Resident Evil: Core
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A Resident Evil Roleplay forum that allows you to take the role of one of the men and women tasked with destroying the forces unleashed by Umbrella and the like, or the role of one of their vile creations. Lives are at stake, will they lose them to the vi
 
HomeLatest imagesSearchRegisterLog in

 

 Skill Guide + List

Go down 
AuthorMessage
Agent Admin
Admin
Agent Admin


Posts : 26
Join date : 2010-03-27

Character Data
Hitpoints:
Skill Guide + List Left_bar_bleue20/20Skill Guide + List Empty_bar_bleue  (20/20)
Action Points:
Skill Guide + List Left_bar_bleue50/50Skill Guide + List Empty_bar_bleue  (50/50)

Skill Guide + List Empty
PostSubject: Skill Guide + List   Skill Guide + List Icon_minitimeMon Mar 29, 2010 2:33 pm

In order to individualize characters, obviously some amount of personal skill and talent is needed, similar to how some people are more inclined to choose a certain field or similar have a nature talent in some areas of life. Characters on the REC forum have similar distinctions in the form of skills which are obtained, one at each level beyond the first, one after a successful mission, and two upon character creation. The skills each have requirements and conditions to receive them, and many require previous skills to be obtained, making it a complicated web of skills.

The list of the available skills are below, though further skills may be added through suggestion and acceptance. All skills follow the template below, and this template is used for custom skills, though these follow their own rules detailed in the custom sections of the site rules.

Code:

[color=green][b]Name:[/b][/color] (Name of skill)
[color=green][b]Requirements:[/b][/color] (Requirements to obtain skill)
[color=green][b]Description:[/b][/color] (Flavor text and ability information)

Name: Quick Reload
Requirements: 10 Dexterity
Description: Ammo is a very precious resource in a combat situation, and the time it takes you to reload your gun is time your spending vulnerable to enemy attack. Quick Reload enables the reloading of a firearm (excluding large firearms which would logically take more time, mortar launchers, rocket launchers, etc.) without taking an entire post to do so. Using this skill makes reloading consume 2 AP instead.

Name:Ammo Change
Requirements: 12 Dexterity, Quick Reload
Description: If the normal rounds don't work, then try another type. Ammo Change enables the changing of ammunition in a topic and reduces the time so that it does not take an entire post to perform. Using the skill makes an ammo change consume 1 AP.

Name: Ammo Juggle
Requirements: 13 Dexterity, Quick Reload, Ammo Change, Level 2
Description: Reloading just takes to much time and energy sometimes, and you have to stop shooting, its such a chore, but some people have their own way around this. Ammo Juggle enables quicker reloading, allowing a reload for 1 AP (rather than 2 AP) and loaded rounds may be shot in the same round they are reloaded, even if the gun would not normally permit this.

Name: Ammo Acrobat
Requirements: 15 Dexterity, Quick Reload, Ammo Change, Ammo Juggle, Level 3
Description: Some say a gun is a paint brush, the body its canvas, the blood its paint, but some find more art in the bullets than in the gun itself. An Ammo Acrobat can throw bullets into the air for .5 AP and have them neatly fall into the gun for a reload, allowing them to not take up their hand(s) while reloading. This skill also enables the use of ammo as a projectile or melee weapon on its own, as a thrown projectile weapon, or as a bolt for a crossbow, making sure that there is always a weapon nearby.

Name: Bullet Maker
Requirements: 10 Intellect
Description: Why bother with store bought bullets, the quality is so low, when you could just make your own bullets to stop opponents in their tracks? Those with the Bullet Maker skill are able to create bullets without purchases them, allowing them to create a full clip for a single desired weapon every time they complete a topic or mission for free. They may create additional clips for 3/4ths of the store price but they require access to an appropriate facility.

Name: Bullet Technician
Requirements: 12 Intellect, Bullet Maker
Description: Nothing says hello like a hole in a vital organ and nothing says you care like hand-crafting the bullet that made that hole. Bullet Technicians are able to create two full clips of ammunition for a single desired weapon after ever topic or mission they complete. They may also created ammunition as a Bullet Maker, but at 1/2 the cost rather than 3/4ths.

Name: Bullet Wizard
Requirements: 13 Intellect, Bullet Maker, Bullet Technician, Level 2
Description: Sometimes people just don't appreciate good craftsmanship unless its nice and flashy. A Bullet Wizard is able to create incendiary, piercing, shrapnel, and ricochet bullets. Special ammunition CANNOT be chosen as one of the two clips that can be created for free with the Bullet Technician skill. Special ammunition may be created at +1/4 the base case of a clip, creating a full clip of special ammunition.

Name: Gun Maker
Requirements: 10 Intellect, 7 Strength
Description: Those initials carved into the side of your gun don't carve themselves. Those with the Gun Maker skill are able to create firearms for 3/4ths of the base cost of the gun. They may not create a gun they do not already own and have owned for two weeks (real time). This represents the time it takes to become familiar with the gun and figure out how to assemble a replica of it. Creating a gun requires an appropriate facility. Physical changes may be made to a created gun, usually a name written on it, but these must be minor and not alter the gun's shape or function.

Name: Gun Technician
Requirements: 12 Intellect, 10 Strength, Gun Maker
Description: Fancy guns make fancy enemies no more. A Gun Technician is able to upgrade weapons beyond their normal capabilities, increasing their strength in certain aspects in order to prevent the consistent discarding of inferior weapons allowing for a more sentiment attachment to weapons. Guns can be upgraded from their base up to C.

Name: Gun Wizard
Requirements: 13 Intellect, 12 Strength, Gun Maker, Gun Technician, Level 2
Description: Even fancier guns make even fancier enemies even more dead. Similar to a Gun Technician, except that weapons may now be upgraded to a much higher level, up to A from the previous C cap. The only remaining evolution of gun craftsmanship is the rare S.

Name: Gun Deity*
Requirements: 15 Intellect, 15 Strength, Gun Maker, Gun Technician, Gun Wizard, Level 4
Description: Perfect enemies, created from the finest parts from the finest cells, require a perfect gun, made from the finest parts and finest materials, to be used to kill them. Similar to both Gun Wizard and Gun Technician but enabling the advancement into S rank.
*Forbidden Skill

Name: Melee Maker
Requirements: 10 Strength
Description: Guns, bullets, bolts, ammo clips, all for weaklings who don't know how to handle a proper melee weapon. A Melee Maker is able to create melee weapons for 3/4ths of the cost of a store bought version and can modify it slightly to change the coloration or other minor features that have little to no effect on its combat usage. All melee weapons that the user creates can be wielded for +2 damage.

Name: Melee Technician
Requirements: 12 Strength, Melee Maker
Description: Your average run of the mill weapon can't always cut it. A Melee Technician is able to upgrade melee weapons up to C- and is able to use their weapons to deal damage to opposing weapons and damage them. For each strike against an opponent's weapon, it loses -1 point of damage from the damage it would normally deal until the end of the topic, after which it is assumed the weapon is repaired. Attacking a weapon consumes .5 AP and the opponent is able to defend or dodge as normal to prevent their weapon from harm. The attack does not 'damage', only reducing the weapon's output.

Name: Melee Wizard
Requirements: 14 Strength, Melee Maker, Melee Technician, Level 2
Description: Don't have any weapons on hand? Make one. A Melee Wizard is able to assemble a melee weapon on the fly by consuming 5 AP, and a complete post. The weapon is assembled from nearby parts that are quickly attached (likely from scotch tape) that deals 3 damage, despite whatever it was assembled out of. A 'junk weapon' can only be used for five attacks before it breaks apart.

Name: Computer Knowledge
Requirements: 13 Intellect
Description: Binary code was your foreign language and you aced it. Those with Computer Knowledge are able to easy access and use a computer, retrieving information that might otherwise be inaccessible. They are able to retrieve Knowledge Skills on a company just by having access to its computers, though it takes three posts of uninterrupted work to retrieve Level 1 Knowledge, five for Level 2, ten for Level 3, and twenty for Level 4.

Name: Computer Hacker
Requirements: 15 Intellect, Computer Knowledge
Description: A computer is just like a brain, everything is under its control and with the right touch, everything comes under your control. A Computer Hacker is able to manipulate a computer system with ease, causing a variety of effects manipulating the system. They can activate the sprinkler system to prohibit vision reducing Dex by -5 and increasing miss chance by a level, alter the temperature to effect temperature dependent opponents, shut or open doors without keys or passcards, and alter computer information to restrict access or sabotage it.

Name: Combat Awareness
Requirements: 11 Intellect, 11 Dexterity, 11 Strength
Description: You're comfortable in combat, the battle-field is your home, but you're always cautious, even in your own home. Combat Awareness provides an additional +1 AP per post for usage, though it does not increase the actual AP amount, only the limit on how many can be used in a post.

Name: Combat Activity
Requirements: 12 Intellect, 12 Dexterity, 12 Strength, Combat Awareness, Level 2
Description: When they say jump, you don't say how high, you show them how high you can. Combat Activity provides a +1 AP per post usage bonus that stacks with the previous bonus provided by Combat Awareness. Combat Activity also increases the AP maximum by +3.

Name: Combat Fervor
Requirements: 13 Intellect, 13 Dexterity, 13 Strength, Combat Awareness, Combat Activity, Level 3
Description: A reminder of those men before us who spoke through steel and wrote in blood, a man or woman whose efficiency and thrill in combat is never to be underestimated. Combat Fervor adds an additional +2 AP to the bonus provided by Combat Activity and Combat Awareness, along with providing a +5 AP maximum bonus.

Name: Viral Adaptation - Level I
Requirements: -
Description: Constant exposure to the elements can lead to resistance, as can constant exposure to viral or parasitic agents. Viral Adaptation prevents the infestation of parasites and viruses into the body, adding 3 posts to the period in which an antidote can be administered, if none, then it now allows for a 3 post buffer period. The agent also is slowed down significantly, adding 3 additional posts to all effects of the agent on the infected individual.

Name: Viral Adaptation - Level II
Requirements: Viral Adaptation - Level I
Description: Why did I punch that zombie in the face and not get infected through the open wounds on my hand? Immunity kid, it pays for itself. Viral Adaption Level II provides a complete immunity to one specified type of infective agent. This skill may be gained multiple times, each time it effects a new agent, though gaining the skill a second time requires the character to be Level 2, a third requires Level 3, and a fourth and fifth require Level 4. You cannot have more than five immunities.

Name: Viral Mutation*
Requirements: Viral Adaptation - Level I, Viral Adaptation - Level II
Description: Let me show you what an infection can do... Viral Mutation enables the forced evolution of an infective agent to its next stage, gaining all the appropriate changes that would normally be obtained if this is a permanent change. Trigger temporary changes can now be purposefully induced, but only the first tier of such mutations.

Name: Viral Mutation II*
Requirements: Viral Adaptation - Level I, Viral Adaptation - Level II, Viral Mutation I, Level 2
Description: Don't avert your eyes, this is what true power looks like! Viral Mutation II is the same as Viral Mutation I, except that the second tier of mutation may be added. Any first tier mutation that is a temporary trigger may be made permanent as well, if desired.

Name: Viral Mutation III*
Requirements: Viral Adaptation - Level I, Viral Adaptation - Level II, Viral Mutation I, Viral Mutation II, Level 3
Description: Didn't you listen to me? This is true power, bullets aren't going to stop me! Viral Mutation III enables access to third tier mutations as with the two previous levels of Viral Mutation, and allows for a permanent shift into a triggered temporary form of second or first tier, if desired.

Name: Viral Mutation IV*
Requirements: Viral Adaptation - Level I, Viral Adaptation - Level II, Viral Mutation I, Viral Mutation, II, Viral Mutation III, Level 4
Description: Viral Mutation IV enables access to fourth tier mutations as with the three previous levels of Viral Mutation, and allows for a permanent shift into a triggered temporary form of third, second, or first tier, if desired.

Name: Recoil Balance
Requirements: -
Description: Big guns come in handy like a sturdy pack mule, but they also kick like one. With Recoil Balance, the AP used to fire a firearm is reduced by -.5 AP (to a minimum of .5 AP) which enables the usage of larger firearms with less of an AP hindrance.

Name: Force Resistance
Requirements: Recoil Balance
Description: Once you can handle the power of a true weapon, you can handle anything. Force Resistance enables a reduction of firearm firing AP by an additional -.5 AP (totaling at -1 AP) but also allows for a resistance to other kinds of force. Being pushed becomes much more difficult, enabling a negation of 10ft of pushing force inflicted by attacks. If they would push someone less of a distance, then they are able to halt the attacker completely and counter-attack them, if they so wish.

Name: Dual-Wield
Requirements: 12 Dexterity
Description: One weapon pales in comparison to two. Using Dual-Wield, a being is capable of using two firearms or two melee weapons at a time, enabling multiple attacks per post beyond the norm. When attacking with both weapons, the AP cost is not reduced, and this skill only enables the wielding of an off-hand weapon.

Name: Know-It-All
Requirements: 10 Intellect
Description: Some people just seem to know everything...A Know-It-All is one of them. The skill Know-It-All enables the obtainment of Knowledge Skills by exposure to any creature for 5 posts, regardless of the conditions. The skill also increases the Knowledge Skill cap by +5.
Back to top Go down
https://residentevilcore.board-directory.net
 
Skill Guide + List
Back to top 
Page 1 of 1
 Similar topics
-
» Infective Agents Guide
» Currency Guide
» Mission Guide
» Stat System and Guide
» Knowledge Skills Guide

Permissions in this forum:You cannot reply to topics in this forum
Resident Evil: Core :: Briefing Section :: Regulations-
Jump to: