Post by cvasquez on Oct 20, 2020 16:15:12 GMT
Brawling in the evening, brawling in the day... You like to fight. Soooooooo much.
Tier 1
Weapon Specialization - There are so many awesome weapons to choose from, how can you possibly decide? It's like choosing your favorite child. You may get a bonus while using your chosen weapon. Choose between a two-handed weapon (A two point bonus to robustness), a sword and a shield (A one point bonus to both robustness and vitality), or specializing in hand-to-hand combat (A one point bonus to both robustness and deftness).
Jump Strike - Everyone knows you do better with a height advantage. Why not make your own? You can jump at your opponent in an attack combining both your robustness and deftness scores. However, this attack is rather exhausting and you may only use it every two turns.
Tier 2
Weapon Specialization (Bonus) - Gain the ability based on your weapon specialization.
>Smash (Two-Handed Weapon) - You're accustomed to the mighty heft of your chosen weapon, and you know how to properly use that weight. Attack your target with a strike that has a huge chance to stun (roll a percentile die, if you get more than 20%, the target is stunned). You can only use this attack every two turns.<
>Block (Sword and shield) - That shield isn't just for show! Once per encounter, you can use your shield to double your defensive roll against an attack.<
>Fight Dirty (Hand-to-hand) - Y'see, while fighting with your hands, you need to do everything to make sure you make it out alive. That includes a little foul play. You poke your enemies in the eyes (if they have them) and greatly lower their accuracy. Their deftness is cut in half until save. Based on deftness.<
Fighting Stance - You've learned a bit about proper battle technique from all the random fighting you've done. You gain a one point bonus to either robustness, vitality, or deftness while in combat.
Tier 3
Charge - You rush forward and instantly close the gap between you and your enemy! So speedy. If you are moving to attack an enemy, you do not consume your move action while using a basic attack.
Dagger Throw - Y'know, it's a little hard to get people far away with a close-range weapon. Why don't we do something about that? You can carry five daggers with you per mission, and throw them based on deftness.
Tier 4
Weapon Specialization (Bonus) - Gain the ability based on your weapon specialization.
>Armor Break (Two-Handed Weapon) - Your weapon is just... so big. It's kinda unreal. Once per encounter, you can hit a target with a blow that destroys their armor, and gives them a three point penalty to their vitality.<
>Shield Smash (Sword and shield) - Why does a shield have to be only a defensive item? Why not attack with it? Instead of doing a basic attack based on robustness, you may attack with a shield and use vitality for your basic attack.<
>Double Punch - You duck and dive and weave and move. You move so quick it's hard to keep track of your fancy fists! You may now do two basic attacks in one turn.<
Double Take - What? You, roll badly? You're way too talented for that. Once per day, mission, or bounty, you may choose to redo any roll. You must take the second result however, regardless if it's better or not.
Tier 5
Elemental Weaponry (Unique) - You've studied with some elemental monks, and learned the secret to making your attacks even stronger. Now what monks did you study with? If you choose fire, your weaponry (or your fists) become cloaked in flames and your basic attacks have a small chance to burn the target until save (roll a percentile die. If you get 80% or better, the target is burned). If you choose electricity, you have a small chance to stun the target with your basic attacks for one turn (roll a percentile die. If you get 80% or better, the target is stunned). If you choose ice, your basic attacks have a chance to slow your target. If this effect resolves three times on one target, the target is frozen until save (Roll a percentile die. If you get 80% or better, the target's deftness is reduced by one). NOTE: If you have double attacks, you do not roll a percentile die twice.
Fight Stance (Bonus) - You've refined your fighting style to a much higher degree than a simple backroom brawler. You gain an extra one point bonus to the the stat you chose last time.
Tier 1
Weapon Specialization - There are so many awesome weapons to choose from, how can you possibly decide? It's like choosing your favorite child. You may get a bonus while using your chosen weapon. Choose between a two-handed weapon (A two point bonus to robustness), a sword and a shield (A one point bonus to both robustness and vitality), or specializing in hand-to-hand combat (A one point bonus to both robustness and deftness).
Jump Strike - Everyone knows you do better with a height advantage. Why not make your own? You can jump at your opponent in an attack combining both your robustness and deftness scores. However, this attack is rather exhausting and you may only use it every two turns.
Tier 2
Weapon Specialization (Bonus) - Gain the ability based on your weapon specialization.
>Smash (Two-Handed Weapon) - You're accustomed to the mighty heft of your chosen weapon, and you know how to properly use that weight. Attack your target with a strike that has a huge chance to stun (roll a percentile die, if you get more than 20%, the target is stunned). You can only use this attack every two turns.<
>Block (Sword and shield) - That shield isn't just for show! Once per encounter, you can use your shield to double your defensive roll against an attack.<
>Fight Dirty (Hand-to-hand) - Y'see, while fighting with your hands, you need to do everything to make sure you make it out alive. That includes a little foul play. You poke your enemies in the eyes (if they have them) and greatly lower their accuracy. Their deftness is cut in half until save. Based on deftness.<
Fighting Stance - You've learned a bit about proper battle technique from all the random fighting you've done. You gain a one point bonus to either robustness, vitality, or deftness while in combat.
Tier 3
Charge - You rush forward and instantly close the gap between you and your enemy! So speedy. If you are moving to attack an enemy, you do not consume your move action while using a basic attack.
Dagger Throw - Y'know, it's a little hard to get people far away with a close-range weapon. Why don't we do something about that? You can carry five daggers with you per mission, and throw them based on deftness.
Tier 4
Weapon Specialization (Bonus) - Gain the ability based on your weapon specialization.
>Armor Break (Two-Handed Weapon) - Your weapon is just... so big. It's kinda unreal. Once per encounter, you can hit a target with a blow that destroys their armor, and gives them a three point penalty to their vitality.<
>Shield Smash (Sword and shield) - Why does a shield have to be only a defensive item? Why not attack with it? Instead of doing a basic attack based on robustness, you may attack with a shield and use vitality for your basic attack.<
>Double Punch - You duck and dive and weave and move. You move so quick it's hard to keep track of your fancy fists! You may now do two basic attacks in one turn.<
Double Take - What? You, roll badly? You're way too talented for that. Once per day, mission, or bounty, you may choose to redo any roll. You must take the second result however, regardless if it's better or not.
Tier 5
Elemental Weaponry (Unique) - You've studied with some elemental monks, and learned the secret to making your attacks even stronger. Now what monks did you study with? If you choose fire, your weaponry (or your fists) become cloaked in flames and your basic attacks have a small chance to burn the target until save (roll a percentile die. If you get 80% or better, the target is burned). If you choose electricity, you have a small chance to stun the target with your basic attacks for one turn (roll a percentile die. If you get 80% or better, the target is stunned). If you choose ice, your basic attacks have a chance to slow your target. If this effect resolves three times on one target, the target is frozen until save (Roll a percentile die. If you get 80% or better, the target's deftness is reduced by one). NOTE: If you have double attacks, you do not roll a percentile die twice.
Fight Stance (Bonus) - You've refined your fighting style to a much higher degree than a simple backroom brawler. You gain an extra one point bonus to the the stat you chose last time.