Trooper: Difference between revisions
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'''Armor Proficiency:''' Troopers can wear up to Heavy Armor. | '''Armor Proficiency:''' Troopers can wear up to Heavy Armor. | ||
'''Weapon Proficiencies:''' Troopers are skilled with all weapons with the exclusion of firearms | '''Weapon Proficiencies:''' Troopers are skilled with small and medium shields along with all weapons with the exclusion of firearms.. Troopers additionally gain the Florentine power for free. | ||
'''Energy:''' Troopers use Energy to fuel their techniques. | '''Energy:''' Troopers use Energy to fuel their techniques. | ||
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'''Blitz -''' This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 ''Temporary Weapon Damage'', on their next 4 weapon swings. These effects must be used on all swings following the skill's activation and are 1 swing hit or miss. | '''Blitz -''' This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 ''Temporary Weapon Damage'', on their next 4 weapon swings. These effects must be used on all swings following the skill's activation and are 1 swing hit or miss. | ||
'''Brutal Strike -''' Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or | '''Brutal Strike -''' Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or Species). It is delivered by landing a legal melee attack and announcing "Brutal Strike" and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, so using proper Cure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer. | ||
'''Deflect -''' This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the ''Massive'' carrier. To use this skill, the character must call “Deflect”. | '''Deflect -''' This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the ''Massive'' carrier. To use this skill, the character must call “Deflect”. | ||
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'''Die Hard -''' This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 ''Body Points''. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative ''Body Points'' equal to their unadjusted maximum ''Body Points''; at which time they will enter the ''Dying'' state but only have a 60 count ''Bleed Out''. This effect will end if the user is healed above 0 ''Body Points''. | '''Die Hard -''' This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 ''Body Points''. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative ''Body Points'' equal to their unadjusted maximum ''Body Points''; at which time they will enter the ''Dying'' state but only have a 60 count ''Bleed Out''. This effect will end if the user is healed above 0 ''Body Points''. | ||
'''Disarm -''' This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected. | '''Disarm -''' This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected. | ||
'''Disrupt''' - This powerful attack can help overcome the greatest of foes. This effect causes a targets ''Threshold'' to be reduced by 3 points, or ''Damage Cap'' to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss. | '''Disrupt''' - This powerful attack can help overcome the greatest of foes. This effect causes a targets ''Threshold'' to be reduced by 3 points, or ''Damage Cap'' to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss. | ||
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'''Maim Limb -''' This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim <Limb>”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon. | '''Maim Limb -''' This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim <Limb>”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon. | ||
'''Muscle Memory -''' Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This only works if the first swing is completely negated and costs no Energy to use. | '''Muscle Memory -''' Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This may only be invoked once per time purchased. Additionally, his only works if the first swing is completely negated and costs no Energy to use. The call for this skill is 'Double Attack'. This cannot be used again if there is another defense called. The effects must be fully resolved in order if the initial defense was Riposte, for instance this must be resolved before the double attack can be used. | ||
'''One Hand Block -''' This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon. | '''One Hand Block -''' This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon. | ||
'''Parry -''' Parry is called as a defense to a melee attack and stops all negatives associated with the blow. Parry may be used on melee attacks that normally take effect even on hits to shields. | '''Parry -''' Parry is called as a defense to a melee attack and stops all negatives associated with the blow. Parry may be used on melee attacks that normally take effect even on hits to shields. | ||
'''Patch Job -''' This skill allows the character to make a quick recovery in combat by ''Repairing'' a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the ''Breached'' status, though future ''Breaches'' will affect the armor normally. | '''Patch Job -''' This skill allows the character to make a quick recovery in combat by ''Repairing'' a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the ''Breached'' status, though future ''Breaches'' will affect the armor normally. | ||
'''Recovery -''' This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the ''Toughen'' power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once. | '''Recovery -''' This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the ''Toughen'' power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once. | ||
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'''Greater Specialization (prerequisite: Specialization) -''' This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization. | '''Greater Specialization (prerequisite: Specialization) -''' This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization. | ||
'''War Cry -''' This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. | '''War Cry -''' This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost. |
Latest revision as of 14:23, 2 October 2024
Trooper
Champions fight to defend those around them. Warriors fight with their great weapons as the unchallenged masters of massive damage. Troopers are the rank and file of the class. While they do not excel in any one area, they span multitudes. Moreover, their prowess in combat is matched only by the depth of their tenacity. They have logged the hours to burn the muscle memory of their techniques into their minds and those techniques have become ingrained in who they are.
Armor Proficiency: Troopers can wear up to Heavy Armor.
Weapon Proficiencies: Troopers are skilled with small and medium shields along with all weapons with the exclusion of firearms.. Troopers additionally gain the Florentine power for free.
Energy: Troopers use Energy to fuel their techniques.
Class Features
Jack of all Trades: These fighters have broadened their ability to learn more techniques than either currently available subclass and through this vast expanse of knowledge have gained an increased muscle memory. Troopers start with 2 free energy at 1st level and gain an additional 2 free energy at 20th level. This energy can go over the 48 energy cap.
Trooper: Skills | |||||
Skill | Cost | Prerequisite | Combat Techniques | SP Cost | Use Cost |
Focus +1 | 15 | Execute | 2 | 1 Energy | |
Focus +2 | 15 | Focus +1 | Weapon ward | 2 | 1 Energy |
Focus +3 | 15 | Focus +2 | Deflect | 2 | 1 Energy |
Focus +4 | 20 | Focus +3 | Disarm | 2 | 1 Energy |
Focus +5 | 20 | Focus +4 | Parry | 4 | 2 Energy |
Focus +6 | 20 | Focus +5 | Maim Limb | 4 | 2 Energy |
Vitality | 4 | 2 Energy | |||
Energy 1-16 | 1 per | Stun Strike | 6 | 3 Energy | |
Energy 17-32 | 2 per | 16 Energy | Aura Blade | 6 | 3 Energy |
Energy 33-48 | 3 per | 32 Energy | Blitz | 6 | 3 Energy |
Slay Strike | 7 | 4 Energy | |||
Brutal Strike | 7 | 4 Energy | |||
Advanced Skills | |||||
Skill | Cost | Skill | Cost | ||
Die Hard | 3 | Patch Job | 2 | ||
Recovery | 3 | Muscle Memory (Dbl Atck) | 4 | ||
Stare Down | 3 | Disrupt | 3 |
Trooper Skills
Aura Blade - This skill adds the Flavor Carrier Magic to the character's weapon damage calls and increases the weapon's Base Damage by 1 for 5 minutes or one Encounter. This Flavor overrides any other Flavor that the weapon normally has.
Blitz - This skill allows the character to land heavy blows with their weapon. When used, the character gains +5 Temporary Weapon Damage, on their next 4 weapon swings. These effects must be used on all swings following the skill's activation and are 1 swing hit or miss.
Brutal Strike - Through your years of training in combat general physiology was not overlooked. You deliver a staggering blow that causes the target to take 10 points of physical damage every time the expend any taggable skill/ability (this includes mana/energy, Daily or Species). It is delivered by landing a legal melee attack and announcing "Brutal Strike" and is one swing hit or miss. Brutal Strike takes effect when a skill is invoked, not when it is completed, so using proper Cure inflicts the damage before the cure removes the Brutal Strike. The effect has a duration of 5 minutes or one encounter which ever is longer.
Deflect - This skill negates a single melee weapon attack that strikes them, or another within melee weapon reach, that has a numerical damage as part of the call; and does not have a Delivery Type, or the Massive carrier. To use this skill, the character must call “Deflect”.
Die Hard - This skill allows the character to survive near death and keep fighting. This can be used only when a character reaches -1 Body Points. When activated, the character can continue to take actions instead of falling down, and can continue to act until they reach negative Body Points equal to their unadjusted maximum Body Points; at which time they will enter the Dying state but only have a 60 count Bleed Out. This effect will end if the user is healed above 0 Body Points.
Disarm - This skill causes a targeted hand held item to become unusable for five seconds. While the target does not need to drop the weapon they cannot use it offensively nor defensively. Any attack that strikes the item during that time causes the bearer to suffer the effects of the attack. This attack can either be a legal weapon strike or can hit the item to be effected.
Disrupt - This powerful attack can help overcome the greatest of foes. This effect causes a targets Threshold to be reduced by 3 points, or Damage Cap to be raised by 5 points, and lasts until the target dies or until the end of the encounter. This skill is used by calling “Disrupt Strike” and landing a legal weapon blow. This attack is a single swing hit or miss.
Execute - This skill causes a target that is Helpless to become Dead and they begin their death count. This is a weapon delivered attack that must be a legal weapon blow and is one swing hit or miss.
Focus +X: This is directly added to a character's base weapon damage with any weapon in which the character is proficient. Focus is purchased per hand and does not stack when using a two-handed weapon. Ambidexterity may never be used to stack it over your class maximum.
Maim Limb - This skill will damage the target’s limb making it useless for combat and locomotion until cured. If the target is an arm, that arm cannot be used for anything; in the case of a leg the player can only walk (if both legs are maimed the player cannot move from their current spot). To use this skill, the character must announce “Maim <Limb>”, which the attacker chooses which limb is affected, and land a legal weapon blow to that limb or body. If no limb is hit, or specified in the case of a blow landed to the body, then it is the defender’s choice of limb. However, this cannot be not one that has already been maimed. This attack is a single swing hit or miss and can only be performed with a melee weapon.
Muscle Memory - Due to the constant practice and repetition of melee combat, a Trooper can effectively use the same energy to execute a maneuver a second time once it is defended against. This may only be invoked once per time purchased. Additionally, his only works if the first swing is completely negated and costs no Energy to use. The call for this skill is 'Double Attack'. This cannot be used again if there is another defense called. The effects must be fully resolved in order if the initial defense was Riposte, for instance this must be resolved before the double attack can be used.
One Hand Block - This skill allows the character to block with a Staff or Great Weapon while holding it in only one hand, even though it normally requires two hands. Attacking still requires two hands on the weapon.
Parry - Parry is called as a defense to a melee attack and stops all negatives associated with the blow. Parry may be used on melee attacks that normally take effect even on hits to shields.
Patch Job - This skill allows the character to make a quick recovery in combat by Repairing a suit of armor. By performing a 10 second counted action, the target’s armor will be set to its full value, removing the Breached status, though future Breaches will affect the armor normally.
Recovery - This skill increases the amount of healing received from Expendable Healing effects by 5 points. If the character additionally has the Toughen power the bonus is increased by an additional 5 points (+10 total). This skill can only be purchased once.
Shatter Strike - This skill, with a melee weapon strike as the delivery method: renders useless one weapon, small-sized shield, or other object which is no larger than a Small Shield, giving it the Broken status. If used against a suit of armor, it will breach the armor, reducing it to 0. To use this skill, the player must declare aloud “Shatter <targeted weapon/item> Strike” then must land a legal weapon blow with a melee weapon or make weapon contact with the item to be Destroyed. This skill may NOT target a portion of an otherwise whole object, or ANY natural weaponry (i.e. claws, tails, etc). This skill is one swing, hit or miss.
Slay Strike - This skill deals a heinous damaging blow to a target, the affected target will suffer 100 points of critical damage. This skill is used by calling “Slay Strike” and landing a legal weapon blow; this is one swing, hit or miss. This is a Slay effect.
Stare Down - This skill allows the character to strike fear in their foes. This can only be used against targets that are within melee weapon reach, and is delivered as "<Target>Voice Fear".
Stun Strike - This effect causes a target to be rendered Stunned for 10 minutes. This skill is used by calling “Stun Strike” and landing a legal weapon blow; this attack is a single swing hit or miss.
Vitality - This skill allows the character to recover from wounds in the heat of combat. This skill takes a 30 second counted action to recover up to 10 points of body. Alternatively, this skill can be used immediately after incapacitating a foe in combat. If done in this way, it is instant and negates the counted action.
Weapon Ward - This skill will negate any Disarm/Shatter effect that targets a hand-held object in the possession of the character. If an effect hits multiple targets simultaneously, such as an explosive trap, it will protect a single item per use.
Trooper Powers
Critical Strike - When the character uses the Blitz or Overpower special attacks, they may add the Critical Modifier to the damage call.
Specialization - This power increases the character weapon damage with a chosen weapon (Long Sword, Medium Axe, Etc.) by 1 point.
Strong Arm - This power only functions while the character is wielding a shield they are skilled with. While wielding a shield they are skilled with they are not affected by the Massive modifier, treating all such attacks that strike their shield as normal weapon swings. Additionally, they can use Deflect and Parry with their shield alone without the need of a weapon.
Trooper Heroic Powers
Greater Specialization (prerequisite: Specialization) - This power allows the character to hone their ability with their chosen weapon around a certain technique. Upon selection, select one technique you know to be used at a 1 Energy discount, minimum 1. This power may be selected multiple times but must be chosen for a different technique each time. This can only be used with the weapon you selected via Specialization.
War Cry - This skill allows the character to boost the battle prowess of their allies. To use this skill, the character announces, “All allies in the sound of my voice, War Cry”, which causes the next Technique used by target allies to consume one less energy than normal. This effect does not stack with itself, does NOT affect the user, and lasts for up to 5 minutes or one Encounter, or until energy is used. Casting spells under the effect of war cry reduces the spell cost by 2 mana instead of reducing the energy cost.