Warrior: Difference between revisions

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!Starting Technique
 
!Starting Technique
|Pick one technique, as the '''Learn Technique''' skill.
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|Learn a technique, as with the '''Learn Technique''' skill.
 
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!Second Wind
 
!Second Wind

Revision as of 14:07, 2 July 2019

The warrior school focuses on the use of weapon skill, grit and determination to deliver overpowering flurries of blows, or to shrug off punishment. This school excels at melee combat and defense.

Warriors have Techniques, which are powered by Stamina. Pool of 2 while armoured, or 4 while unarmoured.


Free Skills

Starting Technique Learn a technique, as with the Learn Technique skill.
Second Wind With 30s of uninterrupted stationary roleplay, you can regain all of your stamina.

Combat Skills

Skill Prerequisites Description
Learn Technique Learn a new technique for use in combat. This skill can be taken multiple times, learning a different technique each time.
Extra Stamina You have one extra stamina.
Supreme Toughness Extreme Toughness You are tougher than usual and have one extra hit and gain another extra hit when wearing armour.
Shield Training Melee Training You can use a shield up to 40” diameter, or similar size of tower or kite shield.
Grit Teeth Once per day, with a few seconds of roleplay you can suppress a single wound on yourself until a dramatically appropriate time during the next event.

Techniques

Resolve Call CURE 7 on yourself with 5 seconds of roleplay.

If wearing armour you can CURE 3 yourself with a short vocal.

Implacable RESIST a non-EPIC STUN call, or RESIST a non-EPIC CRUSH call to mitigate it to TRIPLE STUN. You can use this technique while performing other skills.

You must wear a Sturdy tag.

Melee Expertise Strike for TRIPLE with any melee weapon.
Two-handed Prowess Strike for STUN with a weapon 42”-60”.
Taunt With a short vocal, call COMPEL: Attack me.

Only usable on creatures that are already attacking someone.