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system:warrior [2018/02/09 20:35]
chaos
system:warrior [2020/02/05 21:33] (current)
chaos Fixing an exhaustion name
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 ======Warrior====== ======Warrior======
 //​“Anybody can fight, but only a true warrior can see every movement of their opponent, and comprehend that it is not just about driving one’s blade into one’s foes, but about driving one’s foes into one’s blade.”// //​“Anybody can fight, but only a true warrior can see every movement of their opponent, and comprehend that it is not just about driving one’s blade into one’s foes, but about driving one’s foes into one’s blade.”//
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 Devoting their lives to the fight, Warriors are combatants who push themselves beyond their limits, performing seemingly impossible feats to turn the tide of battle with little regard to the impact this may have on their bodies. Devoting their lives to the fight, Warriors are combatants who push themselves beyond their limits, performing seemingly impossible feats to turn the tide of battle with little regard to the impact this may have on their bodies.
  
-Manoeuvres are the impressive acts performed by a Warrior - these are taxing and cannot be chained together. ​ A Warrior must leave 15 seconds after the last call made as part of a Manoeuvre before initiating another Manoeuvre. ​ A limited number of Warrior skills do not count as Manoeuvres and so do not hit this limit.+Manoeuvres are the impressive acts performed by a Warrior - these are taxing and cannot be chained together. ​ A Warrior must take melee damage or spend 10 seconds ​STABILISING another ​after the last call made as part of a Manoeuvre before initiating another Manoeuvre. ​ A limited number of Warrior skills do not count as Manoeuvres and so do not hit this limit.
  
 The Resource used by Warriors is the Exhaustion. Upon performing some of their special Manoeuvers, Warriors accrue Exhaustions which affect them until they are Refreshed. The Resource used by Warriors is the Exhaustion. Upon performing some of their special Manoeuvers, Warriors accrue Exhaustions which affect them until they are Refreshed.
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 ====Take ‘em With You==== ====Take ‘em With You====
-You refuse to leave the battle without taking your foes with you. You may in response to taking and not resisting a REPEL/BE REPELLED (this excludes those triggered from Off-balance) ​call DRAW against the target that called/​triggered the REPEL.+You refuse to leave the battle without taking your foes with you. You may in response to taking and not resisting a PUSH/BE PUSHED ​call DRAW against the target that called/​triggered the PUSH. If you have done this you may no longer call VOID to the PUSH impairment.
  
 This Manoeuvre has no Exhaustion. This Manoeuvre has no Exhaustion.
  
 ====Burn Self==== ====Burn Self====
-You can push your body to its limits, refusing to go down regardless of the strain it may put on you. You may call HEAL on yourself, this may be done even during your death count provided it is within the first 10 seconds.+You can push your body to its limits, refusing to go down regardless of the strain it may put on you. You may call HEAL on yourself, this may be done even during your death count provided it is within the first 15 seconds.
  
 You may not use this Manoeuvre if you currently have 5 or more stacks of Faltering. You may not use this Manoeuvre if you currently have 5 or more stacks of Faltering.
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 ====Line Break==== ====Line Break====
-You can throw your foes into disarray with a burst of power. You may call ARC REPEL with an aggressive shout or weapon swing.+You can throw your foes into disarray with a burst of power. You may call ARC PUSH with an aggressive shout or weapon swing.
  
 This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]]. This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]].
  
 ====Mighty Leap==== ====Mighty Leap====
-You can leap immense distances. You may call DISAPPEARING, when you do this you GAIN APPEARING (with the standard 10s in which to make the call), as soon as you can after appearing you MUST call MASS STRIKEDOWN.+You can leap immense distances. You may call GONE, when you do this you GAIN APPEARING (with the standard 10s in which to make the call), as soon as you can after appearing you MUST call MASS FALL.
  
 This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]]. This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]].
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 ====Fixate==== ====Fixate====
-By focusing on a single target, you can fight with greater fervour. You may take a DRAW ONGOING towards a target in exchange for a STRENGTHEN ​applying to all your attacks vs that target only.  Any effect that ends the DRAW early ends the STRENGTHEN ​benefit. ​ For the sake of simplicity this may not be used whilst under the effect of DRAW.+By focusing on a single target, you can fight with greater fervour. You may take a DRAW ONGOING towards a target in exchange for a BUFF applying to all your attacks vs that target only.  Any effect that ends the DRAW early ends the BUFF benefit. ​ For the sake of simplicity this may not be used whilst under the effect of DRAW.
  
 This Manoeuvre has no Exhaustion. This Manoeuvre has no Exhaustion.
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 You may initiate a complex destructive combo against a target. ​ During this time you debilitate the target and protect yourself but unfortunately end up sharing in attacks aimed at your victim. You may initiate a complex destructive combo against a target. ​ During this time you debilitate the target and protect yourself but unfortunately end up sharing in attacks aimed at your victim.
  
-You call (RANGED) ​LOCK EVERYTHING ​against a target, whilst the target is locked you may call resist ​to all hits against you (this includes the damage). ​ During this period the you can make up to 6 strikes against the target (but cannot strike others), each time you are hit you lose one of these strikes. ​ In addition you also take any damage the target takes from external sources other than yourself.+You call (RANGED) ​FREEZE ​against a target, whilst the target is locked you may call VOID to all hits against you (this includes the damage). ​ During this period the you can make up to 6 strikes against the target (but cannot strike others), each time you are hit you lose one of these strikes. ​ In addition you also take any damage the target takes from external sources other than yourself.
  
 This Manoeuvre’s Exhaustion is [[system:​exhaustions#​Faltering|Faltering]]. This Manoeuvre’s Exhaustion is [[system:​exhaustions#​Faltering|Faltering]].
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 ====Launch into orbit==== ====Launch into orbit====
-You may knock targets away with extreme force, call REPEL, if that is not resisted call EFFECT DISAPPEAR.+You may knock targets away with extreme force, call PUSH, if that is not immediately ​resisted call EFFECT DISAPPEAR.
  
 This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]]. This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]].
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 ====Shake It Off==== ====Shake It Off====
-You may bring extended impairments to an end faster than expected. ​ After 10s under an impairment you may call RESIST ​and remove the remaining duration, Off-balance stacks increase that 10s timer.+You may bring extended impairments to an end faster than expected. ​ After 10s under an impairment you may call VOID and remove the remaining duration, Off-balance stacks increase that 10s timer.
  
 This does not count as a Manoeuvre but triggers a stack of [[system:​exhaustions#​off-balance|Off-balance]]. This does not count as a Manoeuvre but triggers a stack of [[system:​exhaustions#​off-balance|Off-balance]].
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 =====Level 3===== =====Level 3=====
 ====Burn Void==== ====Burn Void====
-You may fight on even further when there seems to be nothing left to burn, knowing that the price will be paid further down the line. You may call HEAL on yourself, this may be done even during your death count. ​ This borrows from your future fate.+You may fight on even further when there seems to be nothing left to burn, knowing that the price will be paid further down the line. You may call HEAL on yourself, this may be done only during your death count. ​ This borrows from your future fate.
  
-The Manoeuvre’s Exhaustion requires telling a GM how many times you have used it at the end of the encounter. ​ The GM MUST call FIAT “Lose all hits” against you in each of the next 2 encounters for each use.  This Exhaustion is not cleared by a Refresh.+The Manoeuvre’s Exhaustion requires telling a GM how many times you have used it at the end of the encounter. The GM MUST call FIAT “Lose all hits” against you in each of the next 2 encounters for each use. You may not use Burn Void in response to being dropped in this way, and taking this also restarts your death count if you were stabilised. ​This Exhaustion is not cleared by a Refresh.
  
 ====Finishing move==== ====Finishing move====
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 =====Level 4===== =====Level 4=====
 ====Stagger Break==== ====Stagger Break====
-This Manoeuvre is an improvement to Stagger Burst such as enemies trying to interfere with your combo no longer distract you.+This Manoeuvre is an improvement to Stagger Burst such that enemies trying to interfere with your combo no longer distract you.
  
-You call (RANGED) ​LOCK EVERYTHING ​against a target, whilst the target is locked you may call resist ​to all hits against you (this includes the damage). ​ During this period the you can make up to 6 strikes against the target (but cannot strike others). ​ In addition you also take any damage the target takes from external sources other than yourself.+You call (RANGED) ​FREEZE ​against a target, whilst the target is locked you may call NULL to all hits against you (this includes the damage). ​ During this period the you can make up to 6 strikes against the target (but cannot strike others). ​ In addition you also take any damage the target takes from external sources other than yourself.
  
 This Manoeuvre’s Exhaustion is [[system:​exhaustions#​Faltering|Faltering]]. This Manoeuvre’s Exhaustion is [[system:​exhaustions#​Faltering|Faltering]].
  
 ====Killing Blow==== ====Killing Blow====
-This Manoeuvre allows you to ignore everything else to land one perfect strike. ​ Once you trigger this Manoeuvre for the next 10s call NULL to all damage and physical effects. ​ You may make one strike during this (call ZERO) then call HEX STRIKEDOWN ​at the end of the NULL period against the target you struck for ZERO.  You take a DAZE 3 at the end of this (this may be used to strike a pose, its duration is affected by Extend Suffering).+This Manoeuvre allows you to ignore everything else to land one perfect strike. ​ Once you trigger this Manoeuvre for the next 10s call NULL to all damage and physical effects. ​ You may make one strike during this (call ZERO) then call HEX FALL at the end of the NULL period against the target you struck for ZERO.  You take a STUN 3 at the end of this (this may be used to strike a pose, its duration is affected by Off-balance).
  
 This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]]. This Manoeuvre’s Exhaustion is [[system:​exhaustions#​off-balance|Off-balance]].
  
 ====Everywhere at Once ==== ====Everywhere at Once ====
-Once you trigger this ability as an ONGOING EFFECT, you may call DISAPPEARING ​and GAIN APPEARING whenever you are hit, this does not prevent the damage or effect from the blow that triggered it.+Once you trigger this ability as an ONGOING EFFECT, you may call GONE and GAIN APPEARING whenever you are hit, this does not prevent the damage or effect from the blow that triggered it.
  
 This does not count as a Manoeuvre but triggers a stack of [[system:​exhaustions#​Faltering|Faltering]]. This does not count as a Manoeuvre but triggers a stack of [[system:​exhaustions#​Faltering|Faltering]].
system/warrior.1518208519.txt.gz · Last modified: 2018/02/09 20:35 by chaos