Journey: Martial Disciplines

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UNDER DEVELOPMENT
Under-construction.jpg This page is currently under development, and as such is somewhat in limbo regarding playtest viability. It is not recommended that information on this page be used or considered for playtesting until it has reached a more stable revision.
 

Martial disciplines here, yo.

Are you an Elements Group playtester? There is a section of Disciplines and Specials just for you.

Martial Disciplines

Disciplines for the warrior role are a bit stranger and harder to define than those for the adept role.

Martial disciplines fall into two kinds: style and equipment. Equipment-specific disciplines give the warrior more expertise with a specific weapon. Style disciplines represent a particular approach to combat, and while they are sometimes geared towards a particular weapon, they have no (or very rarely, a few) weapon-specific specials.

Tokens

There are a number of token pool types that the warrior role interacts with. We'll deal with the different ones later, I guess.

Discipline Format

Same as with any other discipline page, yo.

Selectors

The terms found in brackets are called selectors. Here we'll keep a running list of what they are and what you can select through them.

  • Force: Magic, Psionics, Technology, Divine, Nature, Void, Time, Blue, Chaos

Discipline List

Bows
Multishot: Fire multiple arrows at different targets.
Rapid Shot: Shoot multiple arrows in rapid succession.
Cover
Aegis: Use your shield to protect yourself from energy damage.
Brace: Ready your shield against oncoming attacks.
Deflect: Deflect a targeted special with a shield.
Intercept: Use your shield to prevent a creature from moving.
Interpose: Protect a nearby creature with your shield.
Reflect [Force]: Use your knowledge of the forces to reflect spells and similar effects using your shield.
Refuge: Use your shield to block area effects.
Shield Slam: Knock a creature back with your shield.
   
Defense
Anticipate: Pay attention to your surroundings, making it easier to evade attacks.
Brace: Ready your shield against oncoming attacks.
Guard: Ready your weapon against oncoming attacks.
Protection
Nothing: Blank for now.
   
Archery
Barrage: Improve the damage you deal with a ranged weapon.
Ricochet: Bounce a projectile off a surface.
Skirmish: Move a short distance and use a ranged weapon.
Snipe: Improve chance of hitting a specific hit location.
Take Aim: Improve accuracy with a ranged weapon.
Trace Shot: Determine where a ranged attack originated.
Slingshots
Curve Shot: Shoot around obstacles.
Debilitating Shot: Your shot can cause a variety of status ailments.
Distracting Shot: Distract a creature for a few moments.
Pepper Shot: Shoot multiple shots at once.
Slingshot Mastery: Improve your range when wielding a slingshot.
Side Shot: Shoot targets at your sides.
   
Freelancer
Backslice: Attack an opponent behind you at lower penalties.
[Force] Bounce: Reflect a Force effect with your weapon.
Helmsplitter: Leap over a foe and strike them mid-leap.
Jump Attack: Leap to a foe and attack with added force.
Mortal Draw: Unsheathe your weapon and make an attack in one action.
Riposte: Make an attack after a successful parry.
Spin Attack: Whirl your weapon and attack all nearby foes.
Judge Opponent: Get a feel for how skilled in martial abilities a creature is.
Breaker
Sunder: Deal more damage to equipment and items.
Buckleslice: Attack and possibly remove an accessory.
Rend Armor: Rend a rift in armor, reducing its defensive qualities.
Pierce [Status]: Overcome and ignore a defensive status effect.
Helmsplitter: Leap over a foe and strike them mid-leap.
Smash Shield: Attempt to smash a shield.
Swordbreaker: Attempt to break a weapon.
Analyze Integrity: Determine the structural integrity of an item or construction.

Specials Descriptions

AEGIS
Disciplines: Cover
Prerequisites - Skill: Block at Rank 4
XP Cost/Rank: 5 + 3/rank
Token Cost: 2 + 2/rank
Action Cost: Short Reaction (Physical)
Trigger: You are dealt energy damage
Range: Personal
Target: You
Duration: Instantaneous
Avoid: None (Beneficial)
You attempt to use your shield to absorb energy damage.
Make a skill check with this special. The energy damage you would be dealt is reduced by that amount, and your shield takes that much damage.
If your result is higher than the damage dealt, reduce the damage to your shield by the amount by which you overcome the opposed roll.

 

BRACE
Disciplines: Cover, Defense
Prerequisites - Skill: Block at Rank 2
XP Cost/Rank: 3 + 2/rank
Token Cost: 1 + 1/rank
Action Cost: Short (Physical)
Range: Personal
Target: You
Duration: 10 ticks
Avoid: None (Beneficial)
You brace your shield against oncoming attacks.
Make a basic skill check with this special. For the duration of this effect, whenever you use your Skill: Block with a shield, you may add the result to the roll.
 
Upgrades
Prerequisites
Duration: The duration of this special increases by 5 ticks. You can take this upgrade multiple times.
None.

 

DEFLECT
Disciplines: Cover
Prerequisites - Skill: Block at Rank 2
XP Cost/Rank: 2 + 2/rank
Token Cost: 2 + 2/rank
Action Cost: Short Reaction (Physical)
Trigger: You are targeted by a special
Range: Personal
Target: You
Duration: Instantaneous
Avoid: None (Beneficial)
You attempt to use your shield to deflect an incoming effect.
If you are targeted by a special that has only a single target, and allows for avoidance, you may make a skill check with this special in place of attempting an avoid. If you overcome the opposed roll, you are not affected by the special.

 

INTERPOSE
Disciplines: Cover
Prerequisites - Skill: Block at Rank 3
XP Cost/Rank: 3 + 2/rank
Token Cost: 2 + 1/rank
Action Cost: Short Reaction (Physical)
Trigger: A creature adjacent to you is attacked by an attack that could be blocked
Range: Reach
Target: One creature
Duration: Instantaneous
Avoid: None (Beneficial)
You deftly move your shield to protect a nearby ally.
Make a skill check with this special, which is treated as a Block attempt against the incoming attack.

 

REFLECT [Force]
Disciplines: Cover
Prerequisites - Skill: Block at Rank 5, any Lore skill at Rank 4, any two Cover specials at Rank 3
XP Cost/Rank: 5 + 5/rank
Token Cost: 4 + 2/rank
Action Cost: Short Reaction (Physical)
Trigger: You are affected by a special of a force for which you have a corresponding Lore skill
Range: Personal
Target: You
Duration: Instantaneous
Avoid: None (Beneficial)
Your knowledge of a force enables you to use your shield to reflect its effects.
Whenever you are the target of a special of a Force for which you have a corresponding Lore skill with at least four ranks, you may make a skill check with this special. If your skill check is higher than the effect's Potency, the effect is reflected back at its origin: the effect's target becomes the origin, and it's effective rank is reduced by the rank of this effect, to a minimum of 1.
If you choose to use this special, you forfeit the chance to avoid the effect, if it allowed for an avoid.
An effect can be reflected only once.

 

SIDE SHOT
Disciplines: Slingshots
Prerequisites - Skill: Slingshots at Rank 3
XP Cost/Rank: 4 + 6/rank
You have worked on handling your slingshot in different ways, allowing you to shoot creatures at seemingly-impossible angles.
When wielding a slingshot, you can make attacks at creatures in your side arcs within one square per rank of this special without suffering the penalties for shooting into your side arcs.

 

TAKE AIM
Disciplines: Archery
Prerequisites - Skill: Archery at Rank 1
XP Cost/Rank: 1 + 2/rank
Token Cost: 0 + 1/rank
Action Cost: Varies (Concentration)
Range: Personal
Target: One creature
Duration: Varies
Avoid: None (Beneficial)
You focus and take aim at your target, improving your ability to strike it.
When you use this special, you may decide to spend a number of ticks up to double your ranks in this special taking aim at your target. Your next action must be to make a ranged attack at the target, or else the benefit of this special is lost.
You gain a bonus to your next ranged attack at the target equal to one-half the duration of this special.

 

Elements Group Material

PLAYTEST MATERIAL: ELEMENTS GROUP
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This section will not be as pretty as a lot of the other stuff on the wiki, but it will get the job done, and - ultimately - that's what counts.

Disciplines

Weapons (TP Cost: 40 + 10/rank)
Cleave: When you successfully hit a creature, make a followup attack against another.
Power Attack: Put more force into an attack, making it deal more damage.
Quick Strike: Make an attack more rapidly.
Sure Strike: Aim your attack more carefully, making it more likely you hit.

 

Duelist (TP Cost: 60 + 15/rank)
Specials
Counter: When you are attacked, make an attack against your attacker.
En Garde: Your ability to parry attacks improves.
Trap Blade: When you successfully parry a melee attack, you can disarm.
Talents
Sidestep: When you are attacked and successfully dodge, you can move.

 

Spears (TP Cost: 60 + 15/rank)
Specials
[Spear] Expertise: Your skill with a weapon allows you to land blows more easily.
[Spear] Specialization: Your skill with a weapon allows you to always deal extra damage.
Spear Push: When you push a creature while wielding a spear, you push them an additional hex.
Talents
Spear Momentum: When you push or slide a creature at least two hexes while wielding a spear, you knock them prone.

 

Specials

CLEAVE
Disciplines: Weapons
Prerequisites - None
XP Cost/Rank: 5 + 5/rank
Token Cost: 0 + 2/rank
When you make a successful attack that deals damage to a creature, you may use this special.
If you do, you may immediately make an additional attack against a different creature as a Quick action. Your attack roll with that attack is equal to a Potency check with this special. (A Potency check is equal to a check with this special.)

 

POWER ATTACK
Disciplines: Weapons
Prerequisites - None
XP Cost/Rank: 2 + 2/rank
Token Cost: 0 + 1/rank
You can use this special as part of an attack action. You must declare you are using this special when you declare the action.
Make a basic check with this special. Increase the damage of the attack by the result.

 

QUICK STRIKE
Disciplines: Weapons
Prerequisites - None
XP Cost/Rank: 3 + 3/rank
Token Cost: 1 + 1/rank
You can use this special as part of an attack action. You must declare you are using this special when you declare the action.
Make a basic check with this special. Reduce the action cost of the action by the result. You cannot reduce the action cost of the action to less than half its original cost with this special.

 

SURE STRIKE
Disciplines: Weapons
Prerequisites - None
XP Cost/Rank: 3 + 2/rank
Token Cost: 0 + 1/rank
You can use this special as part of an attack action. You must declare you are using this special when you declare the action.
Make a basic check with this special. Increase the attack roll of the attack by the result.

 

[Weapon] EXPERTISE
Disciplines: Spears
Prerequisites - You must have the [Weapon] Proficiency talent for the selected weapon, and Skill: Melee at Rank 3
XP Cost/Rank: 4 + 2/rank
Whenever you make an attack with a weapon from the selected weapon group, you gain a bonus to the attack roll equal to your rank in this special.

 

[Weapon] SPECIALIZATION
Disciplines: Spears
Prerequisites - You must have the [Weapon] Proficiency talent for the selected weapon, and its related skill at Rank 3
XP Cost/Rank: 4 + 2/rank
Whenever you deal damage with a weapon from the selected weapon group, you deal additional damage equal to your rank in this special.

 

 
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