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Specialisations Empty Specialisations

Post  Halinu on Mon Apr 04, 2011 9:25 pm

Specialisations are areas of focus and expertise. They are the pools which characters draw their potential skills from. In the Dragon Age video games, there are skill and spell trees where points can be invested to purchase abilities. In Dragon Age: Origins and Dragon Age II, it was possible for the PC and companions to have two specialisations. With Awakening, Wardens and their companions possessed three specialisation points.

BAA, however, takes a bit of a different approach to specialisations. In DA, specific sets of skills were considered specialisations (Templar, Blood Mage, Ranger) and other abilities were fair game, no matter what your focus happened to be (Dual Weapon, Archery, Creation). This RP treats all skill and spell trees as specialisations and areas of expertise. Your characters are still able to use other abilities they are not proficient with (a dual dagger Rogue may also use a bow) but they will find they will have difficulty wielding weapons they have not specifically trained with or spells they have not studied. Please be sure your roleplay actively reflects this.

Example: A mage with no knowledge of healing spells attempts to heal a friend. The wound does not close properly and becomes infected or horribly scarred.

To reflect the restructuring of specialisations and abilities, characters may possess a total of zero to two specialisations at creation. After sufficient time (several in-RP months) of activity, characters may learn another specialisation. This can be shown through roleplay study and practise or through companion roleplay. (A friend and ally of a character teaching someone else their specialisation.) To moderate the realistic learning of specialisations, please post your specialisation acquisition in the Level Up! thread in the Character Development forum.

Please note: As with the Dragon Age games, it is not possible to learn cross-class specialisations at this time. Rogues must learn rogue specialisations and mages can only learn spells. Characters may learn a total of four specialisations.

Dual Weapon
A character is proficient using two weapons: one in the left hand and one in the right. Generally, the training focuses on daggers or small axes.

Weapon and Shield
The warrior is adept at using a shield and one-handed weapon (typically an axe or longsword). They have the ability to shrug off missle attacks (like arrows and bolts) and protect against heavy blows.

The character has the strength and training to successfully lug around huge weapons like greatswords, large axes and hammers. Two-handed attacks are devastating, but often take momentum and can be dodged.

A master of archery is able to wield bows and crossbows. Warriors of these types prefer to be out of heavy combat and require great concentration to aim precisely.

A warrior who has seen much battle and offers great support the more he fights with. Battlemasters are good leaders and recover quickly in combat. Their shouts and chants inspire companions through difficult battles. They are considered great leaders.

Defenders are warriors who aim to protect their charges at all costs. They specialise in survivability and often sacrifice damage output in favour of damage reduction training. Through extensive training, they are able to protect against elemental attacks as well.

Offensive warriors who aim to stun enemies and favour damage over defensive skills. Vanguards have gone through training to improve damage output and reach. Their attacks are often devastating.

Masters of controlling the battlefield, they have the ability to cause enemies to turn their focus onto them with their threatening appearance. They are fearsome warriors who can massively stun and incapacitate foes.

They are warriors who give in to the rage of battle and shun tactics for pure, unadulterated power. Their raw attacks often leave them defenseless, but they are able to push themselves even if gravely injured.

The fuel of their power is unknown. Some say they have made pacts with demons and others whisper they use their own blood to channel their force. Death and carnage increase their attack power and the blood of their enemies is known to send them into dangerous frenzies.

Templar (generally restricted to those who have trained within the Chantry, unless sufficient backstory is given)
Through the use of lyrium, these calculating warriors are able to suppress and subdue the effects of magic. Through diligent training, Templars are able to shrug off magic attacks completely and effectively deal with Fade creatures.

Dual Weapon
A character is proficient using two weapons: one in the left hand and one in the right. Generally, the training focuses on daggers or small axes.

A master of archery is able to wield bows and crossbows. Rogues of these types prefer to be out of heavy combat and require great concentration to aim precisely.

Masters of strange and potent concoctions, Sabotage rogues are often able to control the battlefield with their exploding flasks and smoke bombs. Through this clever cover, they are able to disable their enemies or flee unscathed.

No one knows about dirty fighting like a Scoundrel. They will use any cheap tactic to win a battle. They often flank their enemies and prefer to tip the odds in their favour. Backstabbing, hamstrings, you name it and they would probably do it.

A more offensive opponent, Specialists have extensive combat training. They ignore stealthier approaches in favour of jumping right into the fray. Their attacks are fast and precise with the ability to occasionally stun.

A rogue with a penchant for poisons and ambushes, they prefer to strike when their opponent least expects it. They have exceptional knowledge of anatomy and know how to make their strikes count.

Known in Orlais as spies and saboteurs, these rogues know the ins and outs of manipulation. With their stories and charm, they have the ability to talk their way out of sticky situations and wheedle important information out of unwilling subjects.

They are one with the darkness and able to move about unseen and camouflage themselves in great crowds. They are able to misdirect enemies and strike without sound or warning. They are most effective when flanking their target.

Duelists are hardy rogues best suited in one-on-one combat. They have acquired intense concentration through the years and are able to decipher the body language and intentions of their opponents. Their attacks are precise and quick.

Rogues who have abandoned the bustling life of the city and Court to embrace the wilderness are called Rangers. These rogues are keen-eyed and know of survival, especially in the wilds. They often work with animals who they have come to respect.

Legionnaire Scout (generally restricted to dwarves of the Legion of the Dead, unless sufficient backstory is given)
Almost like the hybrid of a warrior and a rogue, Legionnaire Scouts call on strength and great constitution to shrug off damage to their person. They are hardy and seasoned individuals that are able to withstand painful conditions and persevere.

Arcane Warrior
Thought to be a forgotten art, Arcane Warriors are mages who have become seasoned in battle. They forego their staves and robes in favour of swords and plate armour to give themselves greater survivability in battle.

Blood Mage
Blood Mages use their own blood or the blood of others to fuel their magic instead of mana. It is said they make deals with demons to further their power.

Shape Shifter
Mages who are more in tune with the magic of nature may learn the ability to shift into the shapes of animals. They are able to use their abilities for stealth and also combat. Shape Shifters often find an animal shape they prefer.

Spirit Healer
Spirit Healers draw on the helpful spirits of the Fade to bolster and heal their companions. They are often able to quickly heal major wounds and even revive unconscious party members.

Keeper (generally restricted to Dalish elves unless sufficient backstory is given)
The Dalish mages are known as Keepers. They head the roving elf clans and are sources of ancient knowledge. They are nature-driven mages, using the power of roots and earth to defend, heal and damage others.

Favouring the opposing elements of fire and ice, Elemental mages unleash devastating area effect spells that can quickly spiral out of control.

Primal mages call upon earth and lightning to shield themselves and strike their foes. They are often considered defensive mages, with rock armour and the ability to petrify their enemies.

Mages who employ powerful Spirit magic are especially feared. Spirit spells will often penetrate even the thickest armour and cause agonising pain. They also have high mana regeneration and the ability to dispel.

Arcane mages tap into the power of the Fade to protect themselves and crush their enemies. They are able to knock back rushing foes and magically embue weapons temporarily.

Mages who specialise in Creation spells are very support-oriented. They focus on healing their allies and buffing their defensive and offensive capabilities. They also have the ability to conjure glyphs to aid allies.

Entropic mages aim to misdirect and confuse their opponents. With their sleep spells and hexes, they infuriate and weaken enemies allowing allies to unleash their full force.

Force Mage
These mages use telekinetic abilities to crush and control their enemies. They have good control of the battlefield by pulling or pushing their adversaries into desired positions.
The Mod of Many Mages

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Join date : 2011-03-30
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