Skill Perks

Still being worked on, suggestions welcomed

Skill Perks: Through devoted training and experience, characters who pick up and learn these special Traits, have an easier time and/or better chance of performing specialized tasks which relate to Skills they use and study often.

  • Specialization*
    Prereq: (Skill) 3+
    Cost: 2
    Characters with this Trait train and specialize with a specific aspect of the total skill. The specialization chosen must be agreed with by both the Narrator and the Player. The Character receives a +2d10 modifier whenever he makes a Skill check, if the chosen specialization would be of use.
  • Expertise*
    Prereq: (Skill) Specialization, (Skill) 4+
    Cost: 4
    Characters with this Trait improve upon the training of a previous (Skill) Specialization. The Character receives an additional +2d10 modifier (for a total of +4d10) whenever he makes a Skill check, if the chosen specialization would be of use.
  • Mastery*
    Prereq: (Skill) Expertise, (Skill) 6+
    Cost: 6
    Characters with this Trait improve upon the training of a previous (Skill) Specialization. The Character receives an additional +2d10 modifier (for a total of +6d10) whenever he makes a Skill check, if the chosen specialization would be of use.

Trained (Weapon) Parry
Prereq: (Weapon) Skill 3+
Cost: 2
Characters with this Trait are more easily able to block and defend themselves with a particular category of weapons. Whenever a character with this Trait is attacked, and they attempt the Parry maneuver, they may add the specific Weapon skill to the Reaction check. Each Weapon category (Short One Hand, Pole Arm, Long Two Hand, etc..) has it’s own version of this Trait.

Riposte
Prereq: (Weapon) Parry
Cost: 3
Characters with this Trait can make a free attack after successfully Parrying an attack. The character must have had parried the attack with a weapon he has purchased (Weapon) Parry with. After making his Parry check, any successes that he gains in access of the attacker’s Attack Check are automatically considered as Successes on a return attack. The new defender receives a chance to defend, but because of the quickness of the attack, as well as the timing, he would receive a -2d10 modifier to his Defense Check.

Trained Dodge
Prereq: Acrobatics 3+
Cost: 2
Characters with this Trait are more easily able to move or tumble out of the way, or otherwise manage to avoid being hit by an attack. Whenever a character with this Trait is attacked, and they attempt the Dodge maneuver, they may add their Acrobatics skill to the Reaction check.

On the Move
Prereq: Trained Dodge, Acrobatics 4+
Cost: 2
Characters with this Trait can make a free partial movement after successfully Dodging an attack. For each successes that he gains in access of the Attack Check, he may move 1 yard, he can not exceed his Agility Score in extra movement.

Intimidating (Weapon) Brandish
Prereq: Intimidate 3+, (Weapon) Skill 3+
Cost: 3
Characters with this Trait are familiar enough with intimidation tactics and the use of a particular weapon category, that they can sometimes induce fear and even horror in the minds of their opponents. They gain a bonus equal to their (Weapon) Skill to any Intimidate check for the purposes of scaring or inducing fear in the target. The character must be using the weapon in which they purchased this Trait for.

Quick Strike (Weapon)
Prereq: (Weapon) Expertise, Reaction 5+
Cost: 4
Characters with this Trait have learned how to take advantage of their opponents in combat. They can reduce the time it takes to attack, with any specific weapon that they have taken (Skill) Expertise in. Effectively doubling the number of attacks they make per Turn. The drawback to this, however, is that the first Attack check is given a -4d10 modifier, and each additional Attack is given -6d10.

Skill Perks

Sedivore: The Untittled epicspire epicspire