gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
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Post by lav on Apr 9, 2023 5:50:47 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
EXTRA: DISCOVERED SKILLS
[attr="class","staffbody"] [attr="class","staffheadimg"] [attr="class","spelltitle"] DISCOVERED SKILLS[attr="class","staffpara"] Skills are often potential rewards for plot participation, such as participation in site events or completing specific NPC quests. These skills offer a bonus to your character when rolling for certain actions. Don't fret too much if an interesting skill was rewarded for an event that you missed — depending on the nature of an event, skills may have a 'rerun', making them available at later points in the plot as well. [break][break]
General skills refer to skills that are awarded via events. NPC skills refer to unique skills can only be obtained by completing quests for the NPCs. Each NPC may offer 1-2 different skills that will be revealed as their stories progress. This list does not include domain-specific skills. If you notice a missing skill that could be included here, please feel free to let staff know. [break]
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gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
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Post by lav on Apr 9, 2023 5:51:03 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
GENERAL SKILLS
[attr="class","staffbody itemslist"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] AERIAL ACE[break] This skill gives your witch significant experience flying and manuevering while in-air. Needless to say, they know what they're doing on a broom. +10 on rolls where your character taking an non-offensive action while in flight. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] RSM-CERTIFIED[break] This skill gives your witch the knowledge of the ins and outs of rupture sealing, and general experience around effect zones. Morgan's Equation? Memorized. +10 on rolls where your character is in the presence of an active rupture [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] EMT TRAINING[break] This skill gives your witch the ability to perform under pressure and handle tough medical emergencies, with or without the assistance of magic. +10 on rolls where your character is only seeking to help someone who is significantly wounded [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SUPPORT MAIN [break] Your witch has good synergy with their teammates and is well-attuned to what spells may be the most helpful to others. +10 on rolls that buff others without directly engaging in combat yourself [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] CLOSE COMBAT[break] Your witch has experience fighting in an enclosed space, with nothing but their hands and whatever weapons they may have if need be. +10 on rolls attempting non-magical combat in an enclosed space [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] KILLER REFLEXES[break] Your witch has a heightened sense of self-preservation. Avoiding danger is their top priority, and their body can move away from harm out of instinct. +10 on rolls attempting to do nothing but avoid danger. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] GLASS CANNON[break] Your witch has a fiery spirit that will fight to the end. They continue on the offense despite being injured. +10 on rolls when using offensive spells or weapons with a severe injury (broken bone, stabbed, etc) [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] WARRANTED ARREST[break]+10 on rolls involving grappling, restraining, or otherwise attempting to tie down another being. Does not work if that target is also the object of a more violent attack, even if the violence is committed by someone else. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] VOICE OF AUTHORITY[break]+10 on rolls made where the only action taken is dialogue. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SEARCH & RESCUE[break]+10 on rolls made when attempting any action in the wilderness, and not in known proximity to danger. Witch cannot be nearby a rupture or daemon, for example, or be involved in an active combat situation.
[attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] COMBAT MEDIC[break]+10 rolls made when attempting magical healing on another being, not including oneself. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] HUNTER'S STAMINA[break]+5 on all rolls made outside walled cities. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] SURVIVOR'S GUILT[break]+5 on all rolls made after a person in the character's "party" dies in that thread, provided they witness the death first-hand. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE: UNBREAKABLE BOND[break]After recovering from the absolute brink of their relationship, the witch and familiar have now returned to eachother, whole. Witches with this skill are able to temporarily access their materialized familiar's sensory faculties, overriding their own. The visions are not sharply rendered, and doing this can be extremely disorienting or even just unpleasant. As the witch grows older, this new unique connection will improve over time.
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gold
familiar Familiaratlas
played by OOC Namelav
prawndering the shrimplications
code monkey
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Post by lav on Apr 9, 2023 5:51:17 GMT -7
[nospaces] [attr="class","staffcont"] [attr="class","staffheader"]
NPC SKILLS
[attr="class","staffbody itemslist"] [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: THE EXECUTIVE[break] Cassidy's archetypical skill, the Executive, is a useful skill for decision-makers and commanders. It enhances the durability and power of non-summoning beings that the witch controls (an elementalist's avatars, or an alchemist' homunculi, for example), granting +10 on rolls involving their actions. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: THE CONSUL[break]Jeremiah's archetypical skill, the Consul, is useful for witches that are relaxed until they are provoked, and prefer, where possible, a diplomatic approach. Gain +10 on rolls that involve offensive actions taken against someone that has already injured the witch in that thread. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: THE ARCHITECT[break]Farah's archetypical skill, the Architect, is a useful skill for visionaries that play the long-game, even on a live battlefield. Gain +10 on rolls that involve purely analytical, information-gathering actions (non-buffing, non-offensive, non-healing). [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] UNIQUE SKILL: THE GUARDIAN[break]Zeke's archetypical skill, the Guardian, is useful for witches that put themselves on the line for the sake of others—whether to secure an offensive advantage, or to protect a teammate. Gain +10 on rolls in which your action guarantees moderate to severe self-injury. [attr="class","spellcont"] [attr="class","spellimgcont"] [attr="class","spellbody"] MUNDANE SKILL: MIXOLOGIST[break] Ezekiel's mundane skill, Mixologist, allows a character to share some of his proficiency in brewing — whether that's a drink, a potion, or cup of coffee. All one-time-use potions obtained from Kiki's gacha (or elsewhere) are cast at the rank of the witch, as opposed to being at a sentinel's power.
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