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AccapeliaSkills

Accapelia skill tree

Arhou'chs cecet "Shield of Hope"

Song Magic

Level 1: Allies within 4 (charisma) spaces of Accapelia's singing can use her Singing skill attack roll in place of their own defense roll once per turn, chosen before their combat roll is made, but after Accapelia has made hers (on her turn).
LevelArea of EffectBonus Song AttackDefense PenaltyCostTotal CostSong Magic Rank required
1Charisma spaces+1 song skill-4 defense2sp2sp0
2Charisma spaces+2 song skill-3 defense3sp5sp1
3Charisma +1 spaces+3 song skill-3 defense4sp9sp1
4Charisma +1 spaces+4 song skill-2 defense5sp14sp2
5Charisma +2 spaces+5 song skill-2 defense6sp20sp3
6Charisma +2 spaces+6 song skill-1 defense7sp27sp3
7Charisma +3 spaces+8 song skill-1 defense8sp35sp4

Pearlskin

Level 1: Accapelia's psionic resonance makes her more resilient against incoming damage. Improving this skill grants her additional threshold, and increases her raw defense. In addition, if she spends zero dice from her normal pool, she gains an effective extra die that isn't rolled, but counts as if she rolled a certain number. This zero defense die applies even at 6th rank, when she always gains a bonus defense die.
Accapelia loses the benefits of pearlskin while using song magic.
LevelBonus ThresholdZero DefenseDefense IncreaseCostTotal Cost
1Threshold +1NoneNone1sp1sp
2Threshold +1Counts as a 1None2sp3sp
3Threshold +1Counts as a 1+1 Swap Die3sp6sp
4Threshold +2Counts as a 2+1 Swap Die5sp11sp
5Threshold +2Counts as a 2+1 Swap Die6sp17sp
6Threshold +2Counts as a 3+1 Bonus Die7sp24sp
7Threshold +3Counts as a 3+1 Bonus Die9sp35sp

Resolve (non-Psi)

No Ranks: Accapelia increases her willpower, allowing her to stand through battle longer. The injury penalty reduction applies when she takes wounds, but does not reduce her actual amount of wounds taken, only being treated as lower for penalties (example; at level 3 resolve, Accapelia can fight with 4 wounds, but her injury penalty is only -3, and she still falls at 5 wounds, even though that penalty is -4). The passive defense increase applies to all defense skills.
LevelWounds to KOSpecialCostTotal Cost
14Increase passive defense by +1.3sp3sp
25--3sp6sp
35Reduces total Injury penalty by 1.4sp10sp
46--5sp14sp
56Increase passive defense by +1.6sp20sp
67--7sp27sp
77Reduces total Injury penalty by 2.8sp35sp

Suit Acclimation

No Ranks/No Ranks: Accapelia becomes more in-tune with her squire armor, improving its efficiency. The chance to reduce power usage applies both on the active power of the Archiellan Squire and Archiallan Crystals traits, and to her Crystal Dependance. In the case of Crystal dependance, the chance is equal to both her attunement's bonuses combined, and rolled daily; if power isn't consumed that day, the chance is reduced by 1/3rd for the next day, and so on until power is consumed, at which point it resets to its normal chance.
Physical AttunementEffectCostTotal Cost Mental AttunementEffectCostTotal Cost
level 16% chance to not consume power on activation.3sp3sp level 16% chance to not consume power on activation.3sp3sp
level 2Physical rolls are treated as all 5s with activation.3sp6sp level 2Crystal bonus to timing increases to +23sp6sp
level 312% chance to not consume power on activation.4sp10sp level 312% chance to not consume power on activation.4sp10sp
level 4Physical rolls are treated as all 6s with activation.4sp14sp level 4Treat mental stats as 2 higher with activation.4sp14sp
level 518% chance to not consume power on activation.5sp19sp level 518% chance to not consume power on activation.5sp19sp
level 6Physical rolls are treated as all 7s with activation.5sp24sp level 6Crystal bonus to timing increases to +35sp24sp
level 724% chance to not consume power on activation.6sp30sp level 724% chance to not consume power on activation.6sp30sp

Techniques

Castling (non-psi, tech)

No Ranks: A combat technique that swaps one's position with an ally, protecting them; use is as a movement or split move. In the case of a split move, apply Castling's movement bonus after you halve your movement to determine distance.
levelMaximum DistanceDefense Bonus (to ally)Defense Modifier (to self)CostTotal Cost
0+0 move+1 total-4 total
1+1 move+1 per die you spend-3 total2sp2sp
2+2 move+1 per die you spend-1 total4sp6sp
3+2 move+2 per die you spend+0 total6sp12sp
4+3 move+2 per die you spend+2 total8sp20sp

Charge (non-psi, tech)

No Ranks: A combat technique for closing in quickly, allowing short, straight movement with an attack in a single action.
levelMovement allowedDamage bonusDefense PenaltyCostTotal Cost
0Half move -1None-5 total
1Half moveNone-4 total1sp1sp
2Half move +1+1 damage per die-4 total2sp3sp
3Half move +1+2 damage per die-3 total3sp6sp
4Half move +2+3 damage per die-2 total4sp10sp

Knight's Move (non-psi, tech)

No Ranks: A combat technique named for its resemblance to a knight's movement in Chess, it increases one's ability to defend oneself against future attacks from the target. Knight's move is made as a fight action made after the first portion of a Split Move, and provides a defense bonus as a shield.
LevelShield BonusAttack BonusCostTotal Cost
0+1 total-1 penalty
1+1 per defense dienone2sp2sp
2+2 per defense die+1 total3sp5sp
3+2 per defense die, +1 total+1 total4sp9sp
4+3 per defense die, +1 total+2 total6sp15sp

Thrust (non-psi, tech)

No Ranks: A combat technique that increases the reach of a melee weapon, at the cost of some accuracy. Thrust is made as a fight action, and reduces defense until the user's next turn.
LevelRange IncreaseAttack/Defense penaltyDamage BonusCostTotal Cost
0+1 range-4 totalnone
1+1 range-3 total+2 total damage1sp1sp
2+1 range-3 total+1 total damage, +1 damage per die2sp3sp
3+2 range-2 total+1 total damage, +1 damage per die3sp6sp
4+2 range-2 total+2 total damage, +1 damage per die4sp10sp

Wide-swing (non-psi, tech)

No Ranks: A combat technique that strikes two foes at once, attacking twice with only one Fight action. The combat pool is decreased as normal for attacking twice in one turn, though it only applies once, even if wide swing is done twice in one turn. Due to the awkward stance the user is left in, their defense is decreased while using wide swing, and until the start of her next turn.
levelDefense penaltySpecialCostTotal Cost
0-6 total DefenseCan attack two targets with one Fight action, no dice penalty.
1-5 total DefenseCan attack two targets with one Fight action, no dice penalty.2sp2sp
2-4 total Defense+1 bonus damage per die on each target.4sp6sp
3-4/-2 total DefenseCan attack up to three targets without penalty. Halve defense penalty if only attacking two targets.6sp12sp
4-2/-1 total Defense+2 bonus damage per die on each target.8sp20sp
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Page last modified on February 07, 2016, at 03:16 AM