v2 Skills
Apr 30, 2018 16:51:14 GMT -5
Post by Nature Boy on Apr 30, 2018 16:51:14 GMT -5
Rough Draft for the skills for the next version. Most are the same, a few have been changed and some skills have been added. Everything is subject to change. Any questions, comments or suggestions are welcome.
ADMINISTRATOR (2; Stwd) - Increases the amount of gold and food collected when using the levy command. Increasing the Food Gain from Stwd/10 * 125 to Stwd/10 * 150. And Increasing Gold gain from Swtd/10 * 40 to Swtd/10 * 60.
ADMIRAL (3; Lead/Str) - Adds a +1 dice roll modifier when commanding naval units.
AID (1; Int)- Allows for the use of the Aid tactic in battle.
AMBUSH (2; Lead/Int)- Allows for the use of the Ambush tactic in battle.
ARSON (1; Int) - Allows the use of the Arson KT action.
AXEMAN (3; Lead/Str)- Adds a +1 dice roll modifier when commanding an axe unit.
BLACKSMITH (2; Str) - Allows you to craft weapons and armor, and boost output when using the Craft Arms PT action.
BLITZ (3; Lead/Str) - Allows for the use of the Blitz tactic in battle.
CAVALRY GENERAL (3; Lead/Str) - Adds a +1 dice roll modifier when commanding a cavalry unit.
CHARGE (2; Lead) - Allows for the use of the Charge tactic in battle.
CONFUSE (1; Int) - Allows for the use of the Confuse tactic in battle.
COUNTER ATTACK (2; No Stat) - When commanding a ranged unit, you will automatically counter attack when attacked by another ranged unit.
DOUBLE ATTACK (3; Lead/Str) - Allows for the use of the Double Attack tactic in battle.
DUELIST (2; Str) - When in a duel, treat your Strength as if it was 15 points higher for Initiative, AP, and HP.
ENGINEER (1; Stwd) - Increases the amount of Infrastructure gained when using the Develop Infrastructure Kingdom Turn action.
ESCAPE ARTIST (2; No Stat) - Lowers the chances of being captured in battle or in failed Kingdom Turn actions.
FARMER (1; Stwd) - Increases the amount of Agricutlure gained when using the Develop Agriculture Kingdom Turn action. Increasing the muliplier from 1.75x to 2.5x.
INSPIRE (2; Cha) - Allows for the use of the Battle Cry tactic in battle.
INVENTOR (1; Int) - Increases the amount of Technology gained when using the Research Technology Kingdom Turn Action.
IRON WILLED (2; No Stat) - Opponents using battle tactics against you receive a -1 modifier
JEER (2; Cha) - Allows for the use of the Jeer tactic in battle.
KEEN MIND (2; No Stat) - Gain a +1 modifier when using battle tactics.
LEADER (2; No Stat) - Increases the amount of troops able to command in battle by 150. Increases the amount of Safety gained when using the Patrol Kingdom Turn Action.
LOGISTICS (2; No Stat) - Increases the movement of a unit in battle by 1 and reduces the food eaten each turn by 1/2.
MARKSMAN* (3; Lead/Str) - Adds a +1 dice modifier when commanding a ranged unit.
MEDIC (3; Int) - Allows for the use of the Heal tactic in battle.
MERCHANT (1; Stwd) - Increases the amount of Commerce gained when using the Develop Commerce Kingdom Turn action. Increasing the muliplier from 1.75x to 2.5x.
RALLY (2; Cha) - Allows for the use of the Rally tactic in battle.
RAID (2; Lead/Int) - Allows for the use of the Raid tactic in battle.
RECRUITER (2; Cha) - Increases the chances of finding and recruiting NPC’s, giving an extra +3 to your recruitment and search rolls. Increases the amount of troops gained when using the Draft Kingdom Turn Action or Recruit Volunteers Personal Turn Action.
RETURN (2; Lead/Str) - Adds a +2 Dice Roll modifier to Counter Attacks.
RIOT (3; Lead/Int/Cha) - Allows the use of the Riot tactic in battle and the Riot KT Action.
RUMOR (2; Int/Cha) - Allows the use of the Rumor KT Action.
SCHOLAR (2; Int/Stwd) - Allows the crafting of books and manuals.
SEAMANSHIP (1; No Stat) - Increases movement when using Naval Units by 2 spaces.
SIEGE EXPERT* (3;Lead/Str)- Adds a +1 dice modifier when commanding a siege unit.
SPEARMAN (3;Lead/Str) - Adds a +1 dice modifier when commanding a spear unit.
SPY (1; Int) - Allows the use of the Spy KT action.
STEALTH (1; No Stat)- Increases the chance of success when doing espionage actions (Riot, Rumor, Spy, etc), giving a +3 dice modifier to all rolls.
STUDY (2; No Stat) - Increases the amount of XP gained when using the TRAIN PT action.
TACTICIAN (1; No Stat) - Begin battle with an extra 30 AP.
TAILOR (2; Cha)- Allows the crafting of clothes.
TAUNT (1; Int/Cha)- Allows for the use of the Taunt tactic in battle.
TERRAIN (2; No Stat) - Ignore the negative effects caused by terrain.
THRUST (2, Lead/Str)- Allows for the use of the Thrust tactic in battle.
TRADER (2, No Stat) - Receive a 15% Discount when purchasing items from the Marketplace.
VALOR (2, No Stat) - Prevents extra damage dealt when being flanked or from troop difference.
VOLLEY (2; Lead/Str)- Allows for the use of the Volley tactic in battle.
WEAPON MASTER (2; Str) - Allows for the use of the Disarm, Headshot, Mortal Strike, and Parry tactics in a duel.
*Marksman and Seige Expert bonuses do not stack*
ADMINISTRATOR (2; Stwd) - Increases the amount of gold and food collected when using the levy command. Increasing the Food Gain from Stwd/10 * 125 to Stwd/10 * 150. And Increasing Gold gain from Swtd/10 * 40 to Swtd/10 * 60.
ADMIRAL (3; Lead/Str) - Adds a +1 dice roll modifier when commanding naval units.
AID (1; Int)- Allows for the use of the Aid tactic in battle.
AMBUSH (2; Lead/Int)- Allows for the use of the Ambush tactic in battle.
ARSON (1; Int) - Allows the use of the Arson KT action.
AXEMAN (3; Lead/Str)- Adds a +1 dice roll modifier when commanding an axe unit.
BLACKSMITH (2; Str) - Allows you to craft weapons and armor, and boost output when using the Craft Arms PT action.
BLITZ (3; Lead/Str) - Allows for the use of the Blitz tactic in battle.
CAVALRY GENERAL (3; Lead/Str) - Adds a +1 dice roll modifier when commanding a cavalry unit.
CHARGE (2; Lead) - Allows for the use of the Charge tactic in battle.
CONFUSE (1; Int) - Allows for the use of the Confuse tactic in battle.
COUNTER ATTACK (2; No Stat) - When commanding a ranged unit, you will automatically counter attack when attacked by another ranged unit.
DOUBLE ATTACK (3; Lead/Str) - Allows for the use of the Double Attack tactic in battle.
DUELIST (2; Str) - When in a duel, treat your Strength as if it was 15 points higher for Initiative, AP, and HP.
ENGINEER (1; Stwd) - Increases the amount of Infrastructure gained when using the Develop Infrastructure Kingdom Turn action.
ESCAPE ARTIST (2; No Stat) - Lowers the chances of being captured in battle or in failed Kingdom Turn actions.
FARMER (1; Stwd) - Increases the amount of Agricutlure gained when using the Develop Agriculture Kingdom Turn action. Increasing the muliplier from 1.75x to 2.5x.
INSPIRE (2; Cha) - Allows for the use of the Battle Cry tactic in battle.
INVENTOR (1; Int) - Increases the amount of Technology gained when using the Research Technology Kingdom Turn Action.
IRON WILLED (2; No Stat) - Opponents using battle tactics against you receive a -1 modifier
JEER (2; Cha) - Allows for the use of the Jeer tactic in battle.
KEEN MIND (2; No Stat) - Gain a +1 modifier when using battle tactics.
LEADER (2; No Stat) - Increases the amount of troops able to command in battle by 150. Increases the amount of Safety gained when using the Patrol Kingdom Turn Action.
LOGISTICS (2; No Stat) - Increases the movement of a unit in battle by 1 and reduces the food eaten each turn by 1/2.
MARKSMAN* (3; Lead/Str) - Adds a +1 dice modifier when commanding a ranged unit.
MEDIC (3; Int) - Allows for the use of the Heal tactic in battle.
MERCHANT (1; Stwd) - Increases the amount of Commerce gained when using the Develop Commerce Kingdom Turn action. Increasing the muliplier from 1.75x to 2.5x.
RALLY (2; Cha) - Allows for the use of the Rally tactic in battle.
RAID (2; Lead/Int) - Allows for the use of the Raid tactic in battle.
RECRUITER (2; Cha) - Increases the chances of finding and recruiting NPC’s, giving an extra +3 to your recruitment and search rolls. Increases the amount of troops gained when using the Draft Kingdom Turn Action or Recruit Volunteers Personal Turn Action.
RETURN (2; Lead/Str) - Adds a +2 Dice Roll modifier to Counter Attacks.
RIOT (3; Lead/Int/Cha) - Allows the use of the Riot tactic in battle and the Riot KT Action.
RUMOR (2; Int/Cha) - Allows the use of the Rumor KT Action.
SCHOLAR (2; Int/Stwd) - Allows the crafting of books and manuals.
SEAMANSHIP (1; No Stat) - Increases movement when using Naval Units by 2 spaces.
SIEGE EXPERT* (3;Lead/Str)- Adds a +1 dice modifier when commanding a siege unit.
SPEARMAN (3;Lead/Str) - Adds a +1 dice modifier when commanding a spear unit.
SPY (1; Int) - Allows the use of the Spy KT action.
STEALTH (1; No Stat)- Increases the chance of success when doing espionage actions (Riot, Rumor, Spy, etc), giving a +3 dice modifier to all rolls.
STUDY (2; No Stat) - Increases the amount of XP gained when using the TRAIN PT action.
TACTICIAN (1; No Stat) - Begin battle with an extra 30 AP.
TAILOR (2; Cha)- Allows the crafting of clothes.
TAUNT (1; Int/Cha)- Allows for the use of the Taunt tactic in battle.
TERRAIN (2; No Stat) - Ignore the negative effects caused by terrain.
THRUST (2, Lead/Str)- Allows for the use of the Thrust tactic in battle.
TRADER (2, No Stat) - Receive a 15% Discount when purchasing items from the Marketplace.
VALOR (2, No Stat) - Prevents extra damage dealt when being flanked or from troop difference.
VOLLEY (2; Lead/Str)- Allows for the use of the Volley tactic in battle.
WEAPON MASTER (2; Str) - Allows for the use of the Disarm, Headshot, Mortal Strike, and Parry tactics in a duel.
*Marksman and Seige Expert bonuses do not stack*