Subversion (skill)
Skill | Rank | Percent | Description |
---|---|---|---|
Bowmanship | Inept | 0 % | Kill from afar with a bow and arrow. |
Adhere | Capable | 0 % | Adhere toxins to the edge of your arrows. |
Warningshot | Capable | 50 % | Threaten your foe with a warning shot. |
Bowstance | Adept | 0 % | Wield bows fluidly. |
Fireshot | Adept | 50 % | Ignite toxins on a distant target. |
Delivery | Skilled | 50 % | Attach an item to your arrow. |
Crossbows | Gifted | 50 % | A tool of deadly efficiency. |
Heavyshot | Expert | 33 % | A dense projectile that can push enemies. |
Scent | Expert | 66 % | Seek out the scents of those nearby. |
Splatter | Virtuoso | 1 % | Splatter a dose of toxin with a fire source. |
Aiming | Virtuoso | 33 % | Increase your accuracy in shooting. |
Powershot | Virtuoso | 66 % | Strike a target with a stunning shot. |
Kindle | Fabled | 0 % | Instantly set fire to toxins in your vicinity. |
Marksense | Fabled | 33 % | Follow your mark unerringly. |
Precision | Fabled | 66 % | Snipe your enemies from distant treetops. |
Quickshot | Mythical | 33 % | Fire off a shot with inhuman reflexes. |
Deception | Mythical | 66 % | Deceive the senses and lie in wait. |
Efficiency | Transcendent | 0 % | Economy of action. |
Traps
Skill | Rank | Percent | Description |
---|---|---|---|
Traps | Capable | 0 % | Discern the presence of traps in your location. |
Clothesline | Adept | 0 % | Thin rope that will slice your victim. |
Darts | Skilled | 0 % | Pierce your foe with twin poisonous darts. |
Coat | Skilled | 0 % | Coat your traps in toxins or venoms. |
Incendiary | Gifted | 0 % | An explosive trap that ignites toxins. |
Disarming | Expert | 0 % | Quickly take traps apart. |
Smokescreen | Expert | 50 % | Take cover beneath smoke when your foe arrives. |
Horseshoe | Expert | 75 % | A trap that stuns its victims with a head strike. |
Noose | Virtuoso | 0 % | Catch your prey in an entangling trap. |
Catapult | Virtuoso | 50 % | Send your victim flying across the area. |
Alarm | Fabled | 0 % | Put an alarm on a trap. |
Spike | Fabled | 50 % | A hidden spear beneath the earth. |
Launcher | Mythical | 0 % | A mechanism for spraying toxins onto foes. |
Entrapment | Mythical | 50 % | Steer an opponent into one of your traps. |
Toxins
Skill | Rank | Percent | Description |
---|---|---|---|
Toxins | Novice | 0 % | Prepare toxins from ink and plantlife distillate. |
Flammable | Apprentice | 0 % | A sticky, flammable toxin with explosive potential. |
Coagulating | Skilled | 0 % | A toxin that coagulates amidst heat. |
Hallucinatory | Gifted | 0 % | A deadly neurological toxin. |
Adhesive | Expert | 0 % | An oily toxin that melds to and scalds flesh. |
Choking | Virtuoso | 0 % | A toxin that exacerbates physiological response. |
Septic | Fabled | 0 % | A fast-acting, deadly toxin. |
Paralytic | Mythical | 0 % | A toxin that heightens paralytic process. |
Bowmanship | Kill from afar with a bow and arrow | |
Syntax: | ||
Details: | Using a bow:
SHOOT <target> [type/venom] SWITCH <type> Using a quiver: INSPECT QUIVER or IQ INQ <amount> <type> ARROWS OUTQ <amount> <type> ARROWS Every hunter begins their journey with the basic longbow. First you must find yourself a bow, some arrows, and a quiver. Place the arrows you wish to use within your quiver using INQ, and then while wielding your bow, you can SHOOT a target within line-of-sight of you. You can use SWITCH to choose which of your arrows you will shoot by default. You can shoot envenomed arrows by specifying which venom to use. This will consume your normal arrows. |
Adhere | Adhere toxins to the edge of your arrows | |
Syntax: | SHOOT <target> <toxin> | |
Details: | You now possess the ability to adhere a toxin to your arrow, in order to coat your
opponent with it. This will consume your normal arrows. |
Warningshot | Threaten your foe with a warning shot | |
Syntax: | WARNINGSHOT <target> | |
Details: | Fire a warning shot using your bow with the intent to threaten. This will consume your
normal arrows. |
Bowstance | Wield bows fluidly | |
Syntax: | BOWSTANCE | |
Details: | While wearing a bow, fluidly move it into your hands. |
Fireshot | Ignite toxins on a distant target | |
Syntax: | SHOOT <target> FIRESHOT | |
Details: | You may light your arrow before firing it, causing it to ignite any toxins on contact and
set your target on fire. This will consume your normal arrows. |
Delivery | Attach an item to your arrow | |
Syntax: | DELIVERYSHOT <target> <item> | |
Details: | Attach an item to your arrow, delivering it to your target. The item cannot be too heavy.
This will consume your normal arrows. |
Crossbows | A tool of deadly efficiency | |
Syntax: | ||
Details: | This ability is passive.
Known for its mechanical ingenity, the crossbow is the chosen weapon for assassins all around the land due to its short reload time and ease of use. It takes a knowledgable mind to fully appreciate and use the weapon, and your proficiency with traps has helped you learn it quicker than most. Refer to AB SUBVERSION BOWMANSHIP on how to use the crossbow. |
Heavyshot | A dense projectile that can push enemies | |
Syntax: | SHOOT <target> HEAVYSHOT | |
Details: | Attaching a lead weight to your arrow will push your target out of the room with the
momentum of the arrow. This will consume your normal arrows. |
Scent | Seek out the scents of those nearby | |
Syntax: | SCENT | |
Details: | A basic means of tracking, you can determine the location of those in the local area and
in adjacent areas. |
Splatter | Splatter a dose of toxin with a fire source | |
Syntax: | TOXIN SPLATTER <toxin> AT <target> | |
Details: | Quickly smear a toxin on someone in your location by heating it until you can splatter
someone with it. This requires you to have a fire source in your inventory, such as a tinderbox. |
Aiming | Increase your accuracy in shooting | |
Syntax: | AIM <target> | |
Details: | Increase the accuracy of your crossbow by aiming at your target first. As long as they
remain within the trajectory of the arrow, it will always hit them, even if they move from their original location. |
Powershot | Strike a target with a stunning shot | |
Syntax: | SHOOT <target> POWERSHOT | |
Details: | By overdrawing your string, you can release a powerful shot that will stun your opponent
briefly. This will consume your normal arrows. |
Kindle | Instantly set fire to toxins in your vicinity | |
Syntax: | TOXIN KINDLE <target> | |
Details: | By releasing a small cloud of volatile ignition agent, you will rapidly change the
flashpoint of any toxins on your target, causing them to instantly combust. If the target already has a kindled toxin, then using this ability will cause the toxin to burn through three cycles worth of material, potentially causing a hot burn. Using this ability will additionally open up the opportunity for a shadowdance brandish. |
Marksense | Follow your mark unerringly | |
Syntax: | MARKSENSE | |
Details: | Once a toxin is ignited upon someone, you can track their location, health, and mana from
anywhere in the local area. It will bypass any sort of cloaking they may have. |
Precision | Snipe your enemies from distant treetops | |
Syntax: | ||
Details: | This ability is passive.
Providing you are above the ground, such as in the trees or sky, your training and incredible sight allows you to aim and strike at anyone in the local area with your bow. Your arrows will take slightly longer to reach your target due to the distance and there is a slightly increased endurance cost to do so. |
Quickshot | Fire off a shot with inhuman reflexes | |
Syntax: | ||
Details: | This ability is passive.
As long as you have a bow on hand, you can shoot it as though you are wielding it. |
Deception | Deceive the senses and lie in wait | |
Syntax: | DECEIVE SENSES | |
Details: | At a periodic minor cost to your mana and willpower, you may mystically suppress your
scent, preventing anyone from picking up on it. |
Efficiency | Economy of action | |
Syntax: | EFFICIENCY | |
Details: | This ability will prepare yourself to hunt your mark, granting nimble fingers when
performing certain actions. Whenever you next shoot an arrow, lay a trap, or splatter a toxin, it will cost significantly less balance in order to do so. This will last for three uses at which stage your efficiency shall be spent. Note that any arrows you shoot will deal less damage then normal while under the effects of efficiency. |
Traps | Discern the presence of traps in your location | |
Syntax: | TRAPS [ALL] | |
Details: | This ability will search for traps in the room, giving you information about them. You
can also search for all traps in the land laid by you. |
Clothesline | Thin rope that will slice your victim | |
Syntax: | LAY CLOTHESLINE <direction> | |
Required: | 1 rope | |
Details: | This trap will cut the jugular of any enemy of yours that passes by, slitting their neck and
causing them to bleed. |
Darts | Pierce your foe with twin poisonous darts | |
Syntax: | LAY DARTS <direction> | |
Required: | 1 wood | |
Details: | The darts trap shoots out a dart when sprung, and then a second one a few moments later. It does no
damage, but may be coated to poison the victim. This trap can only be sprung by your enemies. |
Coat | Coat your traps in toxins or venoms | |
Syntax: | COAT <trap> <direction/HERE> WITH <substance> WIPE OFF TRAP <direction/HERE> | |
Details: | You now posess the ability to coat a trap in either venoms or deadly toxins. Only certain
kinds of traps can be coated with either a venom or toxin. Traps that can be coated: Darts, Spike, and Launcher |
Incendiary | An explosive trap that ignites toxins | |
Syntax: | LAY INCENDIARY <direction> | |
Required: | 1 iron | |
Details: | This simple trap will burst into hot sharpel when an enemy treads on it, lighting them on fire and
igniting toxins that have adhered to them. If burning toxins are already present on the target, then it will melt away the top layer and induce a hot burn. |
Disarming | Quickly take traps apart | |
Syntax: | DISARM <trap> <direction/HERE> | |
Details: | Using this ability, you will attempt to disarm a trap that has been laid.
If the trap was set by you, you will recollect the commodities used in its creation, if any were used. If the trap was not laid by you, then it will take time and concentration to disarm it. You may not perform any actions while you disarm the trap, or it will be sprung upon you. |
Smokescreen | Take cover beneath smoke when your foe arrives | |
Syntax: | LAY SMOKESCREEN HERE | |
Required: | 2 diamond dust | |
Details: | An explosive trap that lets loose a smokescreen, improving your ability to dodge and divert
drastically by weaving through the smoke. This effect remains active for a short period within the room it is triggered in. |
Horseshoe | A trap that stuns its victims with a head strike | |
Syntax: | LAY HORSESHOE HERE | |
Required: | 1 iron | |
Details: | A few seconds after this trap has been sprung by an enemy, a horseshoe will fall down from above
and strike them in the head, stunning them from a short period. |
Noose | Catch your prey in an entangling trap | |
Syntax: | LAY NOOSE <direction> | |
Required: | 2 rope | |
Details: | This trap will snare your enemy in a noose, strangling them until they writhe free of its grasp. |
Catapult | Send your victim flying across the area | |
Syntax: | LAY CATAPULT HERE <direction to launch> LAY CATAPULT HERE SKYWARDS | |
Required: | 1 rope, 1 wood | |
Details: | The catapult trap launches an enemy in the specified direction or straight up into the sky, should
they not have the density defence. Multiple catapults can be chained together to move an enemy a number of rooms, however only three catapults will activate in a single instance. Any further catapults triggered will break. |
Alarm | Put an alarm on a trap | |
Syntax: | SET ALARM <direction/HERE> | |
Details: | You can set an alarm on your trap to notify you of who springs it or disarms it,
including what kind of trap it was, and its location. |
Spike | A hidden spear beneath the earth | |
Syntax: | LAY SPIKE HERE | |
Required: | 1 rope, 1 wood, 1 iron | |
Details: | The spike trap is a delayed trap that activates after a few seconds, launching a iron-tipped spike
into your opponent from below. It can be coated to poison your target as well. |
Launcher | A mechanism for spraying toxins onto foes | |
Syntax: | LAY LAUNCHER HERE | |
Required: | 1 rope, 1 wood | |
Details: | Once coated with a toxin, this mechanical trap will launch its payload into the air when triggered.
This will adhere one layer of toxin to not only the enemy who triggered it, but all enemies within the location as well. |
Entrapment | Steer an opponent into one of your traps | |
Syntax: | ||
Details: | This ability is passive.
The skill with which you lay out a trap now allows you a chance to steer an opponent into it, should they dodge an attack. This will only work on traps laid in your location and not on traps that are armed upon exits. This chance is increased if they are suffering from the heartflutter affliction or a pilferer is aiding you. Base chance: 30% Heartflutter: +30% Pilferer assistance: +10% |
Toxins | Prepare toxins from ink and plantlife distillate | |
Syntax: | TOXIN PREPARE <type> IN <cauldron> COLLECT SAP FILL <vial> FROM <cauldron> FLUIDCACHE CONSUME <cauldron> | |
Details: | To begin preparing adhesive toxins, you must first have access to a preservation room,
have a chunk of hardened plant sap and inks to use as a base, and a cauldron to house the resultant final product in. First you must COLLECT yourself some toxic plants from any forest room, which will be enough for one mixture of toxic material. Each toxin will also require a specific amount of inks, which will depend on the toxin you are trying to make. Once you have these two ingredients, you can then begin to PREPARE your toxin, which will create the mixture in short order. Each batch will contain enough toxin to FILL three vials. There are two layers which can be adhered to a target's body with one toxin application needed to create a single layer. The first layer, when ignited, will burn slowly and heat up over time, causing a negative effect on the target until it finishes burning. Once the first layer burns away, the second layer will ignite in a powerful reaction. This reaction is short lived and lasts little more then a couple seconds, but is generally more powerful. For each toxin, you can view their corresponding help file (AB SUBVERSION <toxin>) to find out more. |
Flammable | A sticky, flammable toxin with explosive potential | |
Syntax: | ||
Required: | Inks: 3 red | |
Details: | A basic toxin taught to all beginners, the flammable toxin is well known for being able to burn for
long periods of time, gaining intensity the longer it is alight. This was especially effective for burning down settlements or charring away all evidence from the scene of a crime. Cold burn effect (12 cycles): Flammable toxins will scorch the lungs with heated fumes periodically, dealing fire damage. Hot burn effect: The toxin will combust in a tower of horrific flames, burning the unfortunate victim coated in it. The less health they have when it activates, the more damage they will take. |
Coagulating | A toxin that coagulates amidst heat | |
Syntax: | ||
Required: | Inks: 2 purple, 1 blue | |
Details: | Unlike others in its classification, this toxin emits no heat or fumes when burnt. However, it will
quickly harden and form a tough shell, making movement difficult. In ancient times of the first Executors, this toxin was employed to restrict the movement of arms at the wrist, ensuring somatic spellcasting could not proceed. Cold burn effect (8 cycles): A tough shell will begin to form, reducing the target's ability to dodge and divert while it burns. It will also improve accuracy against the target by 10%. Hot burn effect: The toxin will rapidly harden into a solid state, forming a shell that will hinder movement for a few seconds before breaking away. |
Hallucinatory | A deadly neurological toxin | |
Syntax: | ||
Required: | Inks: 3 yellow | |
Details: | This slick toxin produces powerful fumes when ignited, causing harmful effects to those that inhale
it. As it reaches high temperature, the fumes become powerfully toxic to a weakened mind. Large swathes of this toxin were often employed to disable Ankyrean renegades, ensuring their destructive magics did not obliterate teams of Executors trailing them. Cold burn effect (9 cycles): If the opponent is suffering from dizziness, then the fumes will cause the faintness affliction. Hot burn effect: The toxin will release powerful toxic fumes as it burns away, stunning the target for a time based on each euphoriant cured affliction they have yet to heal. |
Adhesive | An oily toxin that melds to and scalds flesh | |
Syntax: | ||
Required: | Inks: 3 blue | |
Details: | Highly viscuous in nature and slow to burn, adhesive toxins will reveal minute motions of the
target through its smoky fumes. It has been known to deeply char the skin once it reaches high temperatures. The Executors of old would often employ this toxin in an attempt to hamper the intense healing capabilities of their demigod adversaries, though records as to its effectiveness look to be scoured away by the sands of time. Cold burn effect (14 cycles): The smoky fumes will reveal which limb the target shifts their parry to. Hot burn effect: Burns the skin deeply, giving the burnt skin affliction making poultices useless until cured. |
Choking | A toxin that exacerbates physiological response | |
Syntax: | ||
Required: | Inks: 2 red, 1 yellow | |
Details: | This strangulating toxin is a potent chemical that releases a thick, choking smoke as it burns. The
smog will cause an irritant that will agitate the effects of allergies, increasing its potency while the resin remains. At higher temperatures where it reaches a vapor point, it will completely knock out the senses. Combined with large sources of fire, Executors often employed this toxin to create a narrow window of opportunity to assassinate their marks in one fell swoop before grand arcana could be turned upon them. Cold burn effect (10 cycles): The tarry smoke will give the target allergies. If they have allergies, then it will increase its severity by one stack. Hot burn effect: Induces a short-lived blackout in the target. |
Septic | A fast-acting, deadly toxin | |
Syntax: | ||
Required: | Inks: 1 green, 2 yellow | |
Details: | This toxin possesses a uniquely low melting point, ensuring that it will liquify and seep into any
open wounds on the target while burning and react with left over traces of venom. Though their marks were resilient demigods, ancient Executors employed this toxin in hopes of outlasting and overwhelming their foes. Cold burn effect (8 cycles): The target will take increasing poison damage, proportional to the amount of venom afflictions present. Hot burn effect: For each venom affliction present on the target, they will become afflicted with an instance of loki. It won't give afflictions the target already has. |
Paralytic | A toxin that heightens paralytic process | |
Syntax: | ||
Required: | Inks: 2 red 1 purple | |
Details: | Though this toxin possesses a saccharine scent, the fumes from the concoction are known to induce a
muscle-clenching physiological reaction in those that breathe them in. As the toxin climbs in temperature, the fumes can begin to mess with the target's mind. Swift to combust into conflagrant potency, Executors trusted this toxin to hamper the complex gestures and intense focus necessary for their mark's spellcasting. Cold burn effect (6 cycles): Reduces the time of paresis to transform into paralysis by half. Hot burn effect: Powerful fumes will leave the target with paresis, impatience, and confusion. If they already have paresis, it will give heartflutter instead. If they have impatience, it will give hallucinations instead. If they have confusion, it will give stupidity instead. |