Difference between revisions of "18thCenturyMage/Combat Regimens"

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''Smash'':  Whenever the character spends a point of Willpower to increase a melee attack pool, he may choose to knock the target prone if he hits.<br>
 
''Smash'':  Whenever the character spends a point of Willpower to increase a melee attack pool, he may choose to knock the target prone if he hits.<br>
 
''Weapon Drill'':  The character reduces the reload time of pistols and muskets by 2 rounds.<br>
 
''Weapon Drill'':  The character reduces the reload time of pistols and muskets by 2 rounds.<br>
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The following Combat Regimens are elements of the Adamant Hand technique and can only be chosen by Awakened of the Adamantine Arrow.
 
The following Combat Regimens are elements of the Adamant Hand technique and can only be chosen by Awakened of the Adamantine Arrow.

Latest revision as of 11:35, 10 January 2013

PrussianGrenadiers.JPG

Combat Regimens replace Fighting Style Merits in their entirety.

Combat Regimen (●● to ●●●●●)

Effect: At ●●, this Merit grants a character a single choice from the list of Combat Regimen talents below. For each additional ●, one additional Combat Regimen may be chosen. Dots in the Combat Regimen Merit cannot be taken without appropriate access to training and technique teachers, or appropriate combat experience.

Advance & Fire: The character may fire when running, suffering a -3 penalty to their attack roll for doing so.
Agility: The character can ignore terrain penalties on their movement of an amount up to their dots in Dexterity; so a character with Dexterity 4 could ignore up to -4 in penalties. Ladders, crates, low walls and so forth are easy for this character to handle. Their speed is also increased by 1.
Ambush: When attacking an opponent who is not aware of the character, they add a +2 bonus to their attack pool. Perception rolls made to hear the character attacking suffer a -2 penalty.
Bodyguard: The character can choose to serve as cover for allies when they are between the ally and attacker or are adjacent to that ally, inflicting a -1 cover penalty on attacks against that character. This increases to -2 if the ally is willing to allow the bodyguard to drop them prone and shield the ally with their whole body.
Close Order Drill: As long as the character is armed with a bayonet or spear, and is adjacent to at least two other allies with bayonets or spears, the character gains a +1 bonus to melee dice pools and +1 Defence.
Dragoon: The character suffers no penalties from firing from horseback while moving.
Main Gauche: When wielding two melee weapons, the character may choose a single opponent each round, gaining an additional +1 to Defence against that character.
Marksman: When aiming with a rifled weapon, the character benefits from the 8-again rule.
Open Hand: When armed with a single-handed weapon and the other hand free, a character gains an additional +1 bonus to grapple checks with the Brawl skill and an additional +1 Defence against attempts to grapple them.
Parry: The character may ignore penalties to their Defence caused by multiple melee attackers.
Resilient: The character benefits from an additional point of Armour against all Bashing attacks.
Riposte: When undertaking the Dodge action, the character may reflexively make a melee attack against any enemy who attacks but misses them. A riposte may be made only once per turn.
Smash: Whenever the character spends a point of Willpower to increase a melee attack pool, he may choose to knock the target prone if he hits.
Weapon Drill: The character reduces the reload time of pistols and muskets by 2 rounds.


The following Combat Regimens are elements of the Adamant Hand technique and can only be chosen by Awakened of the Adamantine Arrow.

Thunder: The character reduces the penalties inflicted against them by another character's Shielding spell by 1.
Diamond: The character may improve the strength of a Shielding spell against a single enemy by 1 for a turn, but reduce the penalty inflicted against other enemies by 1 during that time.
Star: The character may spend a Willpower point to both cast a spell and perform a physical action in the same turn.
Blood: The character may choose to take Aggravated damage to increase their spell dice pools for one turn, adding 1 die per point of Agg damage taken.
Abyss: The character may spend a Willpower point to suffer no Paradox on a spell delivered through a grapple.

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