Open to Watchmen.
The Knights Of The Cocklancers is the only places where you can train to learn warrior and tank skills. You cannot buy these moves in stores. These techniques are purchased with money, and learned with experience.
When you find the Knights Of The Cocklancers building in each of the towns you may access the Knights Of The Cocklancers guild techniques available to you.
Unlike with magic, all techniques will be available to you in every Knights Of The Cocklancers building. There will likely be a Knights Of The Cocklancers building in nearly every town and city and occasionally on ships, trains, etc.
Like mages and the book stores, you will come to the Knights Of The Cocklancers to purchase new techniques. All techniques are leveled, and will require a task to unlock their availability. When you complete the task, return with proof to unlock the skills. Once unlocked, the skills at that level will stay available to you. Then you must purchase and learn the skill. Warrior and tank techniques will be listed below as you are presented them for unlocking. You cannot learn additional techniques until you have unlocked the previous set. You do not need to purchase the previously unlocked techniques, just simply unlock them as they are presented to you.
Currently unlocked for: All watchmen.
Name: Sidekick Level 1: "I'm not an idiot, OK!" (Availability - Watchmen only)
Ability: Did you screw up your roll? The ability to re-roll the dice!
Roll Rules: Passive or combat. Requires no roll apart from your re-roll. Takes no turns but can only be used once per turn. Uses 1 magic point.
-cost $1500, 1500 experience points.
Name: Observe Creepily From The Shadows (Availability - Watchmen Only)
Ability: The ability to spot one weakness on an enemy.
Roll Rules: Combat - roll wisdom D20. Uses 3 magic points. Takes 1 turn.
-cost $500, 500 experience points
Name: Kick Ass Powers, Level 1 (Availability - Watchmen Only)
Ability: Take some abuse for an ally.
Roll Rules: Combat - roll defence D20. Requires 1 turn. Position yourself defensively for all allies in one area, Tanks get -6 of the damage done to them, if any. Warriors get -4 of the damage done to them, if any. Uses 2 magic points.
-cost $1000, 1000 experience points
Name: Spiderman Web Sling, Level 1 (Availability - Watchmen Only)
Ability: Gum up some enemy to potentially disable a certain attack type for a time. Choose 1 target body part. ...We don't know where the webbing comes from. We don't ask.
Roll Rules: Combat - roll attack D20 for success and then stealth D20 for accuracy. Deals no damage. Success and accuracy depend on rolls. Can disable part of an enemy for a time. Uses 2 magic points. Takes 1 turn.
-cost $1000, 1000 experience points.
Watchmen Task 2: (Kill the husband of a universally declared beautiful, sweet, innocent, intelligent, wonderful woman - this isn't going to change either!).
Unlocks the skills below.
Currently unlocked for: All watchmen.
Name: "POW!" (Availability - Watchmen only)
Ability: Use 1 magic to increase your attack damage 1 hit point!
Roll Rules: You can add this effect after you know your attack was successful, so as to not waste magic. This can be coupled with other comic book hit sound effects for increased damage. No roll. Requires no additional turn outside your regular attack turn. Costs 1 magic point. You gotta make the sound effect when you use it!
-cost $100, 100 experience points.
Name: "BIFF!" (Availability - Watchmen only) (must learn "POW!" first)
Ability: Use 1 more magic to increase your attack damage 1 more hit point!
Roll Rules: You can add this effect after you know your attack was successful, so as to not waste magic. This can be coupled with other comic book hit sound effects for increased damage. No roll. Requires no additional turn outside your regular attack turn. Costs 1 magic point. You gotta make the sound effect when you use it!
-cost $200, 200 experience points.
Name: "ZAP!" (Availability - Watchmen only) (Must know "BIFF!" first)
Ability: Use 1 more magic to increase your attack damage 1 more hit point!
Roll Rules: You can add this effect after you know your attack was successful, so as to not waste magic. This can be coupled with other comic book hit sound effects for increased damage. No roll. Requires no additional turn outside your regular attack turn. Costs 1 magic point. You gotta make the sound effect when you use it!
-cost $300, 300 experience points.
Name: "CRASH!" (Availability - Watchmen only) (Must know "ZAP!" first)
Ability: Use 1 more magic to increase your attack damage 1 more hit point!
Roll Rules: You can add this effect after you know your attack was successful, so as to not waste magic. This can be coupled with other comic book hit sound effects for increased damage. No roll. Requires no additional turn outside your regular attack turn. Costs 1 magic point. You gotta make the sound effect when you use it!
-cost $400, 400 experience points.
Name: "BOOM!" (Availability - Watchmen only) (Must know "CRASH!" first)
Ability: Use 1 more magic to increase your attack damage 1 more hit point!
Roll Rules: You can add this effect after you know your attack was successful, so as to not waste magic. This can be coupled with other comic book hit sound effects for increased damage. No roll. Requires no additional turn outside your regular attack turn. Costs 1 magic point. You gotta make the sound effect when you use it!
-cost $500, 500 experience points.
Watchmen Task 3: (Save the life of another player at all costs).
Unlocks the skills below.
Name: Superhuman Senses (Availability - Watchmen only)
Ability: Greatly improve one of your senses: vision, hearing, taste and smell (linked), or touch.
Roll Rules: In this move you must roll for each level of improvement. For example a successful first roll on improving sight might give you distance vision. A second one might give you far range vision. A third might let you see in infrared. A fourth might let you have X Ray vision. A fifth might allow the ability to see through time and space. First, choose a sense to improve. Next, Combat or passive - roll wisdom D20 for your first improvement, speed D20 for your second, wisdom D20 for your third, speed D20 for your fourth, etc. Keep rolling until you fail a roll. Your chosen sense will increase by level of the last successful roll. Uses 2 magic for initial attempt. Uses 2 magic for each successful level increase.
-cost $1750, 1750 experience points.
Name: "I Know Kung Fu" (Availability - Watchmen only) (Requires a cybernetic augmentation and data chips. The cybernetic augmentation will not be cheap, and you must first find a guild hall run by an augmenting expert, or have a mine crafter with the correct blueprint. When available in the guild hall, it will be indicated in the hall. You must return to only those halls specifically for the augment procedure. Data chips are found in the world, or purchased at select shops if they are for keeps)
Ability: Using a cybernetic augment to the body, and a data chip, you are able to absorb knowledge instantly if it is available.
Roll Rules: Combat or passive - roll wisdom D20. You will be able to use that information on your quests (examples might be the ability to pilot a helicopter, or the ability to use a weapon completely foreign in capability, or to know the layout of a place, or yes, to use kung fu). The knowledge lasts the length of the quest before your brain naturally purges it. On rare occasions you may be able to purchase data chips to keep, but you will be required to relearn the information each quest. This technique will be required for the learning process or it may cost experience each time you learn something - only to forget it again. Takes 1 turn in combat. Uses 3 magic points per attempt.
-cost $1400, 1400 experience points.
Name: Taunt Level 1 (Availability - Watchmen only)
Ability: Taunt an enemy to draw them to you and away from an ally.
Roll Rules: Will work on all enemy types. Combat - roll defence D20. Targets 1 enemy. The enemies next turn will be spent on you as a target if attacking. Uses 2 magic points.
-cost $900, 900 experience points.
Name: Materialization (Availability - Watchmen only) (Requires a magic ring to be equipped)
Ability: Use the power of the magic ring to summon forth constructs of destruction from the mind!
Roll Rules: Combat only - roll attack D20 and intelligence D20 and wisdom D20. 3 successful rolls will allow you to use your imagination to create an awesome attack against an enemy the strength of which will be determined by the moderator depending on the attack you have created and the enemy type. Remember: you are creating a weapon with your mind. Be creative. Uses all your magic points if successful. Uses 1 magic point per each unsuccessful attempt. Takes 1 turn.
-cost $25000, 10000 experience points.
Name: Explosive fart (Availability - Watchmen only)
Ability: A weak burst of energy is dispelled from the anus and blasts enemies outside of immediate physical attack range.
Roll Rules: Combat - roll defence D10 and attack D10. Does D12 damage evenly distributed to any enemies immediately within physical attack range, and blasts them all outside the attack radius of yourself and very nearby allies. The enemy will not be able to perform a physical strike against you for their next turn, unless they have a ranged attack method. Flying enemies struck by the blast will be grounded outside the attack radius on their next turn. Takes 1 turn. Uses 3 ki.
-cost $1500, 1500 experience points.
Watchmen Task 4: (Give an old man what he asks for. Even if the others won't follow your example, it's the right thing to do).
Unlocks the skills below.
Ability: Getting beat down is embarrassing. Summon a magic shield to protect yourself with.
Roll Rules: Combat - roll defence D20. This roll must be announced when you are attacked and takes the place of your regular defence roll. Your energy shield appears for the attack and will block an attack for that amount of damage. Works every time. Any roll greater than the damage done will be reflected back upon the enemy. Takes no turns. Uses 5 ki for each use.
-cost $1250, 1250 experience points.
Ability: Summon a magic 6 shooter and f*ck shit up like Will Smith in Wild Wild West. I am sure there are much better examples I could use here but shit, it's late guys, what do you expect, really?
-cost $2200, 2200 experience points.
Watchmen Task 5: (Find a way to work the Emo Spiderman walk into a performance for your fighter in the World Martial Arts Tournament).
Unlocks the skills below.
Name: Vishanti (Availability - Watchmen only)
Ability: Dr Strange read this book once. Cast a magic shield to deflect specifically magic attacks or attacks from magic implements. In full.
Roll Rules: Combat - roll intelligence D20 against the quest difficulty instead of the attacking player. Is used on the defense turn so it takes no additional turn. Uses 8 magic per each use even if not successful.
-costs $1200, 1200 experience
Name: Lame-o Teaser Trailer (Availability - Watchmen only)
Ability: You see the Venom teaser yet? Woooooooo. Using this technique will give you a small but unsatisfying glimpse into the future. ....mmmmm.... could be useful for sidequests, hidden items, or something. Maybe I'll get lucky about a boss or something!
Roll Rules: Passive or combat - roll charisma D20 against the quest difficulty. Uses 7 magic, even if its not successful. Uses a turn even if not successful.
-costs $801, 801 experience
Name: Flight (Availability - Watchmen only)
Ability: Fly without the use of an implement
Roll Rules: Passive or combat - roll speed D20 against the quest difficulty. Uses 10 magic only if successful. Takes a turn. Lasts 2 turns.
-costs $2200, 2200 experience