*After character creation, these skills can be learned without a teacher.
| BUILD COST
|| SKILL NAME
|10/10||Feast of Flesh|
TROLL SKILL OVERVIEW:
Description: This skill represents an inhuman tolerance to Poisons and Venoms.
Usage: Whenever you are poisoned, you may say “Delay Poison” to delay the effects of the poison for 60 seconds before you suffer them. This grants you time to find help before the Poison takes its toll on you.
This has no effect on Combat Poisons.
Feast of Flesh
With this skill, if you spend 10 uninterrupted seconds devouring the corpse of a freshly slain living creature (not artificial, undead, elemental or spirit creatures), you regain up to 10 HP. This ability cannot be used again until after a short rest has been taken.
Feast of Souls: With this skill, if you spend 10 uninterrupted seconds devouring the corpse of a freshly slain living creature (not artificial, undead, elemental or spirit creatures), you also regain 2 SP.
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.
Description: You are possessed of a fleetness of foot and a resistance to standing still. When the winds of change blow against you, you can dance with it and let it guide you. When something threatens to you immobilize you and imprison you, it cannot hold you for long.
Usage: Force effects with a duration (such as Snare, Shackle or Grapple)only affect you for half the duration, rounding up. Likewise, when you are affected by a Knockback effect, you are only pushed back for half the amount (rounding up).
When the effect would end, say “Persistence”. However, Persistence will not reduce a Force effect that has already been reduced.
Like most skills, Persistence does not cost SP to use. You may use this skill as many times as you need.
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.