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combat_paths [2015/01/25 23:48]
dan
combat_paths [2017/09/25 12:46] (current)
toml Changed all retirement abilities
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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 doubledAs result you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means.+**Retirement:​** ​Your mastery of your internal world allows ​you to grasp the very movement ​of the world beyond Pick an outcome which can be achieved within ​relatively short time frame and it //will// come to pass.
 ==== Soldier ==== ==== Soldier ====
 //​Inspiration:​ Grizzled sergeant & combatants used to fighting as a close group.// //​Inspiration:​ Grizzled sergeant & combatants used to fighting as a close group.//
 === 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 adviceIf you do this then you provide ​the following benefitsevery ten seconds, so long as you are shouting instructions ​to the party members you are targeting, you may: +**Retirement:​** You become a One Person Army ​Pushing your experience and skills to the absolute limitallowing ​you to hold off the most impossible of odds.  Knowing this is the end, you take HEAL FULL, RENEW FULL, gain the effects ​of TITAN OF BATTLE (call IMMUNE to effect calls, still take the damage) and call ALL MONSTERS: I'LL BE YOUR OPPONENT (they must fight you until you are down) until the end of the encounter ​where either you are eventually overwhelmed and defeated ​or your foes are vanquished and the force of the exertion kills you.  So long as you are not receiving aid from another source (friendly combatants / Tender Priest healing you, etc) then you are also limited to taking only 1 point of damage per second.
-  * Apply STRENGTHEN +
-  * Provide an additional use of a combat ​call +
-  * 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+
  
 ==== Mercenary ==== ==== Mercenary ====
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   * Four uses of REND, DISARM, or WEAKEN (as your mercenaries make shots which aid in your combat)   * Four uses of REND, DISARM, or WEAKEN (as your mercenaries make shots which aid in your combat)
  
-**Retirement:​** ​If you really need it, you can have arranged for a much larger group of mercenariesBy doing this you gain the following calls (in place of the calls above): +**Retirement:​** ​You can call in even bigger favours than that.  ​During ​your adventures you have worked ​for numerous employers ​and done many deals. ​ Some who still owe you are far from human. ​ Summon ​an entity to aid you on the level of a fully ascendant god.
-  * 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) +
-  * 4x REND, 4x DISARM, & 4xWEAKEN (as your mercenaries make shots which aid in your combat) +
- +
-Unfortunately more mercenaries means less talented mercenaries (or accidentally hiring someone with a grudge against ​you), and at some point during the encounter you will experience a particularly grievous wound delivered by an off-stage archer. As a result ​you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means.+
 ==== Dashing Swordsman ==== ==== Dashing Swordsman ====
 //​Inspiration:​ Zorro, Mendoza, and other dashing swordsmen.//​ //​Inspiration:​ Zorro, Mendoza, and other dashing swordsmen.//​
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 //If you are using this skill with the Skirmisher Agility class feature, you may only reflect one blow per an opponent, per a use of agility.// //If you are using this skill with the Skirmisher Agility class feature, you may only reflect one blow per an opponent, per a use of agility.//
  
-**Retirement:​** ​While engaged in the perfect dance you may choose ​to push your luckBy doing this the number of dodges ​you have available ​to you (from any sourceis tripled. As a result of this your luck will catch up with you and you will die shortly after the end of the encounter. This death cannot be prevented ​or reversed by any means.+**Retirement:​** ​Pushing your experience and skills to the absolute limit, blurring your speed and blows into a swirling whirlwind of blades ​to take down your enemies ​Knowing ​this is the end, you take a HEAL FULL, RENEW FULL, and can call AGILITY when moving from one opponent ​to another ​(even if they are still standing) and call ALL MONSTERS: I'LL BE YOUR OPPONENT (they must fight you until you are down) until the end of the encounter ​where either you are eventually overwhelmed and defeated ​or your foes are vanquished and the force of the exertion kills you. So long as you are not receiving aid from another source (friendly combatants / Tender Priest healing you, etc) then you are also limited to taking only 1 point of damage per second.
  
 ==== Holy Crusader ==== ==== Holy Crusader ====
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 Once per an adventure you may have an encounter which behaves as if you were in the sight of the gods, although is powered by the blessings laid upon you rather than the sight of the gods. You may make free use of the miracle you gained as part of Blessed Warrior (although the usual time limits will apply). Once per an adventure you may have an encounter which behaves as if you were in the sight of the gods, although is powered by the blessings laid upon you rather than the sight of the gods. You may make free use of the miracle you gained as part of Blessed Warrior (although the usual time limits will apply).
  
-**Retirement:​** You may choose to use all the power which has been laid upon you in one go. You may make use of your one encounter in the sight of the gods as usualbut will be able to use ANY miracle in the standard priest tree up to level 4. 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 use all the power which has been laid upon you in one go to perform a Miracle ​of the same power a full Priest could, consuming yourself into the effects that follow. ​ With 15 seconds role playyou can pull down a great chunk of your god’s power to achieve something potent within their purview once per adventure. As long as the miracle falls within your god’s purview, it will come to pass, even if your god does not approve ​of the precise decision taken - though this can have consequences down the line.
  
 +This miracle has the following limits: it may not permanently alter the flux and the miracle cannot affect peoples knowledge or beliefs. The miracle will usually be more impressive/​far-reaching with more worshippers of the god present. You may tell the GM what you are intending, but the exact effects will be determined by the GM.
 ==== Primal Warrior ==== ==== Primal Warrior ====
 //​Inspiration:​ Hercules, Conan, and others who combatants who use overpowering or supernatural strength.// //​Inspiration:​ Hercules, Conan, and others who combatants who use overpowering or supernatural strength.//
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 Once per an adventure you may draw more heavily on your power. For the duration of the encounter you are using this ability all damage that you call will be QUINT. Once per an adventure you may draw more heavily on your power. For the duration of the encounter you are using this ability all damage that you call will be QUINT.
  
-**Retirement:​** You may choose to push your reserves beyond human limitIf you choose ​to do this then for the duration ​of the encounter ​your base damage increases to QUINT and you may use any of the following ​calls every five seconds: QUINT STRIKEDOWN, ​ DISARM. You will also be immune ​to DISARM, STRIKEDOWN ​and REND. 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 retire by making a declaration of intent, knowing that this will likely be your last actYou can declare something that you intend ​to happen in the reasonably short term. As long as you turn your personal power towards it, the world'​s passage towards this result will be smoothed and it is likely to come to pass, unless individuals ​of great potency or significant adverse events get in your way. 
 + 
 +Mechanically,​ as long as you are pushing ​the party towards ​your goal, and doing your best to achieve it, you and your party gain the following ​benefits for up to three encounters (anything beyond that and you've probably declared too far in advance). 
 + 
 +HEAL and RENEW FULL at the start of each encounter ​AND the point you make the declaration. 
 + 
 +  * Warriors get an free use of determination once during the effect 
 +  * Skirmishers get two extra uses of agility over the course of the effect. 
 + 
  
 ==== Cloak-wielder ==== ==== Cloak-wielder ====
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 You must explain these additional calls at the beginning of any adventure which you are playing. You must explain these additional calls at the beginning of any adventure which you are playing.
  
-**Retirement:​** You may choose to push your experience to almost supernatural levelsDuring the encounter which you use Become the Shadow ​your dodges are tripled (regardless of source) ​.and the duration ​of your "​invisibility"​ extends ​to 10 seconds. As result ​you will die shortly after the end of the encounter. This death cannot be prevented or reversed by any means.+**Retirement:​** You choose ​a target which must //die// and devote yourself ​to their demise Their death //will// come to pass and they will die by your hand You gain a call of POISON which can be used against ​your target to condemn them to a death over the next day, and until you strike you may use the effects ​of Become ​the Shadow freely.
 ==== Body Guard ==== ==== Body Guard ====
 //​Inspiration:​ Anyone who fights on behalf of an individual.//​ //​Inspiration:​ Anyone who fights on behalf of an individual.//​
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   * They still have the pool of five dodges from Principal Defence.   * They still have the pool of five dodges from Principal Defence.
  
-**Retirement:​** You may choose to push yourself even further in defence of your Principal. When using your Impenetrable Defence skill you can choose ​to defend TWO principals (you must provide the full rules to both Principals)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 even further in defence of your Principal to supernatural levels, becoming an eternal defender for your Principal For the encounter, they gain an additional 10 DODGEs from your defence, and at the end of the encounter ​you transcend your mortal form to confer a major benefit as you linger as a guardian angel The exact effects and nature of this benefit should ​be discussed with the LARPO.
  
 ==== Standard Bearer ==== ==== Standard Bearer ====
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 **Retirement:​** If you choose, you may make use of this ability 2 more times during an adventure. If you do so, the 2 extra uses must be used within the same encounter as each other (but do not have to be used in the same encounter as your regular use of the ability). During this encounter you will receive extensive and fatal wounds from the extra attention your opponents pay you and will die shortly after the end of the encounter. This death cannot be prevented or reversed in any way. **Retirement:​** If you choose, you may make use of this ability 2 more times during an adventure. If you do so, the 2 extra uses must be used within the same encounter as each other (but do not have to be used in the same encounter as your regular use of the ability). During this encounter you will receive extensive and fatal wounds from the extra attention your opponents pay you and will die shortly after the end of the encounter. This death cannot be prevented or reversed in any way.
  
 +You can use this ability to dedicate your standard'​s symbol and colours to a particular event that occurs during the encounter. ​ The story of this event ripples across the world and the symbol you died for becomes powerfully associated with what happened, conferring a benefit to those who walk under it (exact effects to be discussed with the LARPO)
 ==== Hunter ==== ==== Hunter ====
 //​Inspiration:​ Trackers, Hunters, & Robin Hood. Those who live and survive in the wild.// //​Inspiration:​ Trackers, Hunters, & Robin Hood. Those who live and survive in the wild.//
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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:​** ​You become the wild hunt, define ​your Prey.
 ==== Defender of the Wall ==== ==== Defender of the Wall ====
 //​Inspiration:​ Musketeers, Snipers, and other long range weapon users who fight as part of an organised force.// //​Inspiration:​ Musketeers, Snipers, and other long range weapon users who fight as part of an organised force.//
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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:​** ​ This place //will never fall// You summon defenders ​to secure ​your location. ​ First a few supernatural defenders appear, but in time hordes ​of people who share your understanding ​of the need to defend this place for all time.
  
combat_paths.1422229686.txt.gz · Last modified: 2015/05/14 21:09 (external edit)