Excerpt (long) on Special Abilities ideas
Special Abilities
Dragon Fist (requires Godhand trait) -> attacks single soldier/target with double attack (roll). If attack connects, target flies back 3-5 tiles, if it doesn't connect, target flies back 1-2 tiles.
Shear in Half (requires Massive Strength + large melee weapon) -> attacks single target, vs double the target's defense. If successful, 50% chance to instantly kill target, Else does 5x normal damage. Add +1 attack for every 10 strength to the attack after the roll.
Decapitate (requires Zen Master or Fascinated with Blood and equipped Katana) -> attacks single target, vs triple target's defense. If successful, instantly kills target. add +1 attack for every 10 Wisdom and +1 attack for every 15 dexterity to your attack after the roll.
Pierce Eye (requires Keen Sighted) -> single target, attacks vs double the target's defense. 4x damage.
Mana Burn (requires Atronarch) -> uses half your max mana, fully heals caster and makes caster invincible to magic for 2 turns.
Brawl (requires Godhand or Thickskinned) -> attacks with fist, single target. If successful, opponent is Disarmed (re-arming uses full combat turn)
"Un"Mercy Kill (requires Cold Hearted or Fascinated with Blood)-> kills an ally that has less than half max HP, reduces enemy morale
Bloodletter (requires Fascinated with Blood)-> single target, enemy defense roll +50%, if sucessful target gains "bleeding" promotion of -10% HP per turn
Fun with Torture (requires Fascinated with Blood)-> single target, half attack vs full defense, if connects halves target morale, lowers all enemy morale, and double damage
Mother Harlot (requires Harlot)-> single target, half attack, if connects double damage and restores 50% user's max HP.
Battle Cry (requires Inspirational Leadership)-> all friendlies within 5 tile radius gain full morale and +1 combat speed for 5 turns
Rally (requires Inspirational Leadership)-> all Panic-ing friendlies on map restored to (at least) low morale
Cobra Strike (requires Godhand (w/fists) or Zen Master)-> double attack vs single target, if successful paralyzes unit (50% chance to wear off per turn)
Frenzy Ride (requires Horsemaster) -> attacks all enemies in 5-tile radius (counter attacked by all victims with a spear? at half their attack roll?)
Prayer (requires Monastic) -> +10% HP and +10% mana to all allies within 5-tile radius
Sutra (requires monastic)-> uses half max mana, all allies immune to magic and morale penalties for 3 turns
Riposte! (requires Fencing master + equipped rapier, Passive Skill)-> 50% chance to (automatically) counter any melee attack. **takes place immediately after the opposing melee attack if activated
Disarm (requires Fencing Master + equipped rapier)-> attack with a halved attack roll (and add +1 for every 10 dexterity), if successful disarms opponent. If opponent tries to re-arm while still adjacent to fencing master, recieves double attack + double damage attack of opportunity from fencing master. (re-arming uses full combat turn)
Iado/Iajutsu (requires Samurai + equipped Katana or wakizashi, passive skill)-> double first attack of the battle; counter the first melee attack you recieve *before* they attack (if attacker dies in the counter, attack halts/does no damage)
Ichi-No-Tachi (requires Samurai + equipped Sword)-> uses 2 combat speed, single target, double attack (w/ katana triple attack) and if successful 50% chance deals double damage (triple w/ Katana)
*Equipable skill* Shinkage-Ryu (requires Samurai to learn, requires Light Armor or less + Sword(s) to equip, Passive)-> all Attack rolls targeting user are halved. User gains +1 to all attack rolls for every 10 dexterity.
Tight Grip (requires Massive Strength + large melee weapon equiped, passive skill)-> immune to disarmament, receives double damage from otherwise successful disarms.