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Adept Skills

Adepts are those who try to understand and master their own bodies. This may come in many forms, but many end up developing in a martial direction. They see the elements through the human lens, and have developed paths that accentuate these. You may pick skills from any path

Healing Tree

Basic Skills

First Aid

With three (3) seconds of appropriate roleplay you may call HEAL 3, on a target in melee range, one (1) time per encounter.

XP Cost: 3
Prerequisite: None

Advanced Skills

Painkiller

With three (3) seconds of appropriate roleplay you may call HEAL 2, on a target in melee range, two (2) times per encounter.

XP Cost: 4
Prerequisite: First Aid

Field Medicine

With three (3) seconds of appropriate roleplay you may call HEAL 2, on a target in melee range, three (3) times per encounter.

XP Cost: 5
Prerequisite: Painkiller

Capstone Skills

We Can Rebuild Them

With three (3) seconds of appropriate roleplay you may call HEAL FULL, on a target in melee range, five (5) times per adventure.

XP Cost: 10
Prerequisite: Field Medicine


Path of Spirit

Basic Skills

Severing Focus 1

You may call EXPOSE, by blow, one (1) time per encounter.

XP Cost: 4
Prerequisite: None

Advanced Skills

Severing Focus 2

You may call EXPOSE one, by blow, (1) time per encounter.

N.B. This is in addition to the calls from Severing Focus 1.

XP Cost: 4
Prerequisite: Severing Focus 1

Spirit Aflame

You may call ENRAGE, by blow, one (1) time per encounter.

XP Cost: 5
Prerequisite: Severing Focus 1

Capstone Skills

Holes in Their Defense

You may call PERMANENT EXPOSE, by blow, three (3) times per adventure.

XP Cost: 15
Prerequisite: Severing Focus 2


Path of Breath

Basic Skills

Silencing Strike

You may call MUTE, by blow, two (2) times per encounter.

XP Cost: 2
Prerequisite: None

Advanced Skills

I Will Fight On

You may call SELF HEAL 5 one (1) time per encounter.

XP Cost: 5
Prerequisite: Silencing Strike

I Will Not Die

You may call SELF HEAL 5 one (1) time per encounter.

XP Cost: 5
Prerequisite: I Will Fight On

Capstone Skills

And Neither Will You

You may call STABILISE, at range, five (5) times per adventure.

XP Cost: 8
Prerequisite: I Will Not Die


Path of Blood

Basic Skills

Fluid Grip

You may call DISARM, by blow, one (1) time per encounter.

XP Cost: 3
Prerequisite:

Advanced Skills

You Can Not Fight What You Have Not Seen

You may call BACKSTAB DISARM, by blow, one (1) time per encounter.

XP Cost: 4
Prerequisite: Fluid Grip

Repelling Blow

You may call REPEL, by blow, two (2) times per encounter.

XP Cost: 6
Prerequisite: Fluid Grip

Capstone Skills

One Stands Alone

Two (2) times per adventure, for thirty (30) seconds you may call REPEL on every blow you make.

XP Cost: 12
Prerequisite: Repelling Blow


Path of Body

Basic Skills

Sundering Strike

You may call WOUND, by blow, one (1) time per encounter.

XP Cost: 3
Prerequisite: None

Advanced Skills

Fray the Thread

You may call WOUND, by blow, two (2) times per encounter.

XP Cost: 5
Prerequisite: Sundering Strike

Steel Defence

You may call SELF FORTIFY one (1) time per encounter.

XP Cost: 5
Prerequisite: Sundering Strike

Capstone Skills

Veins of Marble

You may call PERMANENT SELF FORTIFY two (2) times per adventure.

XP Cost: 10
Prerequisite: Steel Defence


Path of Mind

Basic Skills

Flashing Blades

You may call TAUNT, at range, one (1) time per encounter.

XP Cost: 3
Prerequisite: None

Advanced Skills

Attention Grabbing

You may called ARCED TAUNT one (1) time per encounter.

XP Cost: 5
Prerequisite: Flashing Blades

Sense Overwhelming

You may call STUN, by blow, one (1) time per encounter.

XP Cost: 5
Prerequisite: Flashing Blades

Capstone Skills

I've Got Your Back

For one (1) encounter in adventure, you may nominate a target who you are defending. Any time you may make a call (i.e. obeying the 5 second rule) you may choose to call TAUNT on someone attacking this target.

XP Cost: 10
Prerequisite: Attention Grabbing AND Sense Overwhelming

adept.1511559932.txt.gz · Last modified: 2017/11/24 21:45 by gm_mike