From 3620b0c173ffece6ec016f9dcf77e2f6c82cde6b Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Thu, 21 Jan 2021 21:43:09 +0100 Subject: [PATCH] change manoeuevre rage to charge --- combat.tex | 24 ++++++++++++++---------- gm.tex | 3 ++- knacks.tex | 16 ++++++++-------- 3 files changed, 24 insertions(+), 19 deletions(-) diff --git a/combat.tex b/combat.tex index 440dee19..f22d4864 100644 --- a/combat.tex +++ b/combat.tex @@ -827,25 +827,31 @@ The character can take a moment to note their \index{Dodge!Long-range}long-range This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball. Spells which simply target people by gaze or magical effects such as Polymorphing are unaffected. -\subsubsection{Rage} -\label{stances} -\index{Stance} +\subsubsection{Charge} +\label{charge} +\index{Charge} -The character switches into the \textit{Aggressive Stance} while making an attack, until their next standard action, meaning that their Strike and Evasion factors swap place. +The character smashes into opponents recklessly, foregoing most of their usual defence. +The character's Strike and Evasion factors swap place until their next standard action (Quick actions do not count). \iftoggle{verbose}{ A character with Combat +2, Dexterity +1 and a longsword would normally have a Strike of +2, and an Evasion of +4 (because the longsword adds +3 to the Evasion). - However, while using \textit{Rage} manoeuvre, the character's Strike would be +4, and their Evasion +2. + However, while using \textit{Charge} manoeuvre, the character's Strike would be +4, and their Evasion +2. - The character reverts to the default \textit{Defensive} stance at their next, standard action, whether this is a normal attack, defending someone, or anything else. - Taking a Quick Action does not change someone's stance. +This manoeuvre can be extremely effective at penetrating an enemy's defences, but also dangerous, as one's defences are lowered. + +The charge manoeuvre does not require movement -- it can be used to attack enemies standing right next to the character. }{} \subsubsection{Ram}\index{Combat!Ram} \label{ram} -In combat, it is possible to scare, push and stab at someone to force them to move backwards. The attacker spends 3 Initiative points. The defender can either attempt to resist, or can simply acquiesce and move back. When moving back, targets are pushed back 2 square; the attacker's Strength adds to this and the opponent's Strength decreases it. Characters can sacrifice the use of 1 point of Strength to push back an additional person. +In combat, it is possible to scare, push and stab at someone to force them to move backwards. +The attacker spends 3 Initiative points. +The defender can either attempt to resist, or can simply acquiesce and move back. +When moving back, targets are pushed back 2 squares; the attacker's Strength adds to this and the opponent's Strength decreases it. +Characters can sacrifice the use of 1 point of Strength to push back an additional person. Those who resist must also sacrifice 3 Initiative. A resisted Strength + Combat Skill check is made. Successful resistance means that the defender is not pushed back. @@ -863,8 +869,6 @@ Warhammers are not the best choice for assassination weapons, while daggers and A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use the best Speed, Strength and Dexterity Bonus from all weapons. Each weapon will have to be held in one hand, increasing its \gls{weightrating} by 2. -Shields, uniquely, can add their Evasion Bonus to the character's Evasion Factor even while the wielder is in the Aggressive Stance. As a result, someone could use a shield's bonus to Evasion while using a sword's Evasion Bonus to add to their Strike Strike score. In this case, Dexterity would always be added to Strike, along with the sword's Bonus. - \iftoggle{verbose}{ \begin{exampletext} diff --git a/gm.tex b/gm.tex index fc810905..fd9b5271 100644 --- a/gm.tex +++ b/gm.tex @@ -382,7 +382,8 @@ Their total Evasion Bonus is +7. The battle looks hopeless, despite the goblins' tenacity, hunger, and greater numbers. Now is the time to think tactically. -First, have the goblins attack with the \textit{Blind Rage} manoeuvre,\footnote{Page \pageref{blindrage}.} in the \textit{Aggressive} stance.\footnote{Page \pageref{stances}.} +First, have the goblins attack with the \textit{Blind Rage} manoeuvre,\footnote{Page \pageref{blindrage}.} while making a \textit{Charge}.% +\footnote{Page \pageref{charge}.} The first couple may die, but only one needs to hit. They jump at one character's face and attempt to wrestle them. It's not hard to pull a single goblin off, but while the goblin is grappling them, they'll count as being grappled, allowing the others to attack as a Sneak Attack. diff --git a/knacks.tex b/knacks.tex index 2e85a146..221f528c 100644 --- a/knacks.tex +++ b/knacks.tex @@ -31,10 +31,6 @@ You lose the bonuses if you spend a round without attacking. The character receives +2 to Strike when making unarmed attacks or grappling. -\subsubsection{Charge} - -If you spend a \gls{round} moving at your maximum speed in order to engage with the enemy, then on the next round you gain a bonus to your Damage, Initiative and Strike, equal to half the number of Knacks you have (rounded up), for the first attack of the round. - \subsubsection{Cutting Swing} The character can cut through more than one opponent at a time, or slice open multiple skulls with a single arc of metal. @@ -58,6 +54,10 @@ This Knack grants immunity to all Sneak Attacks from Ranged weapons, such as bow This knack is automatically granted by using a medium sized shield, so anyone who both has the Knack and a shield could spend 1 Initiative point at the start of the \gls{round} to be able to dodge all incoming missile attacks. If their Speed were +1, they would gain a +4 bonus to dodging, or anyone attacking them would raise the \gls{tn} to hit this character by 4. +\subsubsection{Fast Charge} + +If you spend a \gls{round} moving at your maximum speed in order to engage with the enemy, then on the next round you gain a bonus to your Damage, Initiative and Strike, equal to half the number of Knacks you have (rounded up), for the first attack of the round. + \subsubsection{Finishing Blow}\label{finishingblow} Any attack the character makes of 12 Damage or more gains a number of additional Damage equal to the number of Knacks they have, including magical attacks. @@ -89,8 +89,8 @@ This counts for unarmed attacks, such as kicks and grapples. \subsubsection{Fox Hop} The character is particularly good at defending themself by jumping about. They receive a bonus to Defence equal to half the number of Knacks they have, rounded up. This bonus does not stack with weapon bonuses. -When using the Aggressive Stance, this bonus goes into the Strike Factor instead of the Evasion Factor, as per usual. -See page \pageref{stances} for Stances. +When charging this bonus goes into the Strike Factor instead of the Evasion Factor, as per usual. +See page \pageref{charge} for the Charge Manoeuvre. \subsubsection{Furious Blows}\label{furiousblows} @@ -101,8 +101,8 @@ Buying this Knack multiple times has no effect. \subsubsection{Furious Rage} -You gain +1 to Strike when using the Aggressive Stance. -See page \pageref{stances} for Stances. +You gain +1 to Strike when using the \textit{Charge} manoeuvre. +See page \pageref{charge}. \subsubsection{Guardian} -- GitLab