequisites, you can go ahead an acquire it.

Up until a skill reaches a mastery of 50% you can simply use skill points from your character's Accumulated Skill Point pool. Those skill points could have come from anywhere: from using the skill you are trying to master, from having used other skills including other mastered skills, and there is even a skill that lets you convert stat points into skill points. However, once a skill's mastery % reaches 50%, all future skill points spent into that skill to increase its master must come from using that skill, and must be spent into that skill right when they are acquired.

Punch has a Skill Point to Skill Mastery rate of 1 Skill Point = 2 Skill Mastery %, so you must spend at least 1 skill point from your accumulated skill points to acquire Punch, giving it a mastery of 2%, however you cannot raise the skill Punch higher than 50% using your accumulated skill points. The rest of Punch's mastery will have to come from immediately spending the skill points gained from using Punch straight back into Punch.

Until a skill's Mastery % is 50 you can put in points from your Accumulated Skill Points pool. Once a skill's Mastery % reaches or exceeds 50 though, its Mastery % can only increase by using the skill.

For example, lets say you have accumulated 150 skill points from using your skills. You decide to pick up a new skill, and want to put points in. You can use only so many of your points, which vary depending upon that skill's Skill Point to Skill Mastery rate, into that new skill, making its mastery no higher than 50%. Even if you already have a skill that's mastery is already 10%, you cannot increase its mastery any higher than 50% by using accumulated skill points. If you have a skill who's mastery is at 50%, you would not be able to spend accumulated skill points into that skill. Instead, the skill points you get from using that skill can go straight into that skill's mastery , allowing you to only master the skill by having used the skill. If you decide to accumulate skill points from that skill first before using them, you will not be able to spend those points into that skill. However once the skill is mastered, you can spend your accumulated skill points to upgrade the skill .

In order to acquire and master skills, you need to understand how to get skill points. The first amount of skill points your character gets is one half (1/2) of your total point pool created during character creation.

After that, all skill points come from your character using, or attempting to use, his or her skills or converting character points into skill points. If your character successfully uses his or her skills, your character will gain the number of skill points as indicated by your character's Success Rate stat, plus any applicable modifiers. If your character fails to preform the skill, your character will gain the number of skill points as indicated by your character's Failure Rate stat, plus any applicable modifiers.These stats were determined during character creation. Your character does gain skill points from using mastered skills .

 

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3. Acquiring Abilities

To acquire a new ability for your character you simply need to spend the required amount of skill points, and make sure that you meet the abilities Requirements and Restrictions.

Unlike with skills, there is no Skill Point to Skill Mastery Rate and there is no limit to how many skill points you can use to acquire an ability. Instead, each ability is listed with a Cost to Acquire. If you meet the ability's Requirements and Restrictions, you simply pay the Cost to Acquire and your character will have that ability.

For example, the ability "Carry" has no Requirements or Restrictions and costs 50 skill points to acquire. If your character has 50 skill points and you would like that ability, just deduct the skill points and record it. It is as simple as that.

 

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4. Using Skills

In order to use a skill, you need to roll its mastery percentage or lower . Meaning if you wanted to use the skill Punch and its mastery is at 15, you would need to roll, using percentile dice, any number between 1 and 15. If you do so, your character successfully used the skill. You would apply what ever effect the skill does, subtract the stat cost from the required stat and give your character the success rate of skill points.

Let’s take the skill Punch for example. You rolled a 10, which is below the 15 mastery rate, so it is a success. This allows you to do more damage punching a target, assuming the target does not evade your attack. You would also receive your success rate in skill points. If your character's Mental stat is 25, that would be 3 in this case. Punch is not a free skill however. It costs 5 EP points, so once you rolled for it you need to subtract 5 from your character’s EP.

If you fail, you still need to take away the skill’s stat costs, but the skill’s effect will not be used. You do however get your failure rate worth of skill points. Therefore if you failed using Punch in the above example, you would still lose 5 EP, but would gain 1 skill point from your failure rate.

A free action skill is a skill that doesn't count as any of the battle actions. If the skill is a free action skill, you only get to attempt that skill once per round if it is in combat. Even if you fail it counts as an attempt. If it isn't in combat, actions don't matter. If the skill has an action listed, such as “Support action”, then it counts as that action. If it has a number in front of it, such as “2 Support actions.” then it counts as two support actions. Most characters will only have one support action per round so a skill that takes two support movements would take two rounds to use. The use of actions will be further explained in Combat.

It is important to subtract the stat each time you attempt a skill, successful or not. It is also important to reward your character using the correct skill point rate, whether it be a success rate for successfully using the skill, or a failure rate for failing to use the skill. Even mastered skills must be rolled for as there is a 5% chance of failing, and you would still get your skill points for using them.

 

4a. Critical Success and Critical Failure

While attempting to use a skill, your character may experience what are referred to as Critical Successes and Critical Failures.

Whenever you are using a skill, if you roll a 001 on your percent dice, that is considered a critical success. It not only doubles your character’s success rate for skill points, but it also doubles every value attribute about the skill except for its stat and action costs. Therefore, if you made a critical success using the skill Punch from the above example, it double the success rate of skill points your character receives and douible the added damage that the skill does. A critical success on a skill like Hide would double the penalty to the enemy's perception as well as double the success rate of skill points your character would earn.

 Critical mishaps only effects are failing at the skill but not gaining any skill points and loosing double your success rate of skill points. So if your success rate is, with modifiers applied, 4, then you would lose 8 from that skill's master rate. This will not affect skills that depend upon this skill, or any upgrades, however if you lose a required skill, skills that require the skill will also be lost.

Just like there are critical successes, there are also critical failures.A critical failure is whenever you are trying to use a skill and you roll a 100 on the percent dice. This hard to get roll is the exact opposite of the critical success roll. With a critical failure you do not get to use any of the skill’s effects and you do not get any skill points, not even skill points from the failure rate. What is worse is that instead your character will lose double their success rate worth of mastery on that skill. If that puts the skill’s mastery rate below 0%, you lose that skill.

Now if you were using a skill that is mastered, and the skill also happens to be a prerequisite for another skill, it won’t affect the other skill because you lose a few points from the required skill’s mastery. However you should quickly put points back into that skill because if you ever do lose the skill due to lost mastery points from a critical failure, you will also lose all skills that require that skill.

Some game masters may want to add to the critical failures by giving physical harms based on certain skills. Therefore you may want to check with your game master to see what else can happen from a critical failure.

 

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5. Using Abilities

Using abilities is perhaps even more simple than using skills. You don't have to roll any dice, you just declare you are using the ability, spend any required stat and action costs, and that's it really.

For example, to use the ability "Weapon Toss", simply declare you are using it, spend the 10 EP, and apply its effect of instant critical damage to your thrown weapon attack.

Some abilities are permanent effect abilities. That means you don't ever really use them as their effect is always in use. An example of this would be "Reactive Shot" If you have this ability and you have a projectile weapon anytime you are attacked by a projectile attack you will quickly return fire, with a slight penalty to your Aim of course.

So really just read your ability's effect. It will tell you how to use the ability.

 

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6. Picking Skills & Abilities

Once you reach this part of character creation, you should be able to pick up skills and abilities for your character. You will be doing so by putting in skill points into the skills you want to have and spending the Cost to Acquire for the abilities you desire. Remember, these initial skill points are what is left over points that you did not spend from your point pool when you created your character's stats. If you haven't yet created your character's stats you will need to go back to the Character Creation section of this wiki.

Following this page you will find the skills and abilities, separated into the following categories: Offensive, Defensive, Character, Support, and Magic Skills. You won't find any magic spells yet, those will be dealt with in the following Magic section. Some skills and abilities may be repeated in different categories if that particular skill or ability belongs to more than one category.

The skills and abilities listed within their categories will be organized by what tier they are on in the skill progression tree, and in alphabetical order within their tier. There will also be a skill progression tree proceeding each skill category.

Before continuing on with picking your skills, lets first go over some of the terms that you will find. Lets start with skills.

  • Skill: This is the name of the skill. You would record this in the Skill field on your skill record sheet.

  • Skill Type: This is what type of skill the skill is considered. Here you will list what type of skill it is, whether it is an offensive skill, support skill, or whatever.  Please note that several skills have several skill types. It is here that you will also see what tier the skill is in. You will see this listed as "tags" on the detailed skill description page, which is accessed by clicking on the skill name.

  • Effect: This is the skill’s effect, whether it be damage, restoration, or whatever. This info is to be listed in the Effect field on your skill record sheet. This will be a brief description of the skill's effect.

  • Stat Cost: This is how much it cost to use the skill in stat points. This is typically either SA or EP, however some skills may cost HP. This goes in the Stat Cost field on your skills record sheet.

  • Range & Area: This is the range and area of effect of the skill, starting from your character and extending outwards. Sometimes this may be just one target, however if it affects an area on the battle field it will be listed in a hex by hex method, such as 3 hex by 3 hex. This would mean that starting from the center of the effect, which is typically where you target the skill, the effect spans outward in every direction in 3 hexes. Record this information in the Range & Area field on your skill record sheet.

  • Duration: This is how long the skill’s effects last, whether in rounds, minutes, cycles, or days. This information is recorded in the Duration field on your skill record sheet.

  • Skill Points to Skill Mastery: This shows you the Skill Point to Skill Mastery rate of that skill. In other words, this shows you how many skill points equals how many Skill Mastery %. Record this information in the Skill Points to Skill Mastery % field on your skill record sheet.

  • Prerequisites: You won’t find this field on your skill record sheet. This tells you what you must have accomplished before you can get that skill.

  • Detailed Description: This is only viewable if you click on the skill's name to go into the detailed description page view of the skill. This gives a more in depth view of what the skill does.

  • Mastery %: This is your skill’s mastery rate. Remember, in order to have a skill, it’s Mastery % must be at least 1%. The Master % is what you would need to roll or below using percentile dice to successfully use the skill. But don’t freak out if the Mastery % is low, because even if you fail you will still get your skill points, though at the failure rate. In order to increase the Mastery %, you will need to put in skill points. 1 skill point equals 1 % for the Mastery %. The points you put into Mastery % go in the Mastery % field on your skills record sheet. You will not see this field on the skill pages. Remember, you can only increase your skill's Mastery % up to 50% using accumulated skill points. The rest of the skill's mastery must come from using the skill.

And now abilities…

  • Ability Name: This is the name of the ability. You would record this in the ability field on your ability record sheet.

  • Ability Type: This is what type of ability the ability is considered. Here you will list what type of ability it is, whether it is an offensive ability, support ability, or whatever. You will see this listed as "tags" on the detailed ability description page, which is accessed by clicking on the ability name.

  • Effects: This is the ability’s effect, whether it be damage, restoration, or whatever. This info is to be listed in the Effect field on your ability record sheet.

  • Requirements & Restrictions: This will show any requirements that need to be met or any restrictions that could prevent you from acquiring the ability. You cannot acquire the ability if you do not meet this criteria.

  • Cost to Acquire: This is how many skill points it costs to acquire this ability.

 

Now that you understand better how skills and abilities work, continue to the next page to begin selecting your skills and abilities. Here's a few important facts to remember when doing so.

  • Fact 1: A skill's Skill Mastery % must be at 1 % in order to have that skill, so you need to spend enough skill points into the skill you want to make it at least 1%. The amount of skill points you need to spend into a skill depends on the skill's Skill Point to Skill Mastery % rate.

  • Fact 2: You can never put in more than 50 points from your accumulated skills points into a single skill.

  • Fact 3: You can never increase a skill's Master % beyond 50 by spending points from your accumulated skills points into a skill. Once a skill's Mastery % reaches 50, you can only further increase the skill's mastery by actually using the skill.

  • Fact 4: During character creation, your initial accumulated skill point pool is is one half (1/2) of your total point pool created during character creation.

  • Fact 5: You cannot pick a skill if you do not meet its prerequisite. Only once you meet a skill's prerequisite can you choose that skill. During character creation your first skills will likely need to be those that have no prerequisites.

 

7. Skill & Ability Categories

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Wiki+ page: Unarmed Offensive Skills and Abilities



These are skills and abilities for unarmed combat or martial arts combat. While called unarmed, you can use these skills with gloves and knuckles.

1. Unarmed Offensive Skills Progression Tree

Offensive <mark class=&amp;nbsp;Skills - Unarmed v7.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5a79041a585c69.67493983.png" />

2. Unarmed Offensive Skills

&nbsp;

&nbsp;Tier

&nbsp;Skill

&nbsp;Effects

&nbsp;Stat and Action Cost

&nbsp;Range and Area

&nbsp;Duration

&nbsp;Skill Points to Skill Mastery

Prerequisites

1

Front Kick

Melee Power +10 damage. This skill also knocks the target back 1d3 hexes.

3 EP; 1 attack

1 hex forward affecting 1 target

instant

1 skill point = 2 skill mastery %

N/A

1

Pin

Pin target to ground causing melee power damage per round.

8 EP per round; 1 attack, 1 support

movement range affecting 1 target

for as long as you can keep the target pinned or stop using this skill

1 skill point = 2 skill mastery %

N/A

1

Punch

Melee Power +7 damage; strength check to attempt to knock the target out for 1 round.

3 EP; 1 attack

1 hex forward affecting 1 target

instant

1 skill point = 2 skill mastery %

N/A

2

2-Hit Combo Unarmed

Unarmed Version: Kick or Punch Twice

20 EP; 1 attack

1 hex affecting 1 to 2 targets

instant

1 skill point = 1 skill mastery %

Front Kick and Punch mastered

2

Bashing Pin

Same as Pin, but add an additional 20 damage.

15 EP, 1 attack

movement range affecting 1 target

for as long as you can keep the target pinned or stop using this skill

1 skill point = 1 skill mastery %

N/A

2

Chi Attack

With this skill you add magic power to your punch or kick so that you are doing Melee Power + Magic Power damage.

12 SA; Free Action

1 hex forward affecting 1 target

instant

1 skill point = 1 skill mastery %

Chi Focus ability obtained

2

Enemy Toss

This skill allows you to lift up and throw your enemy target. Damage done to thrown target and any hit target is Throw Power + 24.

20 EP; 1 attack 1 support

1 hex forward affecting 1 target + Throw Range

instant

1 skill point = 1 skill mastery %

Pin mastered and Lifting ability obtained

2

Eye Gouger

This attack does Melee Power damage that isn&#39;t blocked by armor.&nbsp; 1d3 round blindness with a 10% chance of causing permanent blindness.

15 EP, 1 attack, 1 support

1 hex forward affecting 1 target

nstant; blindness for 1d3 rounds

1 skill point = 1 skill mastery %

Punch at 50% mastery

2

Kick-Punch

This skill allows you to do both Front Kick and Punch skills at the same time as one attack, applying all of their effects.

20 EP; 1 attack 1 support

1 hex affecting 1 to 2 targets

instant

1 skill point = 1 skill mastery %

Front Kick and Punch mastered

2

Side Kick

When you use this skill you kick to the left or right side, doing Melee Power + 24 damage to the target. This skill also knocks the target back 1d3 hexes.

20 EP; 1 attack 1 support

1 hex to either side affecting 1 target

instant

1 skill point = 1 skill mastery %

Front Kick at 50% mastery

2

Uppercut

This skill does Melee Power plus 12 damage to the head. Only helmets count as armor for this attack. You can also make a strength check with a 5 point bonus to knock the target out for 1 round.

20 EP; 1 attack 1 support

1 hex forward affecting 1 target

instant

1 skill point = 1 skill mastery %

Punch at 50% mastery

3

Armor Gouger

This does 50 points of damage and double the normal amount of armor damage.

25 EP; 1 attack

1 hex forward affecting 1 target

instant

2 skill points = 1 skill mastery %

Eye Gouger mastered and Weapons Mastery - Unarmed ability obtained

3

Chi Blast

You direct a concentrated energy blast against an opponent that does 30 points of damage plus double your magic power.

25 SA; 1 attack 1 support

1st target in a straight line

instant

2 skill points = 1 skill mastery %

Chi Attack mastered and Concentration ability obtained

3

Double Kick

This skill allows you to quickly kick a single target twice in the torso doing double Melee Power + 26 for the attack. Torso armor and Overgarments only apply as armor for this attack. This skill also knocks the target back 1d6 hexes.

25 EP; 1 attack 1 support

1 hex forward affecting 1 target

instant

2 skill points = 1 skill mastery %

Kick-Punch mastered

3

Enemy Attack

This skill allows you to lift up and use your enemy target as a weapon against another enemy target and then throw your enemy target at that enemy target. Damage done to both enemies for the bash is Melee Power + 25. Damage done to thrown target and any hit target is Throw Power + 20.

35 EP, 2 attacks 1 support

1 hex forward affecting 2 targets

instant

2 skill points = 1 skill mastery %

Enemy Toss mastered

3

Haymaker

This skill allows you to do a powerful punch to the target&#39;s head that does Melee Power + 20 damage and instant critical damage. Only helmet armor applies. You can also make a strength check with a 10 point bonus to knock the target out for 1 round. You do not get a second critical hit check.

30 EP; 1 attack

1 hex forward affecting 1 target

instant

2 skill points = 1 skill mastery %

Uppercut mastered

3

Rolling Pin

Same as Bashing Pin, but after your successful Strength Check against your opponent, you pick up your Opponent and move them with you, at the end of your movement you pin the opponent to the ground.&nbsp;

30 EP; 1 attack, 2 support

must use full movememnt range

for as long as you can keep the target pinned or stop using this skil

2 skill points = 1 skill mastery %

Bashing Pin mastered

3

Split Kick

This does Melee Power + 46 damage to each target that is hit. This skill also knocks each target back 1d3 hexes.&nbsp;

30 EP; 1 attack, 1 support

1 hex to both sides affecting 1 to 2 targets

instant

2 skill points = 1 skill mastery %

Side Kick mastered and Concentration ability obtained

4

3-Hit Combo - Unarmed

This is the unarmed version of 3-Hit Combo. It lets you quickly kick or punch three times. You can only kick three times or punch three times.

40 EP; 1 attack

1 hex affecting 1 to 3 targets

instant

3 skill points = 1 skill mastery %

Either Double Kick or Haymaker mastered

4

Berserker&#39;s Fury

This allows you to do 2d4 punches to the target. Each punch does melee power damage to your opponent.

40 EP; 1 attack

1 hex forward affecting 1 target

instant

3 skill points = 1 skill mastery %

Haymaker and Armor Gouger mastered

4

Body Slam

You pick up your opponent and slam them into the ground at your feet. Inflicts 68 Damage. Opponent suffers the Dazed effect on a successful Strength Check

35 EP, 1 attack 1 support

1 hex forward affecting 1 target

instant

3 skill points = 1 skill mastery %

Either Enemy Attack or Rolling Pin mastered

4

Chi Wave

You release a wave of spiritual energy in every direction around you, that does 60 points of damage plus 2.5 times your magic power.

30 SA; 1 attack 2 support

3x3 hex centered around user

instant

3 skill points = 1 skill mastery %

Chi Blast mastered and Meditate ability obtained

4

Critical Chi

Focusing your spiritual energy into a fierce attack you strike your opponent. This does 60 points of damage, add you melee and magic power, and automatically add critical damage.

40 SA; Free Action

1 hex forward affecting 1 target

instant

3 skill points = 1 skill mastery %

Chi Empower and Meditate abilities obtained

4

Flip Kick

The damage done to the target is Melee Power + 53. Only torso armor and overgarments apply.

40 EP; 1 attack 2 support

Jump Across Range affecting 1 target

instant

3 skill points = 1 skill mastery %

Split Kick mastered

4

Forced Illusion

The damage done is Melee Power + 63 and it cannot be evaded.

40 EP; 1 attack 2 support

1 hex affecting 1 target

instant

3 skill points = 1 skill mastery %

Split Kick mastered and Meditate ability obtained

4

Pile Driver

This does 40 points of damage, that only the head armor can apply to.

40 EP; 1 attack 2 support

1 hex forward affecting 1 target

instant

3 skill points = 1 skill mastery %

Enemy Attack mastered

4

Roundhouse Kick

The damage done to each target is Melee Power + 63 and each target is knocked back 1d3 hexes.&nbsp;

40 EP; 2 attacks

1x1 hex area around the user

instant

3 skill points = 1 skill mastery %

Double Kick mastered

5

Berserker&#39;s Rampage

This allows you to do 5d4 punches to the target. Each punch does melee power damage to your opponent.&nbsp;

60 EP; 1 attack 2 support

1 hex affecting 1 target

instant

4 skill points = 1 skill mastery %

Berserker&#39;s Fury mastered

5

Chi Assault

Focusing your spiritual energy into a fierce attack you strike your opponent with devastating force. This does 70 points of damage, add you melee and magic power, and automatically add critical damage and your opponent is stunned.

50 SA; Free Action

1 hex affecting 1 target

instant

4 skill points = 1 skill mastery %

Critical Chi mastered

5

Chi Missile

You Release your Spiritual Energy into ranged blast. This does 65 points of damage plus double your magic power

50 SA; 1 attack 2 support

1 target on the battlefield

instant

4 skill points = 1 skill mastery %

Chi Wave mastered

5

Helicopter

Using this skill you jump into the air and preform a spinning split kick. This hits every target immediately around you twice in the head, doing a total damage of Melee Power + 60 damage. Only helmet armor applies. You can also make a strength check with a 10 point bonus to knock the target out for 1 round.

50 EP; 2 attacks 1 support

1x1 hex area around the user

instant

4 skill points = 1 skill mastery %

Flip Kick or Roundhouse Kick mastered

5

Suplex

This does 65 damage plus melee and throw power. Your opponent suffers the dazed status effect for 1d4 rounds.

50 EP; 2 attacks 1 support

1 hex forward affecting 1 target

instant

4 skill points = 1 skill mastery %

Pile Driver or Body Slam mastered

6

4-Hit Combo - Unarmed

This is the unarmed version of 4-Hit Combo. It lets you quickly kick or punch four times. You can only kick four times or punch four times. You will only be applying Melee Power for damage. You can attack a separate target per hit as long as you can reach that target without moving.

60 EP; 1 attack

1 hex affecting 1 to 4 targets

instant

5 skill points = 1 skill mastery %

Helicopter or Berserker&#39;s Rampage mastered

6

Brutal Assault

This does 75 points of damage, apply your melee and throwing power. Only your opponents head armor protects them.

65 EP; 2 attacks 2 support

1 hex forward affecting 1 target

instant

5 skill points = 1 skill mastery %

Suplex mastered

6

Brutal Thrust

You attempt to punch through your opponents body. This does 80 points of damage that only the body armor of your opponent can protect from.

65 EP; 1 attack 2 support

1 hex forward affecting 1 target

instant

5 skill points = 1 skill mastery %

Berserker&#39;s Rampage mastered

6

Spiral Kick

This skill causes Melee Power + 92 damage that is an automatic critical hit and knocks the target down causing the target to have to use a move to get back up.

65 EP; 1 attack &amp; 2 support

Jump Across Range affecting 1 target

instant

5 skill points = 1 skill mastery %

Helicopter mastered

&nbsp;

3. Unarmed Offensive Abilities

&nbsp;Tier&nbsp;

&nbsp;Ability

&nbsp;Effects

&nbsp;Requirements &amp; 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&#39;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 &amp; daggers, thrusting weapons, axes, bashing weapons, whips, bows &amp; crossbows, guns, rune cannons, thrown weapons, and unarmed combat.

You can have 1 weapons mastery per every 20 Mental.

100 skill points

1

Chi Focus

This ability is a prerequsite for using your inner power, known as Chi. This ability allows you to either increase your Melee Power by + 5 for a single attack or give you a Block of 5 for a single defense. It costs 10 EP each time you wish to use this ability.

N/A

50 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&#39;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&#39;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

Powered Blow

With this ability you can choose one of three effects that is added to your character&#39;s melee attack; Knock Down, Knock Back, or Staggering Hit. Knock Down causes the target to be knocked down on their back, causing them to need to make a movement to get back up. If the target has no movement left, the target must stay on the ground until the next round. Knock Back knocks the target back 1d10 spaces from your character. Staggering Hit knocks the breath out of the target, decreasing the target&#39;s movement range by half and its damage potential by 20%. This is an instant effect that can be called upon instantly and each time it is used it costs 10 EP.

You must have the Chi Focus ability.

100 skill points

2

Power Rush

With this ability your character is allowing his or her adrenaline to fuel his or her melee hit. This increases your character&#39;s Melee Power by + 20 for that one hit but costs your character 25 EP.

Must have the Chi Focus ability

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&nbsp;x 1.2&nbsp;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&rsquo;s chance of evasion decreases. You can decrease the target&rsquo;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 Fists

This ability allows you to treat your unarmed fists as dual wielding weapons. 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 Punch or have the Ambidexterous 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

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

Chi Empower

This ability allows you to empower your attacks by spending EP or skill points. For every 1 EP or 2 skill points spent, your attack is increased by +2.

Your character must have the Concentration ability and Chi Attack mastered.

150 skill points

3

Grapple Combo

This ability allows you to combine two grappling moves as one attack, spending only the highest stat cost + 5 EP.

You must have mastered Bashing Pin.

100 skill points

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Wiki+ page: Knives &amp; Daggers Offensive Skills

These are skills and abilities for using knives and daggers in combat.

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1. Knives &amp; Daggers Offensive Skills Progression Tree

Offensive <mark class=&amp;nbsp;Skills - Knives &amp;amp; Daggers v7.png" class="attachment_img" src="http://www.legendsofnorova.net/uploads/attachments/5a7a4c9825d553.89948080.png" />

2. Knives &amp; Daggers Offensive Skills

&nbsp;Tier&amp;sort_order=ASC&amp;order=field_tier&amp;sort=desc"> &amp;sort_order=ASC&amp;order=field_tier&amp;sort=desc">

&nbsp;Skill

&nbsp;Effects

&nbsp;Stat and Action Cost

&nbsp;Range and Area

&nbsp;Duration

&nbsp;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&#39;s range affecting 1 to 2 targets

instant

1 skill point = 1 skill mastery %

Trained Strike mastered and Weapon Mastery ability

2

Knife Punch

You punch an opponent with knife in hand, slashing as you withdraw your arm. Weapon Damage plus melee power x2.

15 EP, 1 attack

Weapon range affecting 1 target

instant

1 skill point = 1 skill mastery %

Trained Strike mastered

3

Slash &amp; Stab

This increases your damage by +40 and 10% of the damage goes past the target&#39;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&#39;s range affecting 1 to 3 targets

instant

1 skill point = 2 skill mastery %

3 skill points =
1 skill mastery %

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

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&#39;s range affecting 1 target

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&#39;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. Knives &amp; Daggers Offensive Abilities

&nbsp;Tier

&nbsp;Ability

&nbsp;Effects

&nbsp;Requirements &amp; 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&#39;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 &amp; daggers, thrusting weapons, axes, bashing weapons, whips, bows &amp; 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&#39;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&#39;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

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&nbsp;x 1.2&nbsp;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&rsquo;s chance of evasion decreases. You can decrease the target&rsquo;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 Knives &amp; Daggers

This ability allows you to dual wield knives and daggers. 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

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

Knifeplay

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

You must have Knife-Punch 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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