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       #Post#: 990--------------------------------------------------
       Heath's Personal Suggestions
   DIR By: hjordanr
       Date: July 8, 2015, 6:44 pm
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       Ferocity- This skill allows the user to stay active for part of
       their bleed out count.  If the character is reduced to -1 Body
       then they may expend a use of this skill by announcing,
       “Ferocity!” which will allow them to stay conscious and active
       for the first 10 counts of their bleed out count.  This skill
       may be purchased multiple times.  Prerequisite: Battle Rage x1.
       Cost: 4? CP
       Blessing- This faith effect engraves a focus of the path that
       the character’s chosen Master or spirit is associated with.
       This effect also grants a weapon it is used on +1 damage for 5
       minutes or a combat scene, whichever comes first.  A Blessed
       area may be Dispelled or Suppressed.
       Barrier of Faith: This effect grows on the power of Blessing and
       leaves an area imbued with the divine power of a character’s
       chosen Master or spirit that those who are not associated with
       that same Master or spirit are unable to enter it.  This skill
       requires a 60-count to use (Barrier of Faith 1, 2, 3… etc.)
       during which the character must remain stationary, the character
       is vulnerable to attacks (which interrupt and end the count),
       and after which the faith points are expended.  This barrier has
       an area of 30’x30’x30’ and a duration of one day.  Any creature
       associated with the Master or spirit that the character follows,
       or with the path of magic they represent, may enter and exit the
       barrier freely.  Any character with at least Faith Level 1 in
       the same Master or spirit as the character using this skill may
       also enter and exit freely.  All others are prohibited from
       entering unless the character that used this effect announces
       their recognition, “<Character> is recognized by the Barrier,”
       after which point the character may enter and exit freely.  If
       the character using this effect announces, “<Character> is no
       longer recognized by the Barrier,” then the character thus named
       may remain in the area but once they leave they cannot re-enter.
       Only one character at any given time may be recognized by the
       Barrier.  This effect may be Dispelled or Suppressed.  This
       effect does not prevent objects from entering the area.
       Divine Salvation fix: Target of this power is nauseated to the
       point of being unable to use any in-game skills for 10 minutes
       after being revived.
       
       Disable Device- Suggest that third level in this skill grant -1
       Stamina cost to Evade.  Perhaps also allow the user to purchase
       Evade without an instructor.
       Rename Sleight of Hand to Hidden Pocket.  This would include the
       call for the skill.  This would help clarify the purpose of the
       skill.
       Lower the price of Feign death by one for Rogues and Rangers.
       The first attack launched three seconds of emerging from
       Surprise gains full Backstab damage against its target
       regardless of the target’s orientation.
       Sneak- This skill allows the character to move freely from their
       initial hiding spot.  The character must stay within 10 feet of
       some form of cover (heavy shadow, low walls, trees, large rocks,
       etc.) and at least 10 feet away from any characters (anyone who
       is currently represented by a person whether it be a player
       character or NPC) or else the effect immediately ends.  During
       this time, the character may only walk (and must remain in a
       crouched position?) and must keep a hand on their head (maybe
       replace this signal with a headband?).  The count to begin use
       of this skill is, <Sneaking 1, Sneaking 2, Sneaking 3, Does
       anyone see me?”  If the character goes unanswered or is answered
       in the negative then they are considered hidden and may use
       Sneak.  If they are answered in the positive then a hold will be
       called to determine if the character is actually spotted.  The
       character may emerge from this skill with Surprise.
       Prerequisites: Surprise.  Cost:  Same as Hide across the board
       Acupressure- This skill allows the user to manipulate pressure
       points on a target’s body to cause either harmful or beneficial
       effects.  To use this skill, the character must touch their
       target’s body with a minimum length Small size natural weapon
       (which may neither inflict nor block damage) while announcing
       the use of one of the effects from this skill.  Each level of
       this skill grants a once per day use of a Natural effect listed
       below.  These are considered pathless effects therefore they may
       only be stopped with a Nature Shield spell and no others.  The
       natural weapon’s touch attack may be Deflected, Parried, Evaded,
       or Phased but it may not be Riposted.  The natural weapon may
       only be wielded in a single hand at a time but is usable with
       either hand.  Deflect Weapons will stop the touch attack and
       Lightning Barrier and Fire Aura may stop it as well if the
       attacker is dropped by the damage received.
       1-
       2-
       3-
       4-
       5-
       minutes)
       Prerequisites: First Aid.  Cost- W6, R4, M6, PL6, MK4, RN5, TH5
       Mobility- This skill represents a character’s sureness of foot
       and ability to navigate difficult terrains.  This skill allows
       for the user to replicate the effects of a <Terrain> Walk skill
       currently being invoked by another character (either a player
       character or NPC) in an encounter.  This skill does not grant
       the ability to use <Terrain> Walk skills of any sort, only to
       replicate them in response to their use.  This skill is
       announced as, “Mobility” in response to a character using any
       <Terrain> Walk skill.
       Prerequisites: None.  Costs: W6, R4, M6, PL6, MK5, RN5, TH5
       Capture Creature special attack.  Pre-requisite: Skill +2.  Base
       cost: 5W, 8R, 10M, 7P, 8MK, 7RN, 9TH.  This is special attack is
       announced as, “Prepare to capture,” followed by “Capture
       Creature” during subsequent swings.  Once a hit is successfully
       landed on a legal area of the target’s body then the target is
       captured and may not move from where it was captured.  The
       target must stand with its arms at its sides with legs together
       and may only attempt to act from this position (a weapon may be
       swung, an alchemy thrown, or a spell or magical ability used).
       The target may break out of capture by comparing Strength levels
       and then with a 3-count, taking 3 damage in the process.  This
       skill has no effect on Full Massive creatures but may be used on
       Limited Massive creatures.
       Woodworker- This skill allows a character to work with wood to
       create wooden objects as well as to recognize woodwork and
       determine its quality.
       Level
       1
       2
       3
       4
       5
       6
       7
       8
       9
       10
       A Woodworker of 9th level or better can make 10 paths of spell
       foci per production (Master = 6 paths for production value). The
       number of paths a focus will have is reflected in its cost to
       make. Below is a chart of the cost to construct spell foci.
       However a Woodworker may set his own prices for them.
       Vote on Mentor skill.
       Cleave- This special attack bypasses any damage reduction that a
       target possesses.  This includes damage reduction from all
       sources including but not limited to magical, natural, divine,
       or damage reduction granted by equipment or items.  This special
       attack has a duration of five minutes during which time the
       character may announce “Cleave” at the end of any damage call.
       Prerequisites: Pierce, Skill +2.  Cost: W4, R5, M7, PL4, MK5,
       RN4, TH6
       Hand in hand with this, the Righteous Strike faith effect would
       swing Cleave damage for the five minute duration of the power.
       As well, a new zero-cost Weapon Smith skill, Adamantine Weapon,
       may be added which requires Level III components for each Level
       I component normally required, increases the production cost of
       the weapon by x5, requires a full forge, and may not be used on
       any weapon that requires zero Ore components to create.  These
       Adamantine weapons will allow the wielder to announce “Cleave”
       at the end of any damage call while using them.
       Add research capability to Forges.
       Change Silver Weapon to Silver/Gilded Weapon.  There are
       creatures in the game that have special interaction with gilded
       weapons (x2 damage or Damage Reduction that is bypassed by gold)
       so adding a way to create these items seems necessary.  Change
       text to, “To silver or gild a weapon, a character with Weapon
       Smith must build the weapon incorporating 2 silver or gold
       pieces per Ore component needed to make the weapon. This process
       requires a Weapon Smith lab or a forge. Silvering/Gilding a
       weapon doubles the production cost of the weapon.”
       Change Create Key spell to create multiple copies of the key to
       a Wizard Lock when cast at the creation of the Wizard Lock.
       Rift- Remove Death effect from the effects of going through the
       Rift without a Law or Chaos Shield.  Require that both the
       entrance and the exit of the portal be touching the ground fully
       at the base.
       Enfeeble- This spell has no effect on Full Massive creatures.
       Hasten- This spell may be expended in order to replicate the
       effects of the skill Flee.
       Lunar Blindness- Increase the mana cost of this spell to 6
       instead of 4.
       #Post#: 1001--------------------------------------------------
       Re: Heath's Personal Suggestions
   DIR By: hjordanr
       Date: July 9, 2015, 12:50 pm
       ---------------------------------------------------------
       Cleave is announced as, "Prepare to Cleave."  It costs 4 stamina
       to use.
       #Post#: 1005--------------------------------------------------
       Re: Heath's Personal Suggestions
   DIR By: hjordanr
       Date: July 9, 2015, 6:08 pm
       ---------------------------------------------------------
       Capture Creature may be Deflected, Parried, Riposted, or Evaded.
       #Post#: 1007--------------------------------------------------
       Re: Heath's Personal Suggestions
   DIR By: hjordanr
       Date: July 9, 2015, 8:28 pm
       ---------------------------------------------------------
       Vagabond’s Guild: This guild is a secret network of connections
       among the poor of most major cities on the continent.  The
       network functions as a way for these impoverished people to
       sustain themselves and aid one another in the often harsh
       situations that they face on the streets of an uncaring city.
       Members typically have neither permanent homes nor means of
       employment but rest somewhat easier knowing they can travel
       between cities to find temporary shelter and enough food to warm
       their bellies for a night or two.  The group lives by two basic
       rules: Always aid, never harm, people of low standing or in dire
       straits; and try to make legitimate coin when possible.  This
       vast network of transients holds a vast wealth of knowledge
       gained through being in the right place at the right time which
       is sometimes available for a price and is passed along through
       the coded language and texts developed by the group.
       Prerequisites: May never be Noble.
       Traits: Start with Vagabond Cant (a coded means of communication
       indecipherable to outsiders).  Start game with one piece of
       information about goings on in the city.  May purchase
       Read/Write Vagabond Code.
       Stamina Chart [These numbers are the amount of cost reductions
       and increases each column gets.  Numbers in parentheses are what
       they would be if these changes go through]
       Small: -1 x3; +1 x5 (4)
       Short: -1 x3; +1 x4
       Long: 0 all around
       Two Handed: -1 x9 (7); +1 x1
       Great: -1 x9 (7); +1 x2
       Piercing: -1 x5; +1 x5 (4)
       Blunt: -1 x7 (6); +1 x2
       Slashing: -1 x5; +1 x1
       Make modifiers for Capture Weapon 0 for all sizes and damage
       types.
       Make Great weapon modifier for Trip 0.
       Make Pierce modifier for Sever/Maim 0.
       Make Blunt modifier for Sever/Maim 0.
       Make modifiers for Deaden for Two-handed and Great weapons 0.
       Legend Lore
       Identifying information about magical items requires a 30 count
       for each piece of information gleaned.  Discerning summoning
       names requires as many weeks of research as it requires levels
       of Legend Lore to identify with a basic bead pick to determine
       success at the end [2 good, 1 bad].
       Level
       1
       2
       3
       4
       cast
       5
       first effect of magical items
       6
       paths of foci
       7
       etc], Secondary effects of items
       8
       9
       10
       of magical items
       Lower CP cost of Alertness by 1 across the board.
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