Champion: Difference between revisions
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Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities. | Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities. | ||
'''Armor Proficiency:''' Champions can wear up to Battle Armor | '''Armor Proficiency:''' Champions can wear up to Battle Armor. | ||
'''Weapon Proficiencies:''' Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power. | '''Weapon Proficiencies:''' Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power. |
Revision as of 21:04, 14 May 2024
Champion
Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weapon craft to hone their bodies in battle and prove their mettle in the forge of war. You are a protector. One who sees their worth in service to others and their defense of those around them. Many Knights, Samurai, and bodyguards call this class theirs. Champions excel at combat but specifically shutting down opposing aggressors. Weapon based attacks and defenses against all onslaughts are their bread and butter. Champions are the classic frontline warrior, clad in heavy armor and shields. They are skilled in almost all forms of melee combat and can learn the peak of defensive abilities.
Armor Proficiency: Champions can wear up to Battle Armor.
Weapon Proficiencies: Champions are skilled with the following weapons: Small Shield, Medium Shield, Short Weapon, Medium Weapon, Long Weapon, and Spear. They are the only Fighter archetype that can learn the use of a Large shield without the use of a power.
Energy: Champions use Energy to fuel their techniques.
Class Features
Defend: This skill allows the character to protect others from harm by getting in the way of the attack. To use this skill, the character must be within weapon reach of a target, have a weapon of shield in hand, and call “Defend”. When used, this skill will redirect a single attack to the character using the skill, which may then be negated normally with defenses. If the attack had a numeric value, the damage will be reduced by half. This skill can be used once each Encounter initially and twice per encounter at 20th level and above.
Armored Core: While wielding a shield the character gains additional armor points. These points go above the character maximum and are refit with their normal armor. As long as they are wielding a shield they gain 10 additional points of armor.
Champion: Basic Skills | |||||
Skill | Cost | Prerequisite | Combat Techniques | SP Cost | Use Cost |
Focus +1 | 15 | Deflect | 2 | 1 Energy | |
Focus +2 | 15 | Focus +1 | Clarity | 2 | 1 Energy |
Focus +3 | 15 | Focus +2 | Exhaustion Strike | 2 | 1 Energy |
Focus +4 | 20 | Focus +3 | Weapon Ward | 2 | 1 Energy |
Parry | 3 | 2 Energy | |||
Knockdown | 3 | 2 Energy | |||
Large Shield | 7 | Vitality | 3 | 2 Energy | |
Knowledge (Warfare) | 3 | Aura Blade | 6 | 3 Energy | |
Underwater Combat | 5 | Riposte | 6 | 3 Energy | |
Energy 1-16 | 1 | Rugged | 7 | 4 Energy | |
Energy 17-32 | 2 | Impunity | 7 | 4 Energy | |
Energy 33-48 | 3 | ||||
Champion: Advanced Skill | |||||
Skill | Cost | Prerequisite | |||
Shield Wall | 5 | ||||
Recovery | 3 | ||||
Die Hard | 7 | ||||
Phalanx | 3 | ||||
Patch Job | 2 | ||||
Take Cover | 6 | 1x resist ranged |
Champion 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.
Bull Rush - This skill allows the character to change the battlefield by charging headlong into the fray. When used it will affect up to 10 target enemies in the next Encounter. This skill will remove up to 1 defense from the targets.
Clarity - This skill allows the character to briefly harden their minds and Resist the following effects: Charm, Command, Sleep, and Terror.
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 racial). 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, and using $appropriateCure 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”.
Demoralize - This skill allows the character to weaken the foes that they are engaging in combat. This can only be used against targets that are within melee weapon reach and is delivered as "<Target> Voice Weakness."
Destructive Blow - This skill, with a melee weapon strike as the delivery method: destroys one weapon, up to a large-sized shield, suit of armor, of other object which is no larger than a Large Shield; making the item unusable and giving it the Broken status. To use this skill, the player must declare aloud “Destroy<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.
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. This skill can only be used with Brawl weapons.
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.
Exhaustion Strike - This strike causes the target to become weary and tired. If not negated it causes the target to only be able to walk and cannot benefit from "Flee". This skill is used by calling “Exhaustion Strike” and landing a legal weapon blow; this is one swing, hit or miss.
Expertise
Impunity - This skill allows the character to fend off all physical attacks for a brief time. When activated the character will announce “Impunity”, and for the next 10 seconds all physical/natural attacks against the user that can be defended with the Parry skill are considered negated.
Intimidate - This skill allows the character to strike fear in their foes. This skill has two uses: First, this can be used against a target within melee weapon reach, and is delivered as "<Target> Voice Terror". Second, this skill can be used against a Conscious and Helpless target to force them to answer a yes or no question, which must be answered truthfully.
Knockdown - This skill allows the character to strike a target, hampering them for 10 seconds, during which time they can use no Active Skills or Abilities, and cannot walk. Unlike normal weapon strikes, this skill works even if it strikes the targets Hand Held items or Costume. To use this skill, the character must announce, “Knockdown Massive!”. This skill can only be used with 2 handed melee weapons and is one swing, hit or miss.
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.
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.
Overpower - This skill allows the character to deal almost unstoppable damage against his foes for a single encounter. When activated the characters next 4(four) weapon swings will deal double damage and gain the “Massive” Modifier. This skill can only be used with Great Weapons.
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.
Phalanx - This skill allows the character to raise another character’s armor value while they are wielding a shield. When used the character grants up to four targets, who are wielding a shield, 10 points of armor, these points go above the characters’ maximum and can be repaired with their normal armor points. These points will last for a single encounter or up to 5 minutes.
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.
Repel Strike - This skill allows the character to force a target away from them. To use the skill, the character must announce “Repel Strike Massive" and unlike normal weapon strikes, this skill still works even if it strikes the targets hand held items or costume. The target of this strike will be affected as per the Repel spell, though this effect will be broken if the character becomes unconscious, bound, loses their weapon, or attacks the target. This skill can only be used with Great Weapons and is one swing, hit or miss. The character can have one target repelled at a time, plus one additional target for each +Strength they have.
Riposte - This skill allows a character to negate a melee weapon attack which strikes them, as per Parry. Additionally, the attack is sent back at the originator who takes full effect, they can then in turn defend against as normal. This skill can only be performed with Melee weapons.
Rugged - This skill allows the character to withstand assaults that would stagger a lesser hero. This skill can be used to reset the effects of a spell or “Magic” deliver effect; that is not Binding/Contain. When resisted the character will suffer 5 Body Points of damage and be Slowed for the encounter, instead suffering the effect resisted.
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.
Shield Wall - This skill allows the character to take a defensive stance to shrug off damage. While the stance is active, the character will gain Damage Cap 5, lasting for an Encounter or up to 5 minutes, or they become Helpless. Additionally, the character cannot use Offensive Special Attacks until this skill has ended.
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.
Champion Powers
Bulwark - This power improves upon the champions’ prowess with their shield, allowing them to block more types of attacks than normal. Bulwark allows them to now block, with their shield, Melee weapon attacks with the Poison and Elementa Delivery Types. In addition, they can block Vial and Bomb ranged attacks. The latter alteration only affects attacks blocked by the shield. If the packet strikes a weapon or any other portion of the character, they still suffer the effect.
Defender - This power allows the character to use the Defend skill 1 additional times each Encounter. Additionally, it allows the character to use Weapon Ward to protect others so long as they are within weapons reach.
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.
Champion Heroic Powers
Body Guard - This Power allows the character to safeguard a single target, which must meet one of the following restrictions: Must have a character level less than half of the user, or have maximum base Body Points less than half of the user’s base Body Points. While the Power is active, the recipient will gain Reduced: Half from all physical attacks; additionally, the user can use the Deflect, Parry, and Weapon Ward Defensive Special Attacks on the recipient; so long as they are in the same Encounter and are themselves not prevented from using skills. This Power can be used twice each reset, and lasts for 1 hour or Module.
Combat Challenge - Once per Encounter the character can challenge a foe causing the target to use any and all means to attack the challenger to the best of their ability, forsaking other individual targets along the way. This effect will only work on sentient targets, and will last for 5 minutes or one Encounter, otherwise ending when either challenger or the challenged are rendered Helpless.