SKILLS & LEVELLING
All characters start at level 0. The current maximum level is 20. Requirements for leveling up change as levels increase. The requirements from level 1 to level 5 are the same per level. Levels 6-10 share requirements, 11-15 share requirements, and 16-20 share requirements. Requirements for each piece are the same as for activity checks.
STATS & SKILLS
Please submit a ticket to the server with a link to your character's bio if their HP or skills change or if they're ready to level up!
Skills are the rewards for leveling up. At level 0, every character will know one skill. At levels 5, 10, 15, and 20, they’ll earn an additional skill for a total of five skills per character. If a player dislikes a skill they’ve chosen, they may switch out ONE skill when they level up. Skills from level 0-15 do not have stat requirements, but 20th level skills do. Level 0 skills can be found in the character creation guide.
DEFENSE |
When an enemy hits you, subtract 2 from the damage taken. This skill may be used every 5 rounds. You may do this on the first round, or wait. |
CAMOFLUAGE |
You have a natural +2 to stealth checks, and other checks to stay hidden. |
FIND THE WEAK POINT |
Once every 10 rounds in battle you can give yourself advantage on an attack. You may do this on the first turn or wait. |
INSPIRING |
Once every 10 rounds in battle you can choose 1 ally, and yourself, to inspire. Both of you can add +2 to any roll made before the end of your next turn. This effect cannot be stacked with itself. You may use it on the first turn or wait. |
CRAFTER |
You can create more complex accessories than others can. Double check with staff before adding it to your character! You may gift accessories to others. |
SECOND WIND |
Once per battle you can spend your action focusing and calming yourself. Roll a d10, you regain HP equal to your roll +1. |
MOBILE |
You don’t need to make checks to swim through calm water or climb but will still need to make checks to maintain your balance on branches or swim through rough waters at the GM’s discretion. |
ALWAYS READY |
When initiative is rolled at the start of battle, you have an automatic +5. |
TONGUE OF SILVER |
You have advantage on Lie and Persuasion rolls. This advantage is canceled if you have failed a Lie or Persuasion roll within the past 3 turns. |
ARMY OF ONE |
When attempting to get rid of a status effect like dizziness, poison, or something similar, using this skill grants immediate relief. One use builds up every 10 rounds. |
I'M NOT DONE YET! |
Once per battle, when you would otherwise hit 0 HP, you can instead drop to 1 HP. |
SLIPPERY |
Enemies have a permanent -2 to any roll made against you. |
FLANKING |
If you attack the same enemy as another ally this round, you have advantage on the attack roll. |
STRONGER TOGETHER |
Once every 10 rounds you can choose to activate this skill. You and all of your allies are affected by this. For every ally you have (not including yourself), add +1 to all rolls for 1 round. |
GAMBLE |
Once every 10 rounds, roll a d2. On a 1, any action you take is granted a buff of +10. On a 2, you suffer a debuff of -10. |
UNSTOPPABLE (Requires 30 force) |
Once per battle, you can choose to activate this skill. You may take 2 actions per round, for 3 rounds, and have advantage on attack rolls. Afterwards you are exhausted and can’t take an action or move for 1 round, though you may speak. |
SHADOW WALKER (Requires 30 Agility) |
You have a passive +5 boost to stealth rolls, and may make a check at the start of battle to activate a surprise round. To do this, roll and add your +5. Roll for the enemy’s perception. If your roll is higher, you may take an action against them before initiative starts. Any attack made in this surprise round deals maximum damage |
STRIKE TRUE (Requires 30 tactic) |
Once per battle, you can choose to activate this skill. Your next 2 attacks are a guaranteed hit, and you have advantage on damage rolls. If you roll maximum damage, double it. After these two turns, you cannot attack for 1 round, though you may move and speak as normal. |
FAVORED BY THE STARS (Requires 30 Charm) |
Once per battle, you can choose to activate this skill. For 5 rounds if you or an ally roll lower than your enemy, reroll the dice. This effect may only be used on one roll per turn. After the 5 rounds are up, you cannot take actions for 1 round.. |
JACK OF ALL TRADES (Requires 25 in 2 stats) |
You know a little bit about a lot of things. You have a permanent +2 to all rolls you make. |