New Techniques
Some custom techniques. Some were inspired by D&D 4e, others by necessity (I felt the need for a way to have move and attack without the 9 skill limitation, hence Controlled Charge and Dynamic Attack). I've also added my own dual attack house rule which comes with a technique.
New Techniques
Houserule: There are no (Hard) techniques. All techniques are average.
Reminder: Unarmed combat skills (Brawling, Boxing and Karate) are also melee weapon skills.
Power Attack
Defaults: Pre-requisite Skill -4
Pre-Requisites: Any Weapon skill.
Max: Pre-requisite Skill -1
This is an attack where you sacrifice accuracy for power. Roll against Power Attack to Hit. If the attack succeeds, deal damage as usual but add +2 or +1 per die, whichever is better.
Tide of Iron (revised)
This is combination of a regular weapon attack to the torso with the Shield Shove.
Defaults: Combination (weapon/torso + Shield Shove/Torso) Weapon Skill-6+Shield Shove -6
*Combinations are bought as regular hard Techniques but you spend 1 extra point per attack involved in the combination.
Shield Shove
Defaults: Shield -1
Pre-Requisites: Shield Skill.
Max: Pre-requisite Skill
You can shove with a shield, works like a normal shove but you add the Shield DB to the roll.
Cleave
Defaults: Pre-requisite Skill -4 (-1 if you have Trained by a Master or Weapon Master)
Pre-Requisites: Any melee weapon skill.
Max: Pre-requisite Skill.
Strike + Extra Attack (-6) + reduced damage (+2), + Limited Arc (+1), roll once (-1).
You attempt to cleave two opponents with the same swing! Select two targets that are within reach and adjacent to each other. Make a Cleaving Strike roll. Each opponent may attempt a defense separately. If one of them parries or blocks the attack, the technique fails instantly. Otherwise, if you hit one or both of them, deal regular weapon damage -1 against whomever you hit.
Controlled Charge
Defaults: Pre-requisite Skill -5
Pre-Requisites: Any melee weapon skill
Max: Pre-requisite Skill.
Strike + Move and Attack (-4 max 9) + remove the max 9 (-1) + remove the "can't retreat" (-1), remove the can't parry (-1), -1 dmg (+2),
A calculated charge that doesn't leave you open. You may make the Move and Attack Manoeuvre, but you roll Controlled Charge and your skill isn't limited to 9, nor are you impeded from retreating or parrying with the weapon used on the attack. If you are attacked in the middle of the move (for example, a stop thrust) and you choose to parry or block the attack, after the parry/block you stop moving. If you can still reach the enemy you may make your attack as normal. Those hit take your weapon damage -1.
Dynamic Attack
Defaults: Pre-requisite -6
Pre-Requisites: Any melee weapon skill.
Max: Pre-requisite Skill.
Strike + Acrobatic Attack (-4 max 9) + remove the max 9 (-1) + remove the "can't retreat" (-1), remove the can't parry (-1), follow-up depends on a skill check (+1)
You perform an acrobatic stunt before attacking, like swinging on a chandelier and delivering a kick. You may make the Move and Attack Maneuver, but you must make during the movement a Balancing, Climbing, Jumping or Swinging physical feat, with a check at -2. If you succeed, you may make an attack as a regular move and attack maneuver but roll Dynamic Attack and your skill isn't limited to 9, nor are you impeded from retreating or parrying with the weapon used on the attack. If you are attacked in the middle of the move (for example, a stop thrust) and you choose to parry or block the attack, after the parry/block you stop moving. If you can still reach the enemy you may make your attack as normal. Note that the result of a Dynamic Attack might give bonuses, like attacking from above for the "swing on a chandelier" example.
Glowering Threat
Defaults: Intimidate -5
Pre-Requisites: At least ST 14, or you just don't look threatening enough.
Max: Pre-requisite Skill.
You unleash a massive amount of killing intent against an entire group of enemies, getting the attention of everyone that can see you. Make a quick contest of glowering threat vs the highest will of every enemy on your frontal arc that is turned towards you. If you succeed, all enemies act as per the Taunt and Bluster rules.
Five Storms
Defaults: Pre-requisite Skill -8
Pre-Requisites: Any melee weapon skill, Weapon Master or Trained by a Master, a weapon with reach 1.
Max: Pre-requisite Skill.
-1 dmg (+2), Torso Only (+2), 5 extra attacks (-15), Extra success roll (+1), 2 FP cost (+2)
You either slam the ground or you slice the air in front of you, either way you create a shockwave that damages enemies in front of you. Spend 2 FP, then pick a Hex within reach and make a Ground Slam/Wide Swing attack. If you succeed, you hit everything (except for yourself) on that hex, and you can make another Ground Slam/Wide Swing roll attack against the 5 hexes around the initial hex except for the one directly before the hex (so yours if you hit the hex in front of you). All those hit take your weapon damage -1.
Dire Sweep
Defaults: Any melee weapon skill -5
Pre-Requisites: Any melee weapon skill.
Max: Pre-requisite Skill.
You sweep the opponents legs with extra force, dealing normal damage. Works like a sweep in every way except you also deal damage to one of the legs.
Biting Wind
Defaults: Melee Weapon Skill -4
Pre-Requisites: Any melee weapon skill, Weapon Master or Trained by a Master.
Max: Pre-requisite Skill.
Attack and Move (-4), Remove max of 9 (-1), no -2 to incidental rolls (-1), remove the inability to use parry (-1), -1 dmg (+2), 1 FP cost (+1)
Make a move and attack, but you may attack at any point in the move, rolling against Through Strike (without the max of 9), and then you continue moving up to your full move through the enemy (you may make an Evasion check without the typical -2 to incidental rolls of move and attack, if the enemy is still alive). Afterwards, you suffer all the side-effects of making a move an attack, but you are still able to parry with the weapon used. Those hit take your weapon damage -1.
Attacks on the Run
Defaults: Weapon Skill -8
Pre-Requisites: A Melee Weapon skill, you must be dual-wielding, Weapon Master or Trained by a Master.
Max: Pre-requisite Skill -1.
Attack and Move (-4), Remove max of 9 (-1), no -2 to incidental rolls (-1), remove the inability to use parry (-1), Extra Damage +1/die (-4), 1 atk for 2 hits (-2), 4FP cost (+4),
Without breaking stride, you make two attacks against a single foe or two different targets. Roll against Attacks on the Run to Hit. If the attack succeeds, deal weapon damage twice, and add +2 or +1 per die, whichever is better.
Spell-Archery (Wildcard)
Default: The lower of Thaumatology -4 or any ranged weapon skill -4.
Pre-Requisites: Thaumatology and any ranged weapon skill.
Wildcard Technique: Each point costs x3.
Max: Thaumatology -1 or ranged weapon skill -1
Cast your Wizardry, Divine or Sorcery spell normally, increase the cost by 2. This allows you to put any spell into a prepared projectile. Once you shoot the projectile, using normal rules for shooting, and doing damage as normal, the spell goes off per Follow-up (B.105).
Dual Wielding House Rules
Dual-Weapon
Attack* is no longer an attack option. Instead, Rapid strike has a reduced
penalty when used to make an attack with two different ready weapons, a penalty
of -4 instead of -6, plus the usual penalty of -4 for making an attack with an
off-hand weapon (for a total of -4 with the first attack and -10 with the
second), but you may negate this penalty the usual ways (ambidexterity or
off-hand weapon training perk). Weapon Master or Trained by a Master halves
these penalties as usual.
This
option is allowed for two unarmed attacks with different limbs. Note
that unarmed attacks don't have the off-hand penalty.
*The Dual-Weapon Attack Technique still
exists, but has been changed, see below.
Dual-Weapon Attack Technique
Defaults: Pre-requisite Skill -4 or Pre-requisite Skill -2 if you have Weapon Master or Trained by a Master.
Pre-Requisites: Any one-handed weapon skill.
Max: Pre-requisite Skill, or Pre-requisite Skill +2 if you have Weapon Master or Trained by a Master.
Rapid Strike with two weapons is normally -4. This technique lets you “buy off” that penalty. (Note that you must still have the Off-Hand Weapon Training perk or ambidexterity, to reduce the -4 for using the “off” hand!).
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