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Active skills are skills
involved in normal, non-mutation based combat, item use, and
interacting with the environment. All characters have some
rating in all of the skills listed below. These skills are
based on the formula of (Primary Attribute * 75%) + (Secondary
Attribute * 25%). Skills on this list are raised at a cost of
1 AP per point up to double the base value of that skill.
Each active skill has a number of special activatable abilities
linked to it. These specials consume stamina, though for most it is
consumed over time. Specials are not designed to be a primary combat
style, they are meant to strengthen a character’s own abilities or
weaken their enemies’. Buffs, debuffs, and Damage over Time (DoT)
effects have some manner of visual effect (i.e. a brief glow or
symbol over the character's head) so players can tell whether or not
these abilities have 'hit' successfully. Below is a list of
Active skills and some
special abilities for each (not an exhaustive list).
|
Skill |
Effect |
Special Abilities |
Primary
Attribute (75%) |
Secondary Attribute (25%) |
|
Animal Training |
Allows for the training of mounts and pets currently, but other
functionality may be added later. |
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Charisma |
Perception |
| Armor Use |
Allows
the character to learn defensive special abilities, use
a wider selection of armor, and is factored into
determining how effective a character's armor is when
the character is damaged. |
-Armor Maintenance: Increase
armor for a short time at the expense of a repair kit.
-Dreadnought Stance: Long-term ability that reduces
speed to increase armor.
-Recognize
Weakness:
Ignore some of the target's armor, making it more
vulnerable to your attacks |
Strength |
Endurance |
| Athletics |
Allows
the character to learn a variety of self-buff effects,
such as increased movement rates or hit point recovery. |
-Dash: Increase speed for a
short time.
-Second Wind: Recover stamina at the cost of hit points
by pushing your body farther than it should go.
-Shake It
Off:
Remove debilitating physical effects. |
Endurance |
Coordination |
| Dodge |
When a character is attacked in ranged combat, the
target's Dodge skill is compared to the attacker's Rifle
or Pistol skill to determine critical hit chance, damage
bonuses, etc... |
-Duck
and Weave:
Boosts your Dodge skill but reduces your Rifle and
Pistol skills as you concentrate on getting away. |
Coordination |
Perception |
| First Aid |
Allows
the character to use a number of healing items and
special abilities, such as recovering Health over time,
restoring Stamina, or removing poison and disease
effects. |
-Staunch Wound: Restores hit
points to the target.
-Treat Poison: Removes poison effects from the target.
-Resuscitation:
Restores an incapacitated character |
Intelligence |
Perception |
| Group Tactics |
Allows
the character to use a number of group buffs. |
-Rally: Help your allies
recover more quickly in battle by keeping their spirits
up.
-Draw Fire: Get the attention of an enemy, drawing their
attacks towards you. This a PvE ability.
-Offensive
Coordination:
Boosts the Rifle, Pistol, and Melee skills of your
group. |
Charisma |
Perception |
| Melee |
Determines the effectiveness of melee combat, including
chance of critical hits, weapon selection, and special
attacks. Melee has a subskill called Melee Defense
which is equal to a character's Melee, but may be
modified separately by effects, items, etc... When
a character is attacked, the character's Melee Defense
is compared to the attacker's Melee to determine the
chance of critical hit, damage bonuses, etc... |
-Knockdown Strike: Knocks the
target off their feet for a very short time.
-Lingering Wound: Does small amounts of damage for a
time after the wound is inflicted
-Feint:
Reduces your target's Melee skill for a short time after
you fake them out. |
Strength |
Coordination |
| Pistol |
Determines effectiveness of pistols in combat, including
chance of critical hits, weapon selection, and special
attacks. Pistols don't have the range of rifles
(falling midway between Melee weapons and Rifles), but
can be used in close combat without penalty. |
-Pistol Whip: Strikes your
target with your pistol, stunning them for a very short
time.
-Desperado:
Reduces your Dodge skills but boosts your Pistol skill
as you throw caution to the wind and concentrate on
making the shot. |
Dexterity |
Perception |
| Rifle |
Determines effectiveness of rifles in combat, including
chance of critical hits, weapon selection, and special
attacks. Rifles have the longest range but
characters suffer a penalty to Melee Defense while
wielding a rifle. |
-Rifle Butt: Strikes the
target with the butt of the rifle, stunning them for a
very short time.
-Precise
Aim: A
short term Rifle skill buff that renders you immobile
while in use. |
Dexterity |
Perception |
| Stealth |
Determines a character's ability to avoid detection via
noise and learn a number of effects and special attacks,
including the ability to alter your faction ratings (and
reveal those alterations in others). |
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Coordination |
Perception |
Resources:
36, 42, 46, 111, 125, 131
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