Post by Varos Talantos on Feb 5, 2015 18:56:24 GMT -5
The following abilities can be learned by both humans and supernaturals, unless otherwise specified. Any ability which can be purchased by supernaturals as well as humans cost 50 points for supernaturals, and 30 for humans. Abilities that are reserved solely for humans cost 50 points per level, 55 for draconians and mystics. Human Only abilities are reserved for humans, hunters, draconian riders, mystics, and changelings.
Draconians, and Mystics do not gain abilities that are available to other Supernaturals but can learn the skills that Humans, Changelings, and Hunters are permitted. To learn the abilities requires a slightly increased cost of 35 points per ability.
These are the core ways for Humans and Hunters to improve themselves and lead to more advanced and direct skillsets. It should be kept in note that abilities must be purchased and paid for on top of stat, as stats are merely prerequisites. (i.e., To gain the Alchemy ability of Heating, it costs 60 points if you purchase Stat Points. 5 for the one intellect, 5 for the one endurance, and 50 for the ability itself).
Humans, hunters, mystics and draconians gain a starting bonus with their 200 points, to be spent solely on Stat Points. Humans, hunters and draconians gain 4 stat points (SP) upon creation to be distributed how they see fit. This is to be used on stats, not abilities.
Stat based abilities may seem intimidating at first, but our friendly Staff is always there to help if you need it!
For more information regarding Stat Points, view here.
Martial Arts
Ninjitsu: An offensive art that leaves no room for defending. Requires one to have 5 SP is strength.
Offense:****
Defense:*
Mauy Thai: Focuses on using ones limbs' joints to defend, but has a poor offense. Requires one to have trained 10 SPs in Endurance.
Offense:*
Defense:****
Karate: A more defensive art (though not as much as Muy Tai), Karate allows one to take the offense to some extent. Requires one to have trained 5 SPs in Strength and 10 SPs in Endurance.
Offense:***
Defense:****
Tae Kwon Do: The offensive opposite to Karate, Tae Kwon Do still gives the user some defensive capabilities (though at a cost to their attacks). Requires one to have trained 5 SPs in Strength and 10 SPs in Endurance.
Offense:****
Defense:***
Mixed Tactics: Once a Human/Hunter has mastered other martial arts, they may study to merge the arts together, allowing one to have a solid defense while simultaneously knowing how to press an attack viciously. Requires one to have trained 20 SPs in Strength and Endurance each.
Offense:*****
Defense:*****
Acrobatics
Level One: Flexible - the ability to bend your body at an increased level than the average human. Requires one to have trained 10 SPs in Agility.
Level Two: Contortionist - The ability to flex and even contort your body to the maximum of human ability. Requires one to have trained 20 SPs in Agility and 5 SPs in Speed.
Alchemy (Humans Only)
Level One: Heating - The ability to enchant armor and cloth to make it 2x lighter and sturdier. Requires one to have studied to increase 5 SPs in intellect and endurance each.
Level Two: Alchemy - The ability to enchant weapons, armor, cloth, items, etc, to make it 4x sharper, lighter, sturdier, more potent, etc. Requires one to have studied 10 SPs in intellect and endurance each.
Level Three: Philosopher's Stone - The ability to create the Philosopher's Stone, which holds the power to increase a human's affinity with the supernatural. Depending on the amount of use, the Philosopher stone eventually breaks, requiring a new one. Oddly enough, they are all identical in appearance. Stones are created in the Research section. Requires one to have studied 25 SPs in intellect and 10 SPs in endurance.
Genetics (Humans Only)
Level One: Genetics - The ability to slightly manipulate genes. One can perform this upon oneself to increase metabolic rates resulting in an increase in healing speed, but more food must be consumed. Requires one to have studied to have studied 20 SPs in intellect.
Level Two: Bioengineering - The ability to manipulate genetics on a complex scale to the point where one can create new creatures by recombining their genes and manipulating their genetic codes. Requires one to have studied 25 SPs in intellect.
Marksman
Level One: Marksman- Basic marksman skills, and aim, for items such as guns, bows, etc. Requires one to have trained 5 SPs in agility, endurance, and strength each.
Level Two: Sharpshooter- Advanced marksman skills, and aim, for items such as guns, bows, etc. Requires one to have trained 5 SPs in endurance and strength each, and 10 SPs in agility.
Level Three: Expert- A general mastery over marksman skills, and aim, for items such as guns, bows, etc. However it is not perfect. Requires one to have trained 10 SPs in agility and strength, and 15 SPs in endurance.
Melee
Level One: Page - Basic training with melee weapons, such as swords, daggers, spears, clubs, etc. Requires one to have trained 5 SPs in agility, speed, and strength each.
Level Two: Squire - Advanced training with melee weapons, such as swords, daggers, spears, clubs, etc. Requires one to have trained 5 SPs in agility and strength each, and 10 SPs in speed.
Level Three: Knight- A general mastery over melee based weapons, such as swords, daggers, spears, clubs, etc. However it is not perfect. Requires one to have trained 10 SPs in agility and speed each, and 15 SPs in strength.
Medic
Level One: Medic - The ability to treat small injuries, as well as basic life-saving surgery. Requires one to have studied 10 SPs in intellect.
Level Two: Doctor - The ability to treat large injuries, to the point of being able of saving patients from death. Requires one to have studied to 25 SPs in intellect.
Medium (Humans Only)
Level One: Visionary - Requires the Level Three Alchemy Philosopher's Stone ability. The ability to use a philosopher's stone to identify a supernatural.
Level Two: Binding Circle - Requires the Level Three Alchemy Philosopher's Stone ability. The ability to create a Binding Circle with the use of a philosopher's stone. The Binding Circle traps supernatural beings within a pentagram that has been created previously by the Medium. A Binding Circle lasts as long as the philosopher's stone can, as long as it is not used for other purposes.
Level Three: Stone Wielder - Requires the Level Three Alchemy Philosopher's Stone ability. The talent to imbue a philosopher’s stone with one supernatural ability. One must be holding the stone to use the ability. The user must still purchase the ability at it’s full price, it is merely imbued within the stone.
Stealth - The ability to hide expertly in the dark and move around without being noticed in appropriate conditions (i.e. don’t try to use stealth wearing neon pink clothes in a green pasture and expect it to work). Requires one to have trained 5 SPs in Agility and Intelligence each.
Ranger
Level One- Tracking: Level One Rangers have a good knowledge of tracking, able to follow recent paths. They may track an old path depending on its obviousness. They have trained their five senses to aid them in this task. Requires one to have studied 5 SPs in agility, endurance, and intellect each.
Level Two- Survivalist: Intense knowledge of survival skills allow them a high likelihood of surviving any terrain. Can track older paths. Requires one to have studied 10 SPs in endurance, 10 SPs in strength, and 10 SPs in intellect.
Robotics (Humans Only)
Level One: Machinery - The ability to build robots that are capable of helping you carry things or perform minor functions. Requires one to have studied 15 SPs in intellect.
Level Two: Engineering - The ability to build robots capable of complex algorithms that can perform advanced functions such as combat. Requires one to have studied 20 SPs in intellect.
Tattoos (Humans Only)
Tattoo - A Human may have tattoos, but if one were to travel to Shanghai, and seek out the Shintos, they could gain a tattoo of special significance. Each tattoo has a different effect and costs a certain amount to acquire based on complexity and effectiveness.
Draconians, and Mystics do not gain abilities that are available to other Supernaturals but can learn the skills that Humans, Changelings, and Hunters are permitted. To learn the abilities requires a slightly increased cost of 35 points per ability.
These are the core ways for Humans and Hunters to improve themselves and lead to more advanced and direct skillsets. It should be kept in note that abilities must be purchased and paid for on top of stat, as stats are merely prerequisites. (i.e., To gain the Alchemy ability of Heating, it costs 60 points if you purchase Stat Points. 5 for the one intellect, 5 for the one endurance, and 50 for the ability itself).
Humans, hunters, mystics and draconians gain a starting bonus with their 200 points, to be spent solely on Stat Points. Humans, hunters and draconians gain 4 stat points (SP) upon creation to be distributed how they see fit. This is to be used on stats, not abilities.
Stat based abilities may seem intimidating at first, but our friendly Staff is always there to help if you need it!
For more information regarding Stat Points, view here.
Martial Arts
Ninjitsu: An offensive art that leaves no room for defending. Requires one to have 5 SP is strength.
Offense:****
Defense:*
Mauy Thai: Focuses on using ones limbs' joints to defend, but has a poor offense. Requires one to have trained 10 SPs in Endurance.
Offense:*
Defense:****
Karate: A more defensive art (though not as much as Muy Tai), Karate allows one to take the offense to some extent. Requires one to have trained 5 SPs in Strength and 10 SPs in Endurance.
Offense:***
Defense:****
Tae Kwon Do: The offensive opposite to Karate, Tae Kwon Do still gives the user some defensive capabilities (though at a cost to their attacks). Requires one to have trained 5 SPs in Strength and 10 SPs in Endurance.
Offense:****
Defense:***
Mixed Tactics: Once a Human/Hunter has mastered other martial arts, they may study to merge the arts together, allowing one to have a solid defense while simultaneously knowing how to press an attack viciously. Requires one to have trained 20 SPs in Strength and Endurance each.
Offense:*****
Defense:*****
Acrobatics
Level One: Flexible - the ability to bend your body at an increased level than the average human. Requires one to have trained 10 SPs in Agility.
Level Two: Contortionist - The ability to flex and even contort your body to the maximum of human ability. Requires one to have trained 20 SPs in Agility and 5 SPs in Speed.
Alchemy (Humans Only)
Level One: Heating - The ability to enchant armor and cloth to make it 2x lighter and sturdier. Requires one to have studied to increase 5 SPs in intellect and endurance each.
Level Two: Alchemy - The ability to enchant weapons, armor, cloth, items, etc, to make it 4x sharper, lighter, sturdier, more potent, etc. Requires one to have studied 10 SPs in intellect and endurance each.
Level Three: Philosopher's Stone - The ability to create the Philosopher's Stone, which holds the power to increase a human's affinity with the supernatural. Depending on the amount of use, the Philosopher stone eventually breaks, requiring a new one. Oddly enough, they are all identical in appearance. Stones are created in the Research section. Requires one to have studied 25 SPs in intellect and 10 SPs in endurance.
Genetics (Humans Only)
Level One: Genetics - The ability to slightly manipulate genes. One can perform this upon oneself to increase metabolic rates resulting in an increase in healing speed, but more food must be consumed. Requires one to have studied to have studied 20 SPs in intellect.
Level Two: Bioengineering - The ability to manipulate genetics on a complex scale to the point where one can create new creatures by recombining their genes and manipulating their genetic codes. Requires one to have studied 25 SPs in intellect.
Marksman
Level One: Marksman- Basic marksman skills, and aim, for items such as guns, bows, etc. Requires one to have trained 5 SPs in agility, endurance, and strength each.
Level Two: Sharpshooter- Advanced marksman skills, and aim, for items such as guns, bows, etc. Requires one to have trained 5 SPs in endurance and strength each, and 10 SPs in agility.
Level Three: Expert- A general mastery over marksman skills, and aim, for items such as guns, bows, etc. However it is not perfect. Requires one to have trained 10 SPs in agility and strength, and 15 SPs in endurance.
Melee
Level One: Page - Basic training with melee weapons, such as swords, daggers, spears, clubs, etc. Requires one to have trained 5 SPs in agility, speed, and strength each.
Level Two: Squire - Advanced training with melee weapons, such as swords, daggers, spears, clubs, etc. Requires one to have trained 5 SPs in agility and strength each, and 10 SPs in speed.
Level Three: Knight- A general mastery over melee based weapons, such as swords, daggers, spears, clubs, etc. However it is not perfect. Requires one to have trained 10 SPs in agility and speed each, and 15 SPs in strength.
Medic
Level One: Medic - The ability to treat small injuries, as well as basic life-saving surgery. Requires one to have studied 10 SPs in intellect.
Level Two: Doctor - The ability to treat large injuries, to the point of being able of saving patients from death. Requires one to have studied to 25 SPs in intellect.
Medium (Humans Only)
Level One: Visionary - Requires the Level Three Alchemy Philosopher's Stone ability. The ability to use a philosopher's stone to identify a supernatural.
Level Two: Binding Circle - Requires the Level Three Alchemy Philosopher's Stone ability. The ability to create a Binding Circle with the use of a philosopher's stone. The Binding Circle traps supernatural beings within a pentagram that has been created previously by the Medium. A Binding Circle lasts as long as the philosopher's stone can, as long as it is not used for other purposes.
Level Three: Stone Wielder - Requires the Level Three Alchemy Philosopher's Stone ability. The talent to imbue a philosopher’s stone with one supernatural ability. One must be holding the stone to use the ability. The user must still purchase the ability at it’s full price, it is merely imbued within the stone.
Stealth - The ability to hide expertly in the dark and move around without being noticed in appropriate conditions (i.e. don’t try to use stealth wearing neon pink clothes in a green pasture and expect it to work). Requires one to have trained 5 SPs in Agility and Intelligence each.
Ranger
Level One- Tracking: Level One Rangers have a good knowledge of tracking, able to follow recent paths. They may track an old path depending on its obviousness. They have trained their five senses to aid them in this task. Requires one to have studied 5 SPs in agility, endurance, and intellect each.
Level Two- Survivalist: Intense knowledge of survival skills allow them a high likelihood of surviving any terrain. Can track older paths. Requires one to have studied 10 SPs in endurance, 10 SPs in strength, and 10 SPs in intellect.
Robotics (Humans Only)
Level One: Machinery - The ability to build robots that are capable of helping you carry things or perform minor functions. Requires one to have studied 15 SPs in intellect.
Level Two: Engineering - The ability to build robots capable of complex algorithms that can perform advanced functions such as combat. Requires one to have studied 20 SPs in intellect.
Tattoos (Humans Only)
Tattoo - A Human may have tattoos, but if one were to travel to Shanghai, and seek out the Shintos, they could gain a tattoo of special significance. Each tattoo has a different effect and costs a certain amount to acquire based on complexity and effectiveness.