So after a couple bad weeks at work, draining my creative energy let me get back to one of the things I am fairly good at. Combat Skills Spheres I know are being worked on and I figured I would do my best to help at. With my library of RPG's, RPG Guides, and much more then that. I have thousands of skills both made by me for my paper and dice game, and many many others. So without further ado, lets begin.
Warrior/Warlord: True Masters of Combat, and Tacticians of the Empire.
Rage of the Warlord
Warlord x5
The loss of a solider, damage done to the point of exhaustion, anger beyond belief. This is the most fearsome of skills a warlord has. Upon the release of his rage, he/she can fight long after the edge of death. A will so powerful that even wounds themselves are ignored for the one goal of killing an opponent.
Mech:Duration 1 round for every 3 slots taken. 1-15+ to all attacks. 1-15 Sta loss. The skill is used by the warlord, and he is able to ignore all pain all life damage. Even death itself for as long as the skill is in effect. Once the rage ends.. If they are below 0 life. They still die, but in hopes they did not die alone.
Moral of Battle
Warlord x4
A warlord will, and battle prowess are unmatched among the physical classes, and as such all those fighting with him gain the confidence of the moral of battle. Based upon the slots taken. All those in combat fighting upon the Warlords side gain 1-15 Stamina, and Life. Including the Warlord him/herself.
Mech: The Warlord, and all combatants fighting with him gain the bonus of 1-15 Sta, and Life, but it also costs 15 sta at max to use.
Will of Iron
Warlord x3
Through years of training the Warlord has learned to steady heart and mind. When activated, the warlord based upon the (amount of slots/or skill level how ever that is going to work) Is able to resist all Aura's and mind altering spells for as many rounds as slots used.
Mech: As long as resist roll is at least half of the spells casters roll. The Aura/Mind Altering spells will be resisted as long as Will of Iron is active.
Aura of War
Warlord x2
The warlord has a way about him, the ability to rally even those that are slow to fight to battle. When the warlord puts of this Aura. Only those of the strongest will would not wish to take up arms and fight along side him/her. Most often used in times of war. This Aura gives a since of calm in battle and respect for the one who carries it.
Mech:Simple Resist roll can be made to fight this Aura.
Combat Force:
Warlord
A skill that allows the warlords attacks to have concussive force and cause them to knock back or disrupt enemy attacks. Putting all their weight and force they can muster into the attack to stagger the opponent. The skill disrupt the opponents next attack. No duration, only effects the next attack.
Mech: Just a simple combat based attack, that can stagger the opponent. If it lands the opponent is unable to attack on their next round.
Call of Battle
Warrior x6
Unlike the Warlord that moves up and becomes, the tactician in battle there are those Warrior's that love the scent of blood and death upon the battle, field their ability to fight and cause damage in battle increase with the Call of Battle. Adrenaline rushes through them and all attacks are more powerful. Both the rounds and the attack rolls are effected by this Skill. The Warrior who uses this gets 1-15 attack damage bonus based upon attack roll, and is not effected by weapon carried.
Mech: No matter what weapon they have in hand be it fists or simply a fork as a weapon the call of battle give them a +1-15 to attack roles. Example: Someone with 5 slots using their fist to attack after using the skill would roll !clophyatk +5
Eye of Experience
Warriorx6/Warlord x4
Through many battles the warlord has gained the eye of experience. For them battle seems to slow down, the eye is able to read movements of the body, and the direction of weapons. A warlord who has taken this skill, when used gains the ability to easier dodge attacks coming their way. This is a base bonus added to defense, based upon slots/skill level taken. Due to the nature of the Skill is does stack with other defensive abilities a Warlord may have.
Mech: Like all defensive spells it adds a base 1-15 to the roll based upon skill level taken. If other defensive spells have been cast upon the Warlord they will stack.
Desperate Resolve
Warriorx7/Warlord x 5
Experience has taught the Warrior/Warlord, that there are times when one must risk their life to land the killing blow. When this skill is used, the Warlords own Life Points are sacrificed for more damage to an attack that is landed. Based upon slots/skill level used. 1-15 Life can be used up to up the damage of the attack by 1-15. If the attack fails and defense is made the Warlord still loses the life he expended for the blow.
Mech: I believe the mechanic for this is rather simple. +1-15 to damage roll upon hit, as they are sacrificing their own life for that attack. The 1-15 is base damage no matter what the outcome of the Roll.
Strategic Blow
Warriorx5/Warlord x3
A warrior/warlord knows that limiting an opponents ability to fight, can mean the difference between victory or defeat. By activating this skill and pinpointing an attack. The warlord may disable his/her target. A strike to tendons, joints. Things that will slow the opponent or make them unable to move or limit attack range.
Mech: Simple really, aim for tendon, blow lands.. Arm/Leg = Useless.
Ok break time.. I will continue with more soon.