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combat_paths [2015/01/25 21:32]
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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   * 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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 **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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 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. 
-=== Lv4 Skill ===+=== 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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 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. 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