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Moderators: Stormbringer, Ehlanna
Mythical Footwork
Level Required: 10
Class Required: Warrior-Mage
Description: Normally used in larger battles, this is an incantation that allows the warrior-mage to "gain the better ground" so to speak. By uttering these words in combat, the warrior-mage summons the wrath of the arcane to strength their muscles and sharpen their reflexes. Normally, this is enough to give them the first strike. Only able to be used once at the beginning of battle, that is usually all the warrior-mage needs.
MECHANICS: This spell gives the warrior-mage a boost to their initiative. The spell takes one turn, that being just before the combat begins. The player declares they are using the spell; the spell gives a bonus based on the amount of slots invested in the casting. The casting cost is five stamina + one stamina per slot.
Advantage:
Melee Specialist
The warrior has trained in their chosen style to be the best fighter he or she can be, and has learned that the best defense is a good offense! Starting at Warrior x1, the warrior gets a +1 to ATK when making a Close Physical attack. This bonus increases to +2 at Warrior x3, +3 at Warrior x5, and +4 at Warrior x7. The warrior may choose, at the beginning of combat, to opt out of this bonus for the rest of the combat, and then no longer gains the DEF penalty from Reckless.
Reckless
Caution is not a warrior's strong suit. Be it through heedless zeal, towering arrogance, or improper training, the warrior's defenses are not as advanced as one tempered and schooled rigorously in the finer points of war. For every +1 to CloPhyAtk gained through the Warrior Advantage, the warrior suffers a -1 to CloPhyDef. The warrior may choose, at the beginning of combat, to opt out of this penalty for the rest of the combat, but then no longer gains the ATK bonus from Melee Specialist.
Honor's Aegis
Where some might focus on the perfect attack, the knight's rigid training focuses around defense. They become an bulwark for those they serve, defending both honor and person. To this end they are better equipped than the common person. At Knight x1, and for every two times Knight is taken thereafter, the knight gets a +1 bonus to their Close Physical Defense rolls. (so +2 at Knight x3, +3 at Knight x5, and +4 at Knight x7) Furthermore, a knight is given a Long Sword, Shield, and Horse at character creation to represent their previous service. However, if ever a knight is found to be lacking a sworn Purpose or Liege (see below), they will not benefit from the defense bonus granted by Honor's Aegis.
Hunter's Eye
Whether from long hours of practice in the forests of Nanthalion, or a simple natural ability, ranged weaponry bends itself easily to the will of the Ranger. Bows, hurled knives, even slings are easily mastered by this class, giving rise to the reputation of the Ranger as a fierce ranged combatant. This manifests as a bonus to all ranged physical attack dice rolls, dependent on the number of times Ranger has been taken - +1 at Ranger x1, +2 at Ranger x3, +3 at Ranger x 5, +4 at Ranger x7. This ability is not automatic and must be stated at the beginning of combat. Should the ranger choose to use Hunter's Eye, then the disadvantage, Mercy's hesitation will also be in affect.
Mercy's Hesitation
Rangers are not warriors by trade. While they might find it easy enough to put an arrow in a man's chest at fifty paces, at two, or three paces, with a dagger in their hand and the whites of his eyes shining, it's an entirely different story. A Ranger is at a disadvantage because of this unfamiliarity, this too-close-for-comfort type of fighting, so a wise Ranger keeps his distance. Mechanically, this manifests as a penalty to any close physical attack, dependent on the number of times Ranger has been taken. -1 at Ranger x1, -2 at Ranger x3, -3 at Ranger x 5, -4 at Ranger x7. This disadvantage is only active should the ranger use the Hunter's eye advantage and lasts until the end of combat.
Null Magica
Having spent all of their time and energies on battles and strategic planning, they have not the time to keep up in magical studies. Their time is spent reading and learning from past war heroes and studying their strategies. As a result, they do not pride themselves in learning magic and what spells they once knew, becomes lost due to not keeping up with the practice required. Upon taking the class of Warlord, they must seek out a Unigo representative or Sorcerers Sanctuary to have their spells inventory completely wiped clean. A Warlord may not possess any spells, but they may have items enchanted with spells.
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