Warrior skills: Difference between revisions

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{{Skill|name=Survivor’s Vengeance|xp=1|prereq=Survival|description=After you use Survival (or Survivor’s Grit if you have it), you may call {{Call|TRIPLE}} with your next melee blow.}}
 
{{Skill|name=Survivor’s Vengeance|xp=1|prereq=Survival|description=After you use Survival (or Survivor’s Grit if you have it), you may call {{Call|TRIPLE}} with your next melee blow.}}
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{{Rules}}

Revision as of 16:46, 4 October 2016

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 incapacitated, 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 2 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 one hand; any call you dodge does not affect you.
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.

Lightning Dodge

  • Cost to learn: 3 XP
  • Prerequisites: Dodge

You can spend 1 ST to dodge any call (except EFFECTs), melee blow, or projectile. When you do, call RESIST and touch the ground with one hand; 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, thrown weapons, arrows, bolts, and any kind of melee call including backstab attacks.


Light Armour Practice

  • Cost to learn: 2 XP
  • Prerequisites: Warrior

While wearing light armour, you gain an additional Hit (+2 total).
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).

Light Armour Expertise

  • Cost to learn: 2 XP
  • Prerequisites: Light Armour Practice

While wearing light armour, you gain a further additional Hit (+3 total).

Light Armour Mastery

  • Cost to learn: 3 XP
  • Prerequisites: Light Armour Expertise

While wearing light armour, you gain a further additional Hit (+4 total).


Heavy Armour Practice

  • Cost to learn: 2 XP
  • Prerequisites: Warrior

While wearing heavy armour, you gain an additional Hit (+2 total).
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.

Heavy Armour Expertise

  • Cost to learn: 3 XP
  • Prerequisites: Heavy Armour Practice

While wearing heavy armour, you gain a further two additional Hits (+4 total).

Heavy Armour Mastery

  • Cost to learn: 4 XP
  • Prerequisites: Heavy Armour Expertise

While wearing heavy armour, you gain a further two additional Hits (+6 total).


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.


Part of a series about the rules of Breaking Worlds.
Safety - Combat rules - Calls - Spellcasting - Items and equipment - Downtime - Guides
Character creation - Starting abilities - Skills (Warrior skills - Channeller skills & spell list - Evoker skills - General skills)