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Discs! Brethren! Pie! (Under construction) Paint It Green (Under construction) Legalese: Creative Commons 3.0 Noncommercial Sharealike, Attribution to Robots Everywhere,LLC This content is provided to you ad-free by Robots Everywhere, LLC |
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AccapeliaSkillsAccapelia skill treeArhou'chs cecet "Shield of Hope"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).
PearlskinLevel 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.
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.
Suit AcclimationNo 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.
TechniquesCastling (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.
Charge (non-psi, tech)No Ranks: A combat technique for closing in quickly, allowing short, straight movement with an attack in a single action.
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.
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.
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.
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