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Currently there is one set of skills we're working on that is open for suggestions, perhaps I will add more later, but here we go:
Phasers, a general skill with four branches:
Pistols - Using one handed(only one weapon) weapons, good for close range(melee) and usable at missile range.
Rifles - Two handed weapon, good for missile range and usable at long(other room) with a big to-hit penalty.
Staff - Two handed weapon, usable as a melee weapon(literally, a staff) and also the same as Rifles. Staves have a longer equilibrium attached to firing them.
Armourer - Construct all types of weapons, also gains a few unique abilities for fighting.
Phasers is a base skill, granting you usage in all three types of phasers and some other basic moves. Each weapon branch(not Armourer) should grant more specific abilities for using that type of weapon. When held a phaser integrates itself with the mind/nervous system of the user, greatly increasing accuracy, but at a cost of mental equilibrium when firing.
All phasers have three attack types, with a variable power level, and they are:
Blast - The basic attack. Deal decent damage and energy wounds.
Beam - Cut through flesh and armour like it's nothing. Slightly higher energy cost than Blast, the higher the strength level the more damage that goes through armour(not blocked by armour). Beam gives normal wounding, not energy wounds, so it can be more helpful to warriors.
Burst - A large, quick, burst of energy. The most expensive of all the attacks, and also the weakest of the attacks. Burst does energy wounding, in the same manner as Blast, but also has a chance to stun the target for a maximum of 2.5 seconds.
All attacks have a base equilibrium of 4 seconds and have a battery pack which stores how much energy they currently have. The base skill Phasers will teach the users how to construct their own battery packs for quick replacement.
Armour, depending on how it is made, can have a 4th reduction statistic of Energy. This statistic is used to reduce all damage against phasers, with the exception of some damage from beam.
Now for what parts are open for suggestion. Besides the basic attacks phasers could use a few things, for example an aim ability, and other simple maneuvers. Each branch should have some additional methods of attack (perhaps a trick shot, lower damage but can hit to people, or maybe just two locations on one person, at a time). In addition each branch should have some possible afflictions that can be given via energy wounds, which are very much like wounding the warriors use but of a different type(more like radiation wounds) and don't count towards warrior wounding or are healed in the same manner. With the exception of staves these should be at best supporting skills, more likely something to use when you've run out of other options. Phasers were never intended to be the end all of combat, with the exception of a planned skill that would build on to staves (think SG1 Jaffa fighting).
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Shortly after first contact, humans felt immensely compelled to call them "buggers", and Robert A. Heinlein books suffered a brief surge in popularity. - Karol Salieri, A Brief History of Human Culture - Or Lack Thereof
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