*After character creation, these skills can be learned without a teacher.
| BUILD COST
|| SKILL NAME
|10||Bloodied but Unbowed|
|10||Great Strength (Cambion or Minotaur only)|
|5||Resilience (Minotaur and Cambion only)|
|10||Wings (Cambion or Gorgon only)|
NIGHTKIN SKILL OVERVIEW:
Bloodied but Unbowed
Description: With this skill, you can harness your desperation and your vitality to fuel your defenses, channeling feral survival instincts into protective prowess. In this way, those who possess this skill will never find themselves defenseless as long as they are alive.
Usage: You can Augment a Defense feat with this skill, reducing its cost by 1 SP (to a minimum of 0 SP) by sacrificing 20 HP. If you do this, preface the Feat’s invocation with the word “Bloody” (e.g. “Bloody Dodge” or “Bloody Parry”). This means that you can keep using Defense Feats so long as you have HP to sacrifice.
A Feat may only benefit from one Augment or Modification at a time.
Description: Your soul has been hardened, through tragedy and loss or through meditation and discipline. Attacks that assault your very soul affect you as they do others, except that you are quicker to recover from such spiritual assaults. When Fear grips you or a Demon dominates your will, you can shake their influence from your soul with an quickness that most others envy.
Usage: Mortal effects with a duration (such as Fear, Dominate or Weakness)only affect you for half the duration. rounding up. When the effect would end, say “Bravery”. However, Bravery will not reduce a Mortal effect that has already been reduced.
Like most skills, Bravery does not cost SP to use. You may use this skill as many times as you need.
With this skill, the innate abilities of your Demonic Heritage are strengthened.
-Cambion: With each rank of this skill, your Bloodline of Shadow ability inflicts 3 more points of damage.
-Gorgon: With each rank of this skill, your Breath of Fire ability inflicts 3 more points of damage.
-Minotaur: With each rank of this skill, your Minotaur Resilience ability allows you to regain 3 more HP.
Description: Innate ability and/or intense training have given fruit to this: a prodigious amount of strength that has its uses on and off the field of battle. When you strike, your weapon shivers with the force of your blows. Tasks that would take the strength of two or three people are trivial chores for you.
Some who gain this skill do so through sheer muscle. However, a few who gain this skill do so through a melding of will and flesh that makes one’s strength beyond the norm. Although these two methods differ greatly, the result is the same: sheer destructive prowess.
Usage: The Great Strength skill grants the following benefits.
– All of your normal melee attacks deal one more point of damage.
– Also, you can perform a feat of strength once every minute by saying “Great Strength” and then performing the action.
– While performing a feat of Strength, you may not perform any other action such as casting a spell or attacking and you need to have at least one hand free.
– Feats of Strength include (but are not limited to):
o throwing an object or a helpless creature (such as an ally’s body) up to 10 paces away.
o carrying one heavy object (such as a body) for 60 paces at a slow walk.
o breaking free of a Snare or a Grapple effect; you incur 10 damage in the process.
o After a 10-second loud and vocal count (“Breaking 1, Breaking 2…Breaking 10″), you can break an basic Lock.
With this skill, whenever you take a short rest you heal 5 HP. With each rank of the Toughness skill, you heal 2 additional HP.
Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.
Usage: Pain effects with a duration (such as Stun, Daze or Cripple Limb)only affect you for half the duration, rounding up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.
Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need.
With this skill, you gain the ability to fly. By spending 1 SP, you can fly for 10 seconds.
While flying, you can do nothing but move and use feats/spells to defend yourself. However, flying characters are immune to melee attacks and can only be affected by ranged attacks and spells. Any effect that stops movement, such as the Shackle effect or the Stun effect, inflicts 5 points of damage to you and ends your flight.
Phys rep: Bat wings upon your back.