User:Mazu/Sandbox/5: Difference between revisions

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Doctor - Field Experience: The challenges of tending injuries in unlit or ruined buildings has polished your skills to an exceptional level. Allows you to restore 15HP to survivors with FAKs regardless of your location/condition of any building you are in. Lasts 1 turn, costs 20xp.  
Doctor - Field Experience: The challenges of tending injuries in unlit or ruined buildings has polished your skills to an exceptional level. Allows you to restore 15HP to survivors with FAKs regardless of your location/condition of any building you are in. Lasts 1 turn, costs 20xp.  


Police - Steady Aim: Your heartbeat slows and your vision sharpens as you approach your target with deadly calm. Increases accuracy with Pistols by 10%, and Shotguns by 5%. Lasts 3 turns, costs 50xp.  
Police - Steady Aim: Your heartbeat slows and your vision sharpens as you approach your target with deadly calm. Increases accuracy with Pistols by 10%. Lasts 3 turns, costs 50xp.  


Firefighter - The Blade's Edge: Your resolve has strengthened and you no longer see zombies as people, you begin to consider them obstacles in your way, like the locked doors of a burning building. Increases the chance to hit with melee weapons by 25%. Lasts 3 turns. Costs 40xp.  
Firefighter - The Blade's Edge: Your resolve has strengthened and you no longer see zombies as people, you begin to consider them obstacles in your way, like the locked doors of a burning building. Increases the chance to hit with melee weapons by 25%. Lasts 3 turns. Costs 40xp.  


Consumer - Backstage Pass: As you loot abandoned stores, you begin to discover the locations of their store rooms and supply closets. Increases the chance of finding an item in buildings by 10%. If inside a powered mall, the chance is increased to 15%. Lasts 3 turns, costs 50xp.  
Consumer - Backstage Pass: As you loot abandoned stores, you begin to discover the locations of their store rooms and supply closets. Increases the chance of finding an item in buildings by 10%. If inside a powered mall, the chance is increased to 15%. Lasts 3 turns, costs 50xp.
 


===Zombie Focus Skills===  
===Zombie Focus Skills===  

Revision as of 13:49, 6 July 2011

Focus Skills

Focus skills are abilities that temporarily boost certain traits of a player for a limited time. Survivors have access to a different focus skill depending on the class they chose upon character creation, whereas zombies will have access to all of their focus skills. Survivors who die and become zombies will not have access to zombie focus skills, nor will "natural born" zombies have access to any Survivor focus skills.

These skills are to find a use for extra xp accrued after a player has obtained every available skill in their tree, and can only be used when a player has bought all skills available to them (meaning a survivor must have ALL survivor skills unlocked, and zombie players must have all zombie skills unlocked.) These skills also cost 1 turn/ap to activate. These skills are also to give more meaning to choosing a class during character creation, since every survivor eventually learns every skill from every tree anyway.

Skills that last a limited number of turns will disappear in those amount of turns regardless of a player's actions (meaning if a Private uses Steady Aim, shoots a zombie for the next 2 turns, and then performs any other action that costs AP such as moving, healing, etc for the third turn, the effect will end). In the event where a particular class has more than 1 focus skill (currently in this case, zombies), only 1 focus skill effect may be used at a time. For example, a zombie cannot burn a large amount of xp to stack all of their focus skills on simultaneously. In order to use a different focus skill, they must wait until the previous skill's effect ends. This includes the pinned state.

Survivor Classes

Military

Private - Steady Aim: Your heartbeat slows and your vision sharpens as you approach your target with deadly calm. Increases accuracy with Pistols by 10%. Lasts 3 turns, costs 50xp.

Medic - Field Experience: The challenges of tending injuries in unlit or ruined buildings has polished your skills to an exceptional level. Allows you to restore 15HP to survivors with FAKs regardless of your location/condition of any building you are in. Lasts 2 turn, costs 50xp.

Scout - Your experience in the field has sharpened your surveillance skills. Notes all zombies and players, inside and outside buildings, in the minimap. Lasts 5 turns. Costs 50xp.

Scientist

Necrotech Lab Assistant - Lab Proficiency: Your education has taught you to be more time efficient in your lab work. Reduces the AP cost of manufacturing Revive Syringes by 5AP, and their use by 3AP. Lasts 2 turns, costs 50xp.


Civilian

Doctor - Field Experience: The challenges of tending injuries in unlit or ruined buildings has polished your skills to an exceptional level. Allows you to restore 15HP to survivors with FAKs regardless of your location/condition of any building you are in. Lasts 1 turn, costs 20xp.

Police - Steady Aim: Your heartbeat slows and your vision sharpens as you approach your target with deadly calm. Increases accuracy with Pistols by 10%. Lasts 3 turns, costs 50xp.

Firefighter - The Blade's Edge: Your resolve has strengthened and you no longer see zombies as people, you begin to consider them obstacles in your way, like the locked doors of a burning building. Increases the chance to hit with melee weapons by 25%. Lasts 3 turns. Costs 40xp.

Consumer - Backstage Pass: As you loot abandoned stores, you begin to discover the locations of their store rooms and supply closets. Increases the chance of finding an item in buildings by 10%. If inside a powered mall, the chance is increased to 15%. Lasts 3 turns, costs 50xp.

Zombie Focus Skills

Ravenous Charge - Gives a charge attack for 10 damage at 20% to hit. Attack option is available for 5 turns or 3 charges. Stacks with tangling grasp for a maximum chance to hit of 30%. Costs 50xp


Rage of the Grave - The ferocity of your attacks is doubled. For the next 1 turn, your actions are doubled (meaning instead of 1 claw or bite attack for 1 ap, you will do 2, only effects survivors). However, each additional attack is still subject to it's inherent accuracy, meaning each of those 2 attacks have an equal chance of hitting separate to each other. (Ex: the first attack could miss, while the second could connect). Lasts 1 turn, Costs 50xp.