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Quintessence Larp

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PlotChris

PlotChris


Nick : Extra Undead Activity
Posts : 172
Join date : 2009-05-13
Age : 37
Location : In the hearts and minds of all true dreamers

Melee Skill List Empty
PostSubject: Melee Skill List   Melee Skill List Icon_minitimeMon Sep 06, 2010 1:27 am

MELEE SKILL LIST

Novice Skills

Ambidexterity – 10 sp
Your character can use half of any weapon proficiencies they have in either hand. Characters are still restricted to just the weapons in which they are proficient.

Armor 1-2 – 2 sp
Your character can wear an additional 20 points of armor.

Creature Familiarity 1 – 5 sp
Your character is more familiar with a particular creature type than the average person and you are more knowledgeable about their habits, culture (if they have one), environment, etc. You gain a special Knowledge: [creature] packet.

Dual Wield – 5 sp (prereqs – Weapon Skill)
Your character is capable of wielding two weapons in combat. These weapons can be any combination of small, medium, or long weapons.

Shield – 5 sp
Your character is capable of wielding a shield in combat.

Weapon Proficiency 1-2 – 15 sp (prereqs – Weapon Skill)
Choose a specific weapon from any weapon group you are skilled in and choose a hand. You now call a permanent +1 damage with that specific weapon in that hand.

[You must have spent 45 points in Melee Skills and Universal Skills in order to buy into Apprentice Skills. Furthermore, you must spend 5sp in order to become an Apprentice level character.]

Apprentice Skills

Armor 3 – 2 sp (prereqs – Armor 1)
Your character can wear an additional 20 points of armor.

Basic Martial Form – 5 sp (Prereqs - Basic Martial Theory)
Your character has developed enough in the martial arts to learn several special moves and abilities that make him/her a more dangerous combatant.

Basic Martial Theory – 10 sp (prereqs – level 6 or higher)
This skill gives your character a special Knowledge: Basic Martial Theory packet. This packet contains details on advanced combat skills and abilities. This skill can be learned on your own but learning it with a teacher provides additional benefits.

Break Trap 1-2 – 5 sp
Your character is ‘skilled’ at breaking traps. Once per day per rank in this skill, your character can add his/her strength bonus plus the level of this skill to ‘break’ a trap. If the total equals or exceeds the ‘Break’ rating of the trap, the trap is effectively disarmed. However, some traps may still have a diminished effect upon the breaker.

Craft: Runes 1-2 – 6 sp
Your character has learned the basics of the Art of Rune Crafting. This magical art can be incorporated on shields, weapons, and armor in order to give them enhanced or entirely new magical qualities. Rank 1 grants the character a

Creature Familiarity 2 – 5 sp (Prereqs – Creature Lore 1)
Your character gains additional knowledge of a particular creature that can only be known by those who have actually encountered and dealt with that creature on a regular basis. In addition to more special Knowledge: [creature] packets, your character begins to obtain combat bonuses.
Rank 2 – You gain the ability Track [Creature] even if you do not possess the Track skill. If you already posses the Track skill, this rank gives you an additional +1 bonus when Tracking the creature you are familiar with.

Grip – 4sp (prereqs – Weapon Skill)
Each purchase of this skill allows you to ‘Resist’ an attempt to disarm your weapon either by spells or the Disarm skill.

Riposte – 5 sp (prereqs – 2 Weapon Profs)
This skill allows you to call ‘Riposte’, which allows you to ‘block’ an incoming normal weapon strike and immediately call your own melee damage against the attacker. This skill can be bought once for every two Weapon Proficiencies.

Shield Bash – 5 sp (prereqs – Shield skill, 1 Weapon Prof)
This skill allows your character to stun an opponent for 3 seconds (in which your opponent can take no actions) with a quick bash of the shield. This skill can be purchased once for every Weapon Proficiency. [Call ‘Shield Bash’ either when an opponent strikes your shield or when you strike them with a melee attack – DO NOT STRIKE WITH YOUR SHIELD.]

Strength 1 – 20 sp
Your character is naturally stronger than others. Each rank grants you a permanent +1 natural strength.

Weapon Proficiency 3-4 – 15 sp (Prereqs – Weapon Prof 1)
Choose a specific weapon in which you are already proficient. You now call an additional permanent +1 damage with that specific weapon.

[You must have spent 120 points in Melee Skills and Universal Skills . Furthermore, you must spend 10sp in order to become an Adept level character and gain the ability to buy into Adept Skills.]

Adept Skills

Armor 3 – 2 sp (prereqs – Armor 1)
Your character can wear an additional 20 points of armor.

Break Trap 3 – 5 sp
Your character is ‘skilled’ at breaking traps. Once per day per rank in this skill, your character can add his/her strength bonus plus the level of this skill to ‘break’ a trap. If the total equals or exceeds the ‘Break’ rating of the trap, the trap is effectively disarmed. However, some traps may still have a diminished effect upon the breaker.

Craft: Runes 3 – 6 sp
Your character has learned the basics of the Art of Rune Crafting. This magical art can be incorporated on shields, weapons, and armor in order to give them enhanced or entirely new magical qualities.

Creature Familiarity 3 – 5 sp (Prereqs – Creature Lore 1)
Your character gains additional knowledge of a particular creature that can only be known by those who have actually encountered and dealt with that creature on a regular basis. In addition to more special Knowledge: [creature] packets, your character begins to obtain combat bonuses.
Rank 3 – You receive an inherent +2 damage to all melee attacks against chosen creature.

Mortal Strike – 10 sp (prereqs – 3 Weapon Profs)
Your character strikes a critical blow to your enemy that puts their life in mortal peril. This attack deals 20 base damage + 5 damage per Prof + 10 damage per Strength.

Standard Martial Form – 10 sp (Prereqs - Standard Martial Theory)
Your character has developed even further in the martial arts and can learn several new special moves and abilities that make him/her a significantly more dangerous combatant.

Standard Martial Theory – 15 sp (prereqs – level 9 or higher)
This skill gives your character a special Knowledge: Standard Martial Theory packet. This packet contains details on even more advanced combat skills and abilities. This skill can be learned on your own but learning it with a teacher provides additional benefits.

Strength 2 – 20 sp
Your character is naturally stronger than others. Each rank grants you a permanent +1 natural strength.

Weapon Proficiency 5-6 – 15 sp (Prereqs – Weapon Prof 1)
Choose a specific weapon in which you are already proficient. You now call an additional permanent +1 damage with that specific weapon.
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