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Effect: Damage done equals to (Willpower * 2.2) per square meter over radius of (1/10th of Perception2) meters. Damage may be increased by reducing radius of the Grand Cross. Does additional (Willpower) points of damage per second for 11 seconds.

Cost: 2000 MP

Extra Hands (Level 1)

A Paladin can never be everywhere he needs to be. But with this Skill, the Grand Paladin can certainly be in more places. Mana Regeneration reduced by 5 permanently.

Cost: 5000 Mana per duplicate.

Upkeep cost: 5000 Mana per day per duplicate. Must be paid by original Skill user.

Effect: Creates maximum two duplicates of the user. Duplicates have 90% of all (unboosted) Attributes, gain no effects from Titles and may not equip Soulbound weapons but has access to all (non-purchased) Skills of user. Each duplicate has their own Mana pool but regenerate at 50% of normal regeneration levels. Mana levels take the place of health points for duplicates.

Original Skill user has a telepathic connection to duplicates at all times and will receive a download of duplicate memories upon their destruction or cessation of upkeep costs.

Note: This Skill cannot be used by duplicates

Junior Administrator Skills

System Edit

A core Skill for System Administrators.

Effect: Make trivial to minor amendments to System processes

Cost: Variable (HP & MP)

Other Class Skills

Frenzy (Level 1)

Effect: When activated, pain is reduced by 80%, damage increased by 30%, stamina regeneration rate increased by 20%. Mana regeneration rate decreased by 10%

Frenzy will not deactivate until all enemies have been slain. User may not retreat while Frenzy is active.

Cleave (Level 2)

Effect: Physical attacks deal 60% more base damage. Effect may be combined with other Class Skills.

Cost: 25 Mana

Elemental Strike (Level 1—Ice)

Effect: Used to imbue a weapon with freezing damage. Adds +5 Base Damage to attacks and a 10% chance of reducing speed by 5% upon contact. Lasts for 30 seconds.

Cost: 50 Mana

Instantaneous Inventory (Maxed)

Allows user to place or remove any System-recognized item from Inventory if space allows. Includes the automatic arrangement of space in the inventory. User must be touching item.

Cost: 5 Mana per item

Shrunken Footsteps (Level 1)

Reduces System presence of user, increasing the chance of the user evading detection of System-assisted sensing Skills and equipment. Also increases cost of information purchased about user. Reduces Mana Regeneration by 5 permanently.

Tech Link (Level 2)

Effect: Tech Link allows user to increase their skill level in using a technological item, increasing input and versatility in usage of said items. Effects vary depending on item. General increase in efficiency of 10%. Mana regeneration rate decreased by 10%

Designated Technological Items: Neural Link, Hodo’s Triple Forged Armor

Analyze (Level 2)

Allows user to scan individuals, monsters, and System-registered objects to gather information registered with the System. Detail and level of accuracy of information is dependent on Level and any Skills or Spells in conflict with the ability. Reduces Mana regeneration by 10 permanently.

Harden (Level 2)

This Skill reinforces targeted defenses and actively weakens incoming attacks to reduce their penetrating power. A staple Skill of the Turtle Knights of Kiumma, the Harden Skill has frustrated opponents for millennia.

Effect: Reduces penetrative effects of attacks by 30% on targeted defense.

Cost: 3 Mana per second

Quantum Lock (Level 3)

A staple Skill of the M453-X Mecani-assistants, Quantum Lock blocks stealth attacks and decreases the tactical options of their enemies. While active, the Quantum Lock of the Mecani-assistants excites quantum strings in the affected area for all individuals and Skills.

Effect: All teleportation, portal, and dimensional Skills and Spells are disrupted while Quantum Lock is in effect. Forceable use of Skills and Spells while Skill is in effect will result in (Used Skill Mana Cost * 4) health in damage. Users may pay a variable amount of additional Mana when activating the Skill to decrease effect of Quantum Lock and decrease damage taken.

Requirements: 200 Willpower, 200 Intelligence

Area of Effect: 100 meter radius around user

Cost: 250 + 50 Mana per Minute

Elastic Skin (Level 3)

Elastic Skin is a permanent alteration, allowing the user to receive and absorb a small portion of damage. Damage taken reduced by 7% with 7% of damage absorbed converted to Mana. Mana Regeneration reduced by 15 permanently.

Disengage Safeties (Level 2)

All technological weapons have safeties built in. Users of this Skill recklessly disregard the mandatory safeties, deciding that they know better than the crafters, engineers, and government personnel who built and regulate the production of these technological pieces.

Effects: Increase power output from 2.5-25% depending on the weapon and its level of sophistication. Increase durability losses from use by 25-250%.

Cost: 200 Mana + 25 Mana per minute

Temporary Forced Link (Level 1)

Most Class Skills can’t be linked with another’s. The instability formed between the mixing of the aura from multiple Mana sources often results in spectacular—and explosive—scenarios. For the 02m8 Symbiotes though, the need to survive within their host bodies and use their Skills has resulted in this unique Skill, allowing the Symbiote to lend their Mana and Skills. (For more persistent effects, see Mana Graft)

Effect: Skill and Skill effects are forcibly combined. Final effect results will vary depending on level of compatibility of Skills.

Cost: 250 Mana + 10 Mana per minute (plus original Skill cost)

Hyperspace Nitro Boost (Level 1)

When you’ve got to win the race, there’s nothing like a hyperspace boost. This Skill links the user with his craft’s hyperspace engine, providing a direct boost to its efficiency. Unlike normal speed increases for hyperspace engines, the Nitro Boost is a variable boost and runs a risk of damaging the engine.

Effect: 15% increase in hyperspace engine efficiency + variable % increase in efficiency at 1% per surplus Mana. Each additional 1% over base raises chance of catastrophic engine failure by 0.01%

Cost: 250 Mana + (surplus variable amount; minimum 200 Mana increments) per minute

On the Edge (Level 1)

Shuttle racers live their lives on the edge, cutting corners by feet and dodging monsters by inches. There’s only one way to drive a ship with that level of precision, and no matter what those military Pilots tell you, it’s with On the Edge.

Effect: +10% boost in ship handling and maneuverability. +10% passive increase in all piloting skills. +1% increase per increment of surplus Mana

Cost: 100 Mana per level + (surplus variable amount; minimum 100 Mana increments) per minute

Fate’s Thread (Level 2)

The Akashi’so believe that we are all but weavings in the great thread of life. Connected to one another by the great Weaver, there is not one but multiple threads between us all, woven from our interactions and histories. Fate’s Thread is but a Skill expression of this belief. This Skill cannot be dodged but may be blocked. After all, all things are bound together.

Effect: Fate Thread allows the user to bind individuals together by making what is already there apparent. Thread is made physical and may be used to pull, tie and bind.

Duration: 2 minutes

Cost: 60 Mana

Peasant’s Fury (Level 1)

No one knows loss more than the powerless. The Downtrodden Peasant has taken the fury of the powerless and made it his own, gifting them the strength to go on so long as they Manage to make others feel the same loss that they did. -5 Mana Regeneration per Second

Effect: User receives a 0.1% regeneration effect of damage dealt for each 1% of health loss.

Spells

Improved Minor Healing (IV)

Effect: Heals 40 Health per casting. Target must be in contact during healing. Cooldown 60 seconds.