The Ability System |
This system was created because I see the need to have customization to a high degree. Below are going to be abilities and how they're used. *These skills are open to anyone that may be able to purchase skills through level increase. These are general skills, and class skills are listed with the class. Class skills come automatically, whereas these are chosen and earned.* First we'll begin with the simple question: What is an ability? Simple. An ability is a power the character possesses that can allow certain extra things to happen. What certain things, you ask? Read on. Abilities are also known as skills, and the words are interchangeable. Now, one cannot simply just use an ability. There are a few guidelines to go over about this, so that you may see how to use the system. 1. All abilities must be stated somewhere either in your AOL Profile or in your Web Profile, but they must be stated there. Just put it on your character sheet, it's easier. 2. All abilities are to be announced OOC as directed in the skill. If it is not directed, then a simple example follows.. ( Using Blank Skill | Date & Time | Class | Level | HTC | Effect ) 3. After you state what it is you are doing and what skill you are using, you need to RP out some sort of beginning to the attack before you roll, or you can just wait until after the roll and describe it all, up to you. 4. Skills and abilities are not just an automatic success. There is HtC which means Hit to Connect. This is your normal dice, rolled and added regularly. If the amount is equal to or it surpasses the HtC, then the skill is successful. Remember you get 50XP per successful skill use. 5. Skills that are not successful cause you to skip your turn unless the skill directs so. This is to be fair so you can't just destroy people with some potentially powerful magic. 6. Skills are for both combat and Storyline things, so remember, choose wisely. And Enjoy! - Below are skills and their uses - =========================================================================================================================== *Skills* Jump - 13 Dex 15 Str req. - You jump into the air, and come down upon your enemy. Effect: Adds 2d50 damage. This is according to hit chart 15 = 1 etc. HTC - 15 Ward Off - 17 Str 17 Con req. - You actually manage to deflect an attack with the ever-flowing energies about. Effect: Take 50% of an attack instead of 100% HTC - 25 Specialization - 15 Int Req - With an enhancer you own, you master it.. You will even be given a specialist certificate from the forum and be able to participate in a specialists tournament that will go on. You do not have to state using this skill every round. Only in the beginning. You must specifically state which enhancer is specialized. Effect: +5 Dmg whenever using that enhancer. HTC - Instant Craft - 15 int req. 15 Wis req. - Allows you to craft an enhancer of your own and be able to own a shop. After sending Drizzt an email about the enhancer you'd like to craft, I'll meet with you and walk you through the procedure. It's simple, it's going to be a 1d100 roll. You have a 10% chance to succeed. This is modified by both intelligence and wisdom modifiers. It's about precision. If successful, then it will take a week for the enhancer to be completed. The raw materials to create enhancers cost half the enhancers normal cost. There are only going to be a limited amoung of Craftsman. Five, I will allow. HTC - Non-existant Climb - 15 Str Req. - This will give you a 10% check increase during SLs for any checks that deal with climbing. It is also an instant skill. Break - 17 dex, 17 int, 17 str Req. - Destroys desired enhancer for the duration of combat. HTC - 40 Hyper Jump - 18 Con 18 Str Jump Req. - You launch into the air and end your turn. You cannot be hit by melee weapons, missle weapons have a 90% chance to miss. Magic will hit normally. After your opponent goes you drop down on him. Enhancers will count in junction with this skill. Effect: You do 4x Damage HTC: - 30 Spike - 13 Dex req - Any thrown enhancer may receive a stacking +1 dmg bonus. So if you do it five times, it would go +1 +2 +3 +4 +5 and so on. HTC: - Instant |