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combat_paths [2014/01/31 13:03]
dan
combat_paths [2017/01/08 08:01]
toml
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 Some paths lend themselves to either the skirmisher or fighter path more than the other, and to be usefully used as part of the other class may involve careful selection of backgrounds. Some paths lend themselves to either the skirmisher or fighter path more than the other, and to be usefully used as part of the other class may involve careful selection of backgrounds.
 +
 +=== Changing Path ===
 +A combat path is an integral part of a character. Even if the role is not currently one which they do, it still defines who they are (a Holy Warrior without a church is still a Holy Warrior, even if they are currently doing Mercenary work). However people change, and in time it is possible that even a fundamental part of yourself can change. Mechanically a player must spend an adventure with access to no combat path, but with appropriate behaviour for the Combat Path they are switching to. After this adventure they will be able to buy skills in the new combat path. Any points put into the original combat path are lost.
  
 ==== Retirement ==== ==== Retirement ====
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 Assuming you are regularly practising your Greater Forms, then you may  chose to dodge Backstab calls. Assuming you are regularly practising your Greater Forms, then you may  chose to dodge Backstab calls.
 === Iron Will === === Iron Will ===
-Assuming you are regularly practising your Greater Forms, then your strength of will allows you to shrug off the worst effects of fear. When the subject of a FEAR call you may not attack or move towards the source of the FEAR for 5 seconds, but may otherwise defend and move normally.+You are immune ​to the FEAR call.
 === Transcendance === === Transcendance ===
 Assuming you are regularly practising your Greater Forms, then your greater abilities can be utilised to dominate a fight. For one encounter during an adventure you can utilise the following combat calls by roleplaying the practise of several steps from your greater forms (this should involve several seconds of slow breathing and slow exaggerated weapon movements as a minimum). Assuming you are regularly practising your Greater Forms, then your greater abilities can be utilised to dominate a fight. For one encounter during an adventure you can utilise the following combat calls by roleplaying the practise of several steps from your greater forms (this should involve several seconds of slow breathing and slow exaggerated weapon movements as a minimum).
   * 1x Mass Zero Strikedown (Unarced)   * 1x Mass Zero Strikedown (Unarced)
   * 1x Mass Fear Monsters (Unarced)   * 1x Mass Fear Monsters (Unarced)
-  * 2x Mass Rend (This must be arced and the arc must contain a MAXIMUM of 3 individuals)+  * 2x Arced Rend (the arc must contain a MAXIMUM of 3 individuals)
  
 **Retirement:​** You may choose to push yourself beyond human limits. If you choose to do this then the number of times you can use the above calls in the encounter is tripled (3x Mass Zero Strikedown, 3x Mass Fear Monsters, 6x Mass Rend) and the usage of your standard combat calls are doubled. As a result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means. **Retirement:​** You may choose to push yourself beyond human limits. If you choose to do this then the number of times you can use the above calls in the encounter is tripled (3x Mass Zero Strikedown, 3x Mass Fear Monsters, 6x Mass Rend) and the usage of your standard combat calls are doubled. As a result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means.
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 === Tactics === === Tactics ===
 You can understand a battle map, have knowledge of basic tactics, and great experience of leading small units. You can understand a battle map, have knowledge of basic tactics, and great experience of leading small units.
-=== Leave No Man Behind ===+=== Leave No One Behind ===
 This skill gives you you a pool of dodges that may only be used in specific scenarios. Every encounter you have access to a number of dodges equal to the number of members in your party. You may only use these dodges when moving through combat to reach a party member who has been dropped in combat or when moving a dropped party member away from combat. This skill gives you you a pool of dodges that may only be used in specific scenarios. Every encounter you have access to a number of dodges equal to the number of members in your party. You may only use these dodges when moving through combat to reach a party member who has been dropped in combat or when moving a dropped party member away from combat.
 === Small Unit Leadership === === Small Unit Leadership ===
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   * +2 Dodges   * +2 Dodges
  
-**Retirement:​** Sometimes your insight can be particularly piercing, yet sometimes it may backfire. You may choose to provide some particularly key advice. If you do this then you provide the following benefits ​against ​the specified opponent+**Retirement:​** Sometimes your insight can be particularly piercing, yet sometimes it may backfire. You may choose to provide some particularly key advice. If you do this then you provide the following benefits, every ten seconds, so long as you are shouting instructions to the party members you are targeting, you may
-  * Either +1 Damage or THROUGH +  * Apply a STRENGTHEN 
-  * +3 Dodges +  * Provide an additional use of a combat call 
-  * Two uses of any of the following calls: STRIKEDOWN, REND, DISARM, WEAKEN.+  * Gain a resist
  
 At some point during the encounter you will experience a particularly grievous wound. As a result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means. ​ At some point during the encounter you will experience a particularly grievous wound. As a result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means. ​
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 **Retirement:​** If you really need it, you can have arranged for a much larger group of mercenaries. By doing this you gain the following calls (in place of the calls above): **Retirement:​** If you really need it, you can have arranged for a much larger group of mercenaries. By doing this you gain the following calls (in place of the calls above):
   * One use of either MASS QUINT STRIKEDOWN MONSTERS or MASS DOUBLE REND MONSTERS (as your mercenaries go for killing shots or debilitating shots) ​   * One use of either MASS QUINT STRIKEDOWN MONSTERS or MASS DOUBLE REND MONSTERS (as your mercenaries go for killing shots or debilitating shots) ​
-  * Three uses of MASS DOUBLE STRIKEDOWN or MASS REND (these must be arced and contain no more than three monsters)+  * Three uses of ARCED DOUBLE STRIKEDOWN or ARCED REND (these ​arcs must contain no more than three monsters)
   * 4x REND, 4x DISARM, & 4xWEAKEN (as your mercenaries make shots which aid in your combat)   * 4x REND, 4x DISARM, & 4xWEAKEN (as your mercenaries make shots which aid in your combat)
  
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 Triple the number of all offensive combat calls you gain through weapon mastery, talent and supremacy skills while fighting with a weapon in one hand and nothing in your off hand. Any single use damage bonuses from superior or master-crafted weapons are also tripled. This skill acts as Single Hand Focus for the purposes of pre-requisites in the fighter tree. (Note: this **does** apply if you have a throwing weapon in one hand and are carrying nothing in the other). Triple the number of all offensive combat calls you gain through weapon mastery, talent and supremacy skills while fighting with a weapon in one hand and nothing in your off hand. Any single use damage bonuses from superior or master-crafted weapons are also tripled. This skill acts as Single Hand Focus for the purposes of pre-requisites in the fighter tree. (Note: this **does** apply if you have a throwing weapon in one hand and are carrying nothing in the other).
 === Roll with the Blow === === Roll with the Blow ===
-If you are wielding two weapons, ​you may take a STRIKEDOWN that hits one of your weapons as DISARM instead.+Twice per an encounter ​you may negate the effect part of a call. Instead you MUST take a strikedown, even if you would otherwise be able to resist the strikedown.
 === Poise of a Dancer === === Poise of a Dancer ===
 You gain a single free dodge against each opponent within the encounter. The free dodge granted by that opponent may only be used against calls made by that opponent. In the case of encounters featuring waves, you only gain one dodge for each phys-rep, not one of each waved opponent. You gain a single free dodge against each opponent within the encounter. The free dodge granted by that opponent may only be used against calls made by that opponent. In the case of encounters featuring waves, you only gain one dodge for each phys-rep, not one of each waved opponent.
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 You have a relationship with one of the Churches of Acryn, and have been trained by them to fight in their armed forces. You will be recognised by members of the church (so long as you are wearing their livery) as someone who can be trusted. You have a relationship with one of the Churches of Acryn, and have been trained by them to fight in their armed forces. You will be recognised by members of the church (so long as you are wearing their livery) as someone who can be trusted.
 === Indoctrinated === === Indoctrinated ===
-You have been trained to face down the enemies of the church. In the face of great fear you can wield your resolve and stand your ground. When the subject of a fear call you may use up one dodge to stand your ground, you may not further approach the source of the fear but may continue fighting normally.+You have been trained to face down the enemies of the church. In the face of great fear you can wield your resolve and stand your ground. When the subject of a fear call you call IMMUNE and stand your ground. You may not further approach the source of the fear but may otherwise ​continue fighting normally.
 === Blessed Weapon === === Blessed Weapon ===
-So long as you maintain good-standing with the church, you will always be able to find a priest willing to lay a blessing upon one of your weapons or your armour. This blessing only lasts for a few weeks (one adventure). The effect of the blessing will vanish if the weapon or armour is repaired or leaves your possession for more than a few moments.+So long as you maintain good-standing with the church, you will always be able to find a priest willing to lay a blessing upon one of your weapons or your armour. This blessing only lasts for a few weeks (one adventure). The effect of the blessing will vanish if the weapon or armour is repaired or leaves your possession for more than a few moments. If you wish to continue wearing a suit of ruined armour, you can continue to derive the benefits of the blessing.
 ^ Church ^ Armour ^ Weapon ^ Talisman/​Clothing ^ ^ Church ^ Armour ^ Weapon ^ Talisman/​Clothing ^
 | Builder | +10 hits, Renew 2 at end of each encounter ​ | Strike another for RENEW 4 once per encounter | N/A | | Builder | +10 hits, Renew 2 at end of each encounter ​ | Strike another for RENEW 4 once per encounter | N/A |
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 === Standard Bearer === === Standard Bearer ===
 You are a standard bearer for the armed force of one of the organisations in Acryn (see [[:​factions:​The Churches]], [[:​factions:​The Colleges]], [[:​factions:​The Noble Houses]], [[:​factions:​Mercantile Interests]],​ [[:​factions:​The Wayfinder'​s Guild]], & [[:​factions:​Forces of Acryn|The Forces of Acryn]] for relavant organisations). In the event of war you will be a key part of organising their force, acting as a staging point, and relaying the orders of the unit commander. For now, you help manage their drills and lead the force during parades. You are a standard bearer for the armed force of one of the organisations in Acryn (see [[:​factions:​The Churches]], [[:​factions:​The Colleges]], [[:​factions:​The Noble Houses]], [[:​factions:​Mercantile Interests]],​ [[:​factions:​The Wayfinder'​s Guild]], & [[:​factions:​Forces of Acryn|The Forces of Acryn]] for relavant organisations). In the event of war you will be a key part of organising their force, acting as a staging point, and relaying the orders of the unit commander. For now, you help manage their drills and lead the force during parades.
-=== Standard Use ===+
 You are trained to hold a standard while in combat (represented by a larp-safe staff or polearm). Your experience means that you can use this to defend yourself while in combat. You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your standard. You are trained to hold a standard while in combat (represented by a larp-safe staff or polearm). Your experience means that you can use this to defend yourself while in combat. You gain 2 uses of Resist Shatter, Disarm, or Strikedown per encounter against blows which hit your standard.
  
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 Rather than attempting to fully outfit their Standard Bearers in plated armour, it has become common practice to focus the armour in key areas, such as the hands and arms. For the purposes of using your Standard Bearer skills, any strike that hits your arms below the elbow counts as a hit on your Standard. Rather than attempting to fully outfit their Standard Bearers in plated armour, it has become common practice to focus the armour in key areas, such as the hands and arms. For the purposes of using your Standard Bearer skills, any strike that hits your arms below the elbow counts as a hit on your Standard.
 === Rally === === Rally ===
-The standard bearer is the rallying point for their unit, when things have gone wrong they are the place you head. They are used to getting themselves to a defendable position, and getting their unit back to them. Five times during ​an adventure, when the party has been separated, the Standard Bearer can call "RALLY ON ME". At this point ALL members of the party gain 5 seconds of dodges so long as they head directly for the Standard Bearer and continue to fight there. ​If the Standard Bearer believes that the party is too separated to hear them a TIME FREEZE ​may instead be called (the same rules apply once TIME IN is called). The Standard Bearer will need to explain these extra rules at the beginning of any adventure in which they are playing.+The standard bearer is the rallying point for their unit, when things have gone wrong they are the place you head. They are used to getting themselves to a defendable position, and getting their unit back to them. Once per an encounter, when the party has been separated, the Standard Bearer can call "RALLY ON ME". At this point ALL members of the party gain 5 seconds of dodges so long as they head directly for the Standard Bearer and continue to fight there. ​Any character on 0 hits may during this time crawl or stagger towards ​the standard bearer before collapsing again. The Standard Bearer will need to explain these extra rules at the beginning of any adventure in which they are playing
 +=== Unyielding Icon === 
 +You may call immune against any SHATTER or DISARM call made against your standard. ​ You may call a FEAR against any enemy whose call you negate in this way.
 === Call to Arms === === Call to Arms ===
 The Standard Bearer is used to giving encouragement when the battle wears on too long. Once per an adventure you can make a call to arms. This should in some way include the organisation you serve or the cause currently being fought for, but MUST end with the key phrase "WE CAN GO ON". When a call to arms is used every member of the party (yourself included) has any encounter-use abilities refreshed as if they had just entered the encounter. This ability does not restore lost hit points, any adventure-use abilities, or abilities gained through drinking a potion within that encounter. The Standard Bearer will need to explain these extra rules at the beginning of any adventure in which they are playing. The Standard Bearer is used to giving encouragement when the battle wears on too long. Once per an adventure you can make a call to arms. This should in some way include the organisation you serve or the cause currently being fought for, but MUST end with the key phrase "WE CAN GO ON". When a call to arms is used every member of the party (yourself included) has any encounter-use abilities refreshed as if they had just entered the encounter. This ability does not restore lost hit points, any adventure-use abilities, or abilities gained through drinking a potion within that encounter. The Standard Bearer will need to explain these extra rules at the beginning of any adventure in which they are playing.
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 Once per an encounter you may use a single effect that you are capable of delivering by arrow or throwing dagger against a target within 5m. You do not need to loose an arrow to do this (although should in some way roleplay a fast shot made with your bow or crossbow). ​ Once per an encounter you may use a single effect that you are capable of delivering by arrow or throwing dagger against a target within 5m. You do not need to loose an arrow to do this (although should in some way roleplay a fast shot made with your bow or crossbow). ​
 === Disabling Shot === === Disabling Shot ===
-Your accuracy can completely ruin a creature'​s (or person'​s) limb as it shatters the bone and tears the ligament. Twice per an encounter you may make a call of WOUND by weapon, or if carrying a bow or  crossbow, at anyone within range.+Your accuracy can completely ruin a creature'​s (or person'​s) limb as it shatters the bone and tears the ligament. Twice per an encounter you may make a call of WOUND 30 by weapon, or if carrying a bow or  crossbow, at anyone within range.
 === Ridiculous Trick Shot === === Ridiculous Trick Shot ===
-For one encounter per an adventure you may make ridiculous trick shots. On any occasion where you successfully hit a target with one of your arrows or throwing daggers, you may make the same call against a second target within 2 meters((or one metric Gareth)).+For one encounter per an adventure you may make ridiculous trick shots. On any occasion where you successfully hit a target with one of your arrows or throwing daggers, you may make the same call against a second target within 2 meters((one metric Gareth ​or 2/3 of an imperial Lear)).
  
 **Retirement:​** Sometimes luck is with you. If you choose to you may have an encounter of exceptional luck. When using your Ridiculous Trick Shot ability you may call damage against all targets within 2 meters of your initial target. Unfortunately you will be struck with one of your own trick shots and will die shortly after the end of the encounter. This death cannot be prevented or reversed in any way. **Retirement:​** Sometimes luck is with you. If you choose to you may have an encounter of exceptional luck. When using your Ridiculous Trick Shot ability you may call damage against all targets within 2 meters of your initial target. Unfortunately you will be struck with one of your own trick shots and will die shortly after the end of the encounter. This death cannot be prevented or reversed in any way.
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 === Perfect Defence === === Perfect Defence ===
-Your experience allows you to make good use of the terrain when you have the opportunity to. You may select a suitable position within the encounter to hold, and gain a benefit from doing so. You will gain a pool of additional dodges so long as you have not taken more than a single step from where you were standing when you loosed your first arrow. You may not regain this advantage once you have moved.+Your experience allows you to make good use of the terrain when you have the opportunity to. You may select a suitable position within the encounter to hold, and gain a benefit from doing so. You will gain a pool of additional dodges so long as you have not taken more than a single step from where you were standing when you loosed your first arrow. You may not regain this advantage once you have moved.
 === Entrenched Position === === Entrenched Position ===
-Your experience allows you to make good use of the terrain when you have the opportunity to. You may select a suitable position within the encounter to hold, and gain a benefit from doing so. You will gain +1 damage ​on all shots loosed from your bow so long as you have not taken more than a single step from where you this position ​(you must have been standing still for 10 seconds before you gain this benefit). If you move, you lose all benefits until you spend another 10 seconds entrenching yourself. This stacks with Strengthen but does not stack with any other source of +1 damage.+Your experience allows you to make good use of the terrain when you have the opportunity to. You may select a suitable position within the encounter to hold, and gain a benefit from doing so. You will gain +1 damage so long as you have not taken more than a single step from where you positioned yourself ​(you must have been standing still for 10 seconds before you gain this benefit). If you move, you lose all benefits until you spend another 10 seconds entrenching yourself. This stacks with Strengthen but does not stack with any other source of +1 damage.
  
 === Repositioning === === Repositioning ===
 Twice per an encounter, when you are standing in an entrenched position you may call MASS ZERO STRIKEDOWN so long as you immediately move away from the area. Twice per an encounter, when you are standing in an entrenched position you may call MASS ZERO STRIKEDOWN so long as you immediately move away from the area.
 === No Wall Withstand === === No Wall Withstand ===
-Your experience defending your own walls has left you with no doubts about the problems they pose in the hands of defenders. ​Much practicesome modifications to your own bow, and some reinforced arrows ​have provided you with a semblance of a solution. Once per an adventure you can have an encounter where you make full use of the strength of your bow to apply massive damage to the enemy. During this encounter you may call BLAST TRIPLE three times on successfully hitting an opponent. You are assumed to have prepared more arrows than this, but that even the reinforced arrows have a tendency to split and fracture under the full force of your power. In the event you are engaged in combat with an enemy ensconced behind a wall you can instead call this damage directly as the force of your blows cause parts of the wall to fracture, injuring those behind it.+Your experience defending your own walls has left you with no doubts about the problems they pose in the hands of defenders. ​With much practice ​and some modifications to your own weapons ​have provided you with a semblance of a solution. Once per an adventure you can have an encounter where you make full use of the strength of your modified weapon ​to apply massive damage to the enemy. During this encounter you may call BLAST TRIPLE three times on successfully hitting an opponent. In the event you are engaged in combat with an enemy ensconced behind a wall (and are using a bow or crossbow) ​you can instead call this damage directly as the force of your blows cause parts of the wall to fracture, injuring those behind it.
  
 **Retirement:​** While making use of this ability usually requires very precise usage of your power and carefully reinforced arrows, you can partially overcome these limits by sheer quantity of arrows fired. You may choose to push your body beyond human limits and fire incredible volleys of arrows in order to ensure more of them hit. By doing this you will be able to call BLAST TRIPLE nine times during the encounter. By doing this you will rupture most of the muscles in your body and as a result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means. **Retirement:​** While making use of this ability usually requires very precise usage of your power and carefully reinforced arrows, you can partially overcome these limits by sheer quantity of arrows fired. You may choose to push your body beyond human limits and fire incredible volleys of arrows in order to ensure more of them hit. By doing this you will be able to call BLAST TRIPLE nine times during the encounter. By doing this you will rupture most of the muscles in your body and as a result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means.
  
combat_paths.txt · Last modified: 2017/09/25 12:46 by toml