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Xialya
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Number of posts : 604
Age : 35
Localisation : Japan
Registration date : 2006-12-04

PostSubject: Techniques/Abilities   2008-08-13, 1:07 pm

**TECHNIQUES**

Techniques are learnt from instructors and trainers.

Most of them concern combat, but they cover all areas.

************************

- Disarm

Command: /dm disarm
Mana Cost: 3
Cooldown: 15
Granted/Learned Learned
Target Type: Creature
Conditions: Your target must be wielding a weapon, and standing within 2 meters.

If you succeed an opposed weapon skill roll + weapon's disarm bonus against your opponent's weapon skill + weapon's grip value, your opponent is disarmed.

You need to Target your opponent first.
This technique will take your highest value between your right hand weapon and left hand weapon in the case you're wielding two weapons.

******

- Skulk

Command: /dm skulk
Mana Cost: 4
Cooldown: 30
Granted/Learned Granted [Stealth 30+]
Target Type: Self
Conditions: Not in combat

Makes you able to walk unseen.
See the rules about Stealth for further details.

******

- Determine Direction

Command: /dm detdirection
Mana Cost: 2
Cooldown: 20
Granted/Learned Granted [Survival 10+]
Target Type: Self
Conditions: Not in combat

This technique is used to know which direction your character is facing. [N, E, S, W, NE, SE, SW, NW]
If you succeed a Survival Skill roll you get the right direction, otherwise it might be the wrong one.

You get a -50 penalty when trying to determine a direction underground.
Only -25 if your character is a Darakhul.
And finally a -15 penalty if your character is inside a house or other building above ground.

******

- Tracking

Command: /dm tracking
Mana Cost: 4
Cooldown: 120
Granted/Learned Granted [Survival 30+]
Target Type: Self
Conditions: Not in combat, not riding, not flying

This technique is used to find track within a 5 meters area.

A Survival Skill check roll is made.

If it is night you get a -25 penalty to your roll.
If it is night and your character has the See in the Dark ability, the penalty is -15.
If it is raining or snowing, you get a -10 penalty to your roll.
Elnyhn and Ogre are granted a +10 bonus.

If you fail the skill check roll, or if there's no track, nothing will be revealed.

If you discover tracks, the result of your skill check roll is kept and additional modifiers based on the terrain type are calculated in order to read the tracks.

If your character succeeds in reading the tracks: the race/creature type, the direction headed and the weight [including carried equipment] of the creature that left the tracks are revealed.

Notes:
- Flying creatures do not leave tracks. [Indeed...]
- When mounted, the race of the mount is revealed instead.
- Tracks disappear after 10 minutes IGT. 6 minutes when it is raining, and 4 minutes when snowing.

******

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Last edited by Xialya on 2009-03-20, 10:15 am; edited 3 times in total
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Xialya
Admin
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Number of posts : 604
Age : 35
Localisation : Japan
Registration date : 2006-12-04

PostSubject: Re: Techniques/Abilities   2009-03-07, 8:05 pm

**ABILITIES**

Abilities are natural, or granted over time.


************************

- Centaur Morph

Command: /dm centaurmorph
Mana Cost: 10
Cooldownt: 300
Target Type: Self
Conditions: The character must be in her original shape, or already morphed into human form. This ability can't be used if the character has already been morphed into something else than human.

This ability grants the Centaur the possibility to morph into human form, or back into Centaur form.

While skills remain as they are, Primary and Secondary Stats are randomly determined along with the new human shape.
Everything is restored when taking back the original Centaur form.

******

- Suck Blood

Command: /dm suckblood
Mana Cost: 8
Cooldownt: 60
Target Type: Creature
Conditions: Your target must have blood and either be stunned, sleeping, or unconscious, and standing within 2 meters.

It'll take 6 second to draw blood, making you vulnerable in the meanwhile.
If everything goes right, your target will lose 5HPs, and your Blood will increase by 5.

You need to Target your victim first.

******

- See in the Dark

Command: /dm seeitdark
Mana Cost: 5
Cooldownt: 30
Target Type: Self
Conditions: None

Some creatures have the ability to gather the few light that can be found even in total darkness and improve their vision so that they can see in the dark.
Though when using this ability in daylight, they get blind for there is too much light.
While using See in the Dark ability, creatures also receive a bonus on their Perception skill rolls.

******

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