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69bee4.jpg
Gale Charming
69bee4
[A little collection of all my descriptions of major skills, emotional sets, and telents. See >>338581
and
>>338532
for other info]
Basic Information and Skill Info Compilation:
Illusion Soul Runes (This option adds an additional 500 marks owed to the Empire) : Ritualistic tattoos carved into 32’s body serve as pre made illusions that can be conjured when needed. Consisting of high quality Soul Runes on each of his hands, and one on his body for a total of three. When called upon, the hand runes conjure an illusory arm with weapon that in all ways looks real to normal sight, and can be easily viewed by anyone that lasts up to a minute. When the Torso rune is used, a body double is created with similar perceived realness; however, lasting only up to thirty seconds. Recharge on each rune is automatic, and is approximately known to be from the point of full use a full nights rest, or a full day and night if constantly on the move with no rest. A rune’s effect can be ended prematurely to preserve charge.
Skills:
Combat Perception: Higher levels of this skill will increase the amount of small details that surface in the combat about enemy actions, these often provide hints as to potential enemy weaknesses. Covers terrain, equipment, and physical characteristic examination of enemies, and can reveal attempts for enemies to hide behavior of surprise attacks. Uses Combat Experience.
Speechmaking/Command: This skill reflects the ability of 32 to win over larger size crowds through oratory, attempts to inspire large groups into action, and command of a squad as a whole. Higher levels improve the chances of getting orders followed correctly, maintaining higher respect levels, restore morale, and avoiding errors in orders and commands. Uses Combat or Emotional experience.
Camouflauge/Stealth: The ability to both hide yourself, or to lead others in an action that requires stealth. This also covers attempts to ambush an enemy in combat. Advanced skill also aids Combat Perception and Senses in attempting to reveal possible ambushes.
Combat Senses: The ability to deal with the environment with senses beyond simply sight. This skill covers overall proficiency with sound, smell, and potentially taste or touch (if 32 goes out of the way to include these). Improved levels will greatly reduce attempts for enemies to ambush 32 or anyone he is with, and also offers insight into battle situations that may not be noticed with only sight.
Bluff: The ability to lie, hide ones actual intentions, and manipulate the truth with or without prior preparation. Higher levels will reduce the penalty for attempting to bluff unprepared, lower the penalties for failure, and lower detection risk by being more likely to catch inconsistencies in a story before they are said.
First Aid: The ability to treat wounds, prevent infection, and attempt to generally heal another person. For most practical purposes, this reflects 32's knowledge on stabilizing a person in a battle environment, and plants that can be used to improved healing rates. This can become a more full blown medicine skill with high level of training.
Diplomacy: The ability to convince persons through negotiation, bartering, and other non intimidation forms. At higher levels, allows 32 to bypass active negotiations to get a lower price on many items, has some influence on leadership, and often improves efforts of interpersonal negotiations/friendships by giving him a sense that an idea might be looked upon poorly.
Emotional Sets
Fatalism:
Belief that one’s actions and results are dictated by fate or some higher power.
Pros: Strongly improves 32’s personal sense of Morale and reduces ability to be overcome by fear, Effects of pain are lessened, doubt/inexperience is less of an issue.
Cons: Biases 32’s action towards accepting failing results if they are occurring. More bias towards potentially bad ideas if felt they are ‘destiny called’.
Contempt
An intense feeling of someone or something as inferior.
Pros: Improves defense against intimidation, lessens chance to flee due to fear.
Cons: Severely reduces interpersonal relationship cohesion, risks ill advised actions against those considered inferior, who may in face be equal or superior.
Curiosity:
A state at which you want to learn more about something.
Pros: Makes unlocking additional skills and Emotional sets easier. Makes ‘passive’ growth towards level 1 in a skill faster. Improves Combat Senses.
Cons: Slightly weakens the effects of Combat Perception, Camouflage, and Combat Reflexes. 32 will begin to become more ‘scatterbrained’, and less likely to remember previous ideas without poster help.
Hot-Blooded
To be Passionate (In this case about an ideal, belief, etc.)
Pros: Extremely synergistic with whatever is the highest Emotional Set, Major improvements to Command/Diplomacy/Bluff with those who agree with your message/belief in even vague terms. Belief in fighting for a cause vastly raises 32’s morale in combat, and thus overall combat proficiency. Allows at higher levels for a target to be ‘Marked’ as a heretic of 32’s Belief, and grants 32 large bonuses in hostile action and understanding versus that person/race/etc.
Cons: Major losses to Command/Diplomacy/Bluff if a person or group does not agree with your message/belief, 32 is less willing to compromise in social situations, More willing to rebel or disobey things that go against the belief. A ‘Marked’ target near 32 but not actively engaged will be extremely distracting, and lower his competency in skill checks, combat, etc.
Talents:
Brute Force Specialization: Although the many forms and functions of the (At least for now named: That Which Reaps) can be learned through careful thought and consideration. There is also the brute force method when all else fails. Buying this talent unlocks all non-purely arcane secrets of a weapon or armor, by reflecting a large amount of time spent on downtime brute force acting with the item.
Instrument of Fate (Requires level 4 or higher Fatalism, ???, ???): Thirty Two’s belief in fate is so strong, that at times an outside force will answer his call, and truly become an Avatar of their bidding. Higher levels of Fatalism increase the likelihood of occurring. Invocation of this talent, like Fate much of the time is random; however, when it does occurs, 32 is treated as if he invoked a Medium level Moment of Inspiration for purposes of results in combat, a skill use, or an other relevant THING to the situation if possible. This can result in all bonuses or permanent things/effects a normal Moment of Inspiration can grant, and stacks with any other ongoing Moment of Inspiration. Fate though is a creature of whim, and although it only acts when Thirty Two is also in its interest, there can be side effects to making its will known (Such as the ‘free’ level of Fatalism).
School of Hard Knocks (level 1): Thirty Two’s alchemical augmentations provide a myriad of benefits; however, recently they are becoming a bit more concerned about his noggin. Taking this talent represents his augmentations passively responding to the amount of hits on his head by making his skull stronger and thicker (Protectin dem brain meats from stabbins and the like), and minor tweaks in his head that give him noticably more resistance to concussions and dizziness from blows to the head. Multiple level skill.
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