Warrior skills: Difference between revisions
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{{Skill|name=Warrior|xp=4|prereq=none|description=''This skill costs'' '''0 XP''' ''if your class is Warrior.''<br> |
{{Skill|name=Warrior|xp=4|prereq=none|description=''This skill costs'' '''0 XP''' ''if your class is Warrior.''<br> |
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You have a pool of 3 Stamina (ST).<br> |
You have a pool of 3 Stamina (ST).<br> |
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− | When not |
+ | When not dying, you may spend 1 ST and a few moments’ appropriate roleplay to call {{Call|CURE}}''' 1''' on yourself.<br> |
You may regenerate your Stamina to its maximum value ''after a fight'' by spending a few moments of appropriate roleplay to refresh yourself (for example, by taking a drink, adjusting your armour, or doing stretches). If your class is Warrior, once per day you may do this ''in combat'' with a few moments’ appropriate roleplay.}} |
You may regenerate your Stamina to its maximum value ''after a fight'' by spending a few moments of appropriate roleplay to refresh yourself (for example, by taking a drink, adjusting your armour, or doing stretches). If your class is Warrior, once per day you may do this ''in combat'' with a few moments’ appropriate roleplay.}} |
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{{Skill|name=Two-Handed Weapon Training|xp=2|prereq=Warrior|description=You are proficient with two-handed weapons.}} |
{{Skill|name=Two-Handed Weapon Training|xp=2|prereq=Warrior|description=You are proficient with two-handed weapons.}} |
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− | {{Skill|name=Two-Handed Weapon Mastery|xp=2|prereq=Two-Handed Weapon Training''' ''and'' '''Melee Weapon Expertise|description=You can spend |
+ | {{Skill|name=Two-Handed Weapon Mastery|xp=2|prereq=Two-Handed Weapon Training''' ''and'' '''Melee Weapon Expertise|description=You can spend 1 ST to call {{Call|CLEAVE}} with a two-handed weapon.}} |
{{Skill|name=Two-Handed Weapon Prowess|xp=2|prereq=Two-Handed Weapon Training|description=You can spend 1 ST to call {{Call|STRIKEDOWN}} with a two-handed weapon.}} |
{{Skill|name=Two-Handed Weapon Prowess|xp=2|prereq=Two-Handed Weapon Training|description=You can spend 1 ST to call {{Call|STRIKEDOWN}} with a two-handed weapon.}} |
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− | {{Skill|name=Dodge|xp=2|prereq=Warrior|description=You can spend 1 ST to dodge a melee blow or a {{Call|MASS}} or {{Call|WIDE}} damage call. When you do, call {{Call|RESIST}} and touch the ground with |
+ | {{Skill|name=Dodge|xp=2|prereq=Warrior|description=You can spend 1 ST to dodge a melee blow or a {{Call|MASS}} or {{Call|WIDE}} damage call. When you do, call {{Call|RESIST}} and touch the ground with both hands, or take a {{Call|STRIKEDOWN}}; any call you dodge does not affect you.<br> |
− | Note that this skill allows you to dodge any kind of melee call including backstab attacks, but ''not'' ranged calls that target you, thrown weapons, arrows, nor bolts.}} |
+ | Note that this skill allows you to dodge any kind of melee call including backstab attacks, and damage from {{Call|MASS}} and {{Call|WIDE}} calls, but ''not'' ranged calls that target you, {{Call|MASS}} {{Call|STRIKEDOWN}} nor {{Call|MASS}} {{Call|REPEL}}, thrown weapons, arrows, nor bolts.}} |
− | {{Skill|name=Lightning Dodge|xp=3|prereq=Dodge|description=You can spend 1 ST to dodge any call (except {{Call|EFFECT}} |
+ | {{Skill|name=Lightning Dodge|xp=3|prereq=Dodge|description=You can spend 1 ST to dodge any call (except {{Call|EFFECT}} or {{Call|COMPEL}}), melee blow, or projectile. When you do, call {{Call|RESIST}} and touch the ground with both hands, or take a {{Call|STRIKEDOWN}}; any call you dodge does not affect you.<br> |
You may not use this skill while wearing heavy armour.<br> |
You may not use this skill while wearing heavy armour.<br> |
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− | Note that this skill allows you to dodge ranged calls, thrown weapons, arrows, bolts, and any kind of melee call including backstab attacks.}} |
+ | Note that this skill allows you to dodge ranged calls, all {{Call|MASS}} and {{Call|WIDE}} calls, thrown weapons, arrows, bolts, and any kind of melee call including backstab attacks.}} |
Latest revision as of 20:32, 26 October 2017
Part of a series about the rules of Breaking Worlds.
Character creation:
- Character creation
- Starting abilities
- Skills
- Warrior skills
- Channeller skills
- Spell list
- Evoker skills
- General skills
See also:
Warrior skills are focussed around the use of weapons and armour, dealing more damage, and being able to survive or evade attacks.
Warrior
- Cost to learn: 4 XP
- Prerequisites: none
This skill costs 0 XP if your class is Warrior.
You have a pool of 3 Stamina (ST).
When not dying, you may spend 1 ST and a few moments’ appropriate roleplay to call CURE 1 on yourself.
You may regenerate your Stamina to its maximum value after a fight by spending a few moments of appropriate roleplay to refresh yourself (for example, by taking a drink, adjusting your armour, or doing stretches). If your class is Warrior, once per day you may do this in combat with a few moments’ appropriate roleplay.
Extra Stamina
- Cost to learn: 2 XP
- Prerequisites: Warrior
Your Stamina pool is increased by one (to a normal maximum of 4).
Exceptional Stamina
- Cost to learn: 3 XP
- Prerequisites: Extra Stamina
Your Stamina pool is further increased by one (to a normal maximum of 5).
Melee Weapon Practice
- Cost to learn: 1 XP
- Prerequisites: Warrior
You can spend 1 ST to call DOUBLE with any melee weapon with which you are proficient, except short weapons.
Melee Weapon Expertise
- Cost to learn: 2 XP
- Prerequisites: Melee Weapon Practice
You can spend 1 ST to call TRIPLE with any melee weapon with which you are proficient, except short weapons.
Two-Handed Weapon Training
- Cost to learn: 2 XP
- Prerequisites: Warrior
You are proficient with two-handed weapons.
Two-Handed Weapon Mastery
- Cost to learn: 2 XP
- Prerequisites: Two-Handed Weapon Training and Melee Weapon Expertise
You can spend 1 ST to call CLEAVE with a two-handed weapon.
Two-Handed Weapon Prowess
- Cost to learn: 2 XP
- Prerequisites: Two-Handed Weapon Training
You can spend 1 ST to call STRIKEDOWN with a two-handed weapon.
Polearm Training
- Cost to learn: 3 XP
- Prerequisites: Two-Handed Weapon Training
You are proficient with polearms and one-handed spears.
You must pass an OOC safety check to use polearms or one-handed spears.
Ambidexterity
- Cost to learn: 2 XP
- Prerequisites: Warrior
You may use two weapons at once. (Only short and one-handed weapons can be used in this way.)
Buckler Training
- Cost to learn: 1 XP
- Prerequisites: Warrior
You are proficient with bucklers.
Shield Training
- Cost to learn: 4 XP
- Prerequisites: Buckler Training
You are proficient with shields.
Thrown Weapon Training
- Cost to learn: 1 XP
- Prerequisites: Warrior
You are proficient with short thrown weapons. These deal SINGLE; you do not need to call this but may do so to make your attacks clear.
You are proficient with large thrown weapons and can call TRIPLE with them.
You must pass an OOC safety check to use large thrown weapons.
Archery Training
- Cost to learn: 4 XP
- Prerequisites: Thrown Weapon Training
You are proficient with bows and crossbows. These deal CLEAVE; you do not need to call this but may do so to make your attacks clear.
You must pass an OOC safety check to use bows or crossbows.
Backstab
- Cost to learn: 2 XP
- Prerequisites: Warrior
You can spend 1 ST to call TRIPLE with a short weapon when attacking from behind.
Backstab Mastery
- Cost to learn: 2 XP
- Prerequisites: Backstab
You can spend 1 ST to call CLEAVE with a short weapon when attacking from behind.
Trip
- Cost to learn: 3 XP
- Prerequisites: Backstab
You can spend 1 ST to call STRIKEDOWN with a short weapon.
Dodge
- Cost to learn: 2 XP
- Prerequisites: Warrior
You can spend 1 ST to dodge a melee blow or a MASS or WIDE damage call. When you do, call RESIST and touch the ground with both hands, or take a STRIKEDOWN; any call you dodge does not affect you.
Note that this skill allows you to dodge any kind of melee call including backstab attacks, and damage from MASS and WIDE calls, but not ranged calls that target you, MASS STRIKEDOWN nor MASS REPEL, thrown weapons, arrows, nor bolts.
Lightning Dodge
- Cost to learn: 3 XP
- Prerequisites: Dodge
You can spend 1 ST to dodge any call (except EFFECT or COMPEL), melee blow, or projectile. When you do, call RESIST and touch the ground with both hands, or take a STRIKEDOWN; any call you dodge does not affect you.
You may not use this skill while wearing heavy armour.
Note that this skill allows you to dodge ranged calls, all MASS and WIDE calls, thrown weapons, arrows, bolts, and any kind of melee call including backstab attacks.
Armour Practice I
- Cost to learn: 1 XP
- Prerequisites: Warrior
While wearing any armour, you gain an additional Hit (+2 total).
Armour Practice II
- Cost to learn: 1 XP
- Prerequisites: Armour Practice I
While wearing any armour, you gain a further additional Hit (+3 total).
Armour Practice III
- Cost to learn: 2 XP
- Prerequisites: Armour Practice II
While wearing any armour, you gain a further additional Hit (+4 total).
Armour Practice IV
- Cost to learn: 2 XP
- Prerequisites: Armour Practice III
While wearing heavy armour, you gain a further additional Hit (+5 total).
Armour Practice V
- Cost to learn: 3 XP
- Prerequisites: Armour Practice IV
While wearing heavy armour, you gain a further additional Hit (+6 total).
Light Armour Specialty
- Cost to learn: 1 XP
- Prerequisites: Armour Practice I
If you have a mana pool, it is reduced by 1 while you are wearing light armour (rather than the normal 3 for wearing armour).
Heavy Armour Specialty
- Cost to learn: 3 XP
- Prerequisites: Armour Practice I
If you are affected by a call of CLEAVE while wearing heavy armour you may choose to take it as TRIPLE instead. When you do, call RESIST. You may do this regardless of whether the location hit is physically covered by armour.
Resolve
- Cost to learn: 2 XP
- Prerequisites: Warrior
When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call CURE 2 on yourself.
Iron Resolve
- Cost to learn: 2 XP
- Prerequisites: Resolve
When not incapacitated, you may spend 1 ST and a few moments’ appropriate roleplay to call CURE 3 on yourself.
Survival
- Cost to learn: 3 XP
- Prerequisites: Warrior
When Dying, you may spend 1 ST and a few moments’ roleplay of obvious, dramatic recovery to call CURE 1 on yourself (and stop Dying).
Survivor’s Grit
- Cost to learn: 2 XP
- Prerequisites: Survival
When Dying, you may spend 1 ST and a few moments’ roleplay of obvious, dramatic recovery to call CURE 3 on yourself (and stop Dying).
Survivor’s Vengeance
- Cost to learn: 1 XP
- Prerequisites: Survival
After you use Survival (or Survivor’s Grit if you have it), you may call TRIPLE with your next melee blow.