Skill Library

## **Combat Skills**

Combat skills will refer to skills that pertain to fighting. Such as knowing how to wield a blade, hold a shield, throw knives, wear armor without tiring yourself out fast.

### **Weapon Proficiencies**

*Weapon proficiency* skills commonly help out when fighting against someone using a similar type of skill (and weapon), allowing you to beat someone by a small margin thanks to your superior technique. However it also slowly increases your overall damage and accuracy output as you waste less time on needless motion as your skill develops.

#### Melee

Arming Sword Proficiency - Physical Power (0.25)/Dexterity (0.5)

Bastard Sword Proficiency - Physical Power (0.5)/Dexterity (0.5)

Dagger Proficiency - Dexterity (1.25)

Great Sword Proficiency - Physical Power (1.5)

General Polearm Proficiency - Physical Power (1)/Dexterity (0.25)

Great Hammer/Mace Proficiency - Physical Power (2)

Halberd/Pike Proficiency - Physical Power (1.25)/Dexterity (0.25)

Javelin Proficiency - Physical Power (0.5)/Dexterity (0.75)

Javelin Throwing Proficiency - Physical Power (1)/Dexterity (0,25)

Katana Proficiency - Dexterity (1)/Physical Power (0.25)

Kusarigama Proficiency - Dexterity (2)

Lance Proficiency - Physical Power (1.5)

Longsword Proficiency - Physical Power (0.75)/Dexterity (0.25)

Nodachi Proficiency - Physical Power (1)/Dexterity (0.25)

Punching dagger Proficiency - Dexterity (1.5)

Rapier Proficiency - Dexterity (2)

Scythe Proficiency - Physical Power (1)

Spear Proficiency - Physical Power (0.75)/Dexterity (0.5)

Sword Breaker Proficiency - Physical Power (0.25)/Dexterity (0.75)

Warhammer/Mace Proficiency - Physical Power (1)/Dexterity (0.25)

Whip Proficiency - Dexterity (1.5)

Wakizashi Proficiency - Dexterity (1)

#### Ranged

Shortbow Archery - Dexterity (2)

Pistol Proficiency - Dexterity (1.5)

Rifle Proficiency - Mind (1)/Dexterity (1)

Longbow Archery - Physical Power (1.25)/Dexterity (0.25)

Throwing Dagger Proficiency - Dexterity (2)

#### Misc.

Jack of All Trades - Physical Power (1)/Dexterity (1)

Shield Proficiency (For attacking) - Physical Power (1)

**boil blood proficiency**

### **Unarmed Proficiencies**

*Unarmed proficiency* skills are used to determine how your character can fight when he is unarmed, split into three categories depending on what you use to fight. Punching and kicking are self explanatory, while grappling allows chokes, holds and throws.

Grappling - Physical Power (1)

Kicking - Physical Power (0.75)/Dexterity (0.25)

Punching - Physical Power (0.5)/Dexterity (0.5)

### **General Combat Skills**

General combat skills are used for things that don't account for *proficiency* with a weapon, such as the *Throwing* skill, used to generally throw objects or weapons, and the *Feint* skill, used to try and throw out a fake attack to draw your enemy out.

Blocking - Vitality (0.5)

Affects how well you are able to hold stable when guarding against attacks, more efficient with a shield, still usable with weapons or body parts.

Feint - Dexterity (1)

Feint is used to throw out a motion with your main method of attacking for the round, in order to trick and hit an otherwise prepared or fast enemy. Usually weighed against the *Mind* attribute.

Quick Draw - Dexterity (1)

Quick draw can be used to quickly draw out items or weapons as a free action instead of spending a action on them. They are categorized by their size usually, and large weapons (such as long swords, great hammer, and the like) cannot be used with this skill. You cannot use this skill multiple times in a round except for things within the first tier.

5 tiers is tiny items (dagger, arrow, caltrop, ect.)

10 tiers is small non-melee items/weapons (hand crossbow/pistol/a flask)

15 tiers is medium sized items (bombs and the like)

20 tiers is light melee weapons and bows

Throwing - Dexterity (1)

A skill used for general throwing, be it of weapons, throwing weapons (at a less efficient rate), objects and the like.

## General Skills

General skills refer to skills mostly used outside of combat, be it a profession such as blacksmithing, or something as simple as drawing or having a good sense of smell.

### Sense Skills

*Sense skills* allow you to perceive the world around you better trough normal or extrasensory skills.

Hearing - Mind (1)

Sight - Mind (1)

Smell - Mind (1)

Taste - Mind (1)

Detailed Curse Sensing - Soul (1)

Long Distance Curse Sensing - Soul (1)

Passive Curse Sensing - Soul (1)

### Profession Skills

Alchemy - Mind (1)

Blacksmithing - Mind (0.25)/Dexterity (0.5)

Engineering - Mind (1)

## Skill Restrictions

certain types of skills are restricted for the sake of balance and to lower the amount of impossible skills players request of their gms.

### Movement Skills

basic skill movement technique cap - 0.75 per tier.

martial class movement technique cap - 1.25 per tier.

curse user movement technique cap - 1.5 per tier.

contractor movement technique cap - 2 per tier.

wind contractor movement technique cap - 5 per tier.