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refuge:tactics [2021/05/24 04:05] jerrodrefuge:tactics [2021/06/11 18:47] (current) jerrod
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   * 2:  Iron Grip:  1 per LP, you may call "Bane" to any effect that attempts to Disarm or Shatter a wielded Two Handed Weapon.   * 2:  Iron Grip:  1 per LP, you may call "Bane" to any effect that attempts to Disarm or Shatter a wielded Two Handed Weapon.
   * 5:  Generalist: Your Improved Assassinate also act as Improved Slay.  Your Improved Slay also act as Improved Assassinate.   * 5:  Generalist: Your Improved Assassinate also act as Improved Slay.  Your Improved Slay also act as Improved Assassinate.
 +  * 1:  Powerful Meditation: as per High Magic ability
  
 **Martial Tactics:** **Martial Tactics:**
-  * 1:  Armor Shift.  1 per LP, Take a weapon delivered swing with the "body" carrier as if it did not have the body carrier.+  * 1:  Armor Shift.  1 per LP, Take a weapon delivered swing with the "body" carrier as if it did not have the body carrier. Call "Altered".
   * 2:  Armor Expertise.  Act as if wearing 4 more points of physical armor.  Can be purchased up to 5 times.  Note does not increase max allowed armor.    * 2:  Armor Expertise.  Act as if wearing 4 more points of physical armor.  Can be purchased up to 5 times.  Note does not increase max allowed armor. 
   * 3:  Smith's Armor. Any time you use a "Fast Refit" on yourself, it acts as 2 uses.   * 3:  Smith's Armor. Any time you use a "Fast Refit" on yourself, it acts as 2 uses.
-  * 2:  Heavy Hitter.  1 per LP, +50 damage of a slay once.+  * 2:  Heavy Hitter.  1 per LP, +50 damage of a slay.
   * 2:  Bloody Armor.  1 per LP, when you use a Resolute you are also affected by a "Mend Armor 20".   * 2:  Bloody Armor.  1 per LP, when you use a Resolute you are also affected by a "Mend Armor 20".
   * 2:  Recoil.  1 per LP, when a weapon skill is parry'd it is not used.   * 2:  Recoil.  1 per LP, when a weapon skill is parry'd it is not used.
-  * 4:  Defensive Mind Set.  You may meditate and expend a slay to refresh a parry. +  * 3:  Defensive Mind Set. 1 per LP, You may meditate and expend a slay to refresh a parry. 
-  * 4:  Offensive Mind Set.  You may meditate and expend a parry to refresh a slay. +  * 1:  Offensive Mind Set. 1 per LP, You may meditate and expend a parry to refresh a slay. 
-  * 5:  Mighty Blow.  1 per LP, you may swing with "Massive" for double weapon damage.  You may not use this with any other skill or ability.   +  * 2:  Spell Parry 1 per LP, as per ritual.
-  * 3:  Spell Parry 1 per LP, as per ritual.+
   * 5:  Second Wind.  1 per LP, when you'd bleed out, you instead wake as if you'd had first aid applied.     * 5:  Second Wind.  1 per LP, when you'd bleed out, you instead wake as if you'd had first aid applied.  
  
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   * 3:  Redirect Strike:  1 per LP, When hit with a physical delivery weapon, poison, or spell "strike", you may call bane.   * 3:  Redirect Strike:  1 per LP, When hit with a physical delivery weapon, poison, or spell "strike", you may call bane.
   * 3:  Trap Avoidance: 1 per LP, as per the ritual.   * 3:  Trap Avoidance: 1 per LP, as per the ritual.
-  * 4:  Slippery Mind Set.  You may meditate and expend an assassinate to refresh a dodge. +  * 3:  Slippery Mind Set.  1 Per LP, You may meditate and expend an assassinate to refresh a dodge. 
-  * 4:  Killing Mind Set.  You may meditate and expend a dodge to refresh an assassinate.+  * 1:  Killing Mind Set.  1 Per LP, You may meditate and expend a dodge to refresh an assassinate.
   * 1:  Feint with Globe: 1 per LP, When you throw an alchemy or trap globe, and entirely miss the target, you may retain the globe.   * 1:  Feint with Globe: 1 per LP, When you throw an alchemy or trap globe, and entirely miss the target, you may retain the globe.
   * 2:  Assassin's Eye:  1 per LP, +100 damage of an assassinate.   * 2:  Assassin's Eye:  1 per LP, +100 damage of an assassinate.
   * 3:  Swashbuckler's Grace:  While not using a Weapon Style with a 1H weapon, your backstabs count as weapon proficiencies when you are not attacking "From Behind".   * 3:  Swashbuckler's Grace:  While not using a Weapon Style with a 1H weapon, your backstabs count as weapon proficiencies when you are not attacking "From Behind".
   * 3:  Dodge This:  1 per LP, When an opponent uses a dodge or phase to avoid a weapon delivered attack, you may expend 1 use of this skill to use the attack again and this attack counts as "From Behind".   * 3:  Dodge This:  1 per LP, When an opponent uses a dodge or phase to avoid a weapon delivered attack, you may expend 1 use of this skill to use the attack again and this attack counts as "From Behind".
-  * 5:  Stone Heart 1 per LP, when you are Killing Blow'you may treat it as a normal weapon hit that knocks you unconsciousAdditional Killing Blows given during this unconsciousness period reset the timerIf you take damage while in this state, you begin Bleeding Out as normal.+  * 5:  Reflexive Ghostform: 1 per LP, you may assume Gaseous Form in response to an attack The effect lasts one minute, and may be ended earlier.  You must end the effect with a 3-count solidify Effect ends immediately if hit with a Solidify spell.
  
  
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   * Should we just remove Doom Blow and Eviscerate entirely?  The big burst damage can be replicated with "Heavy Hitter"+slay   * Should we just remove Doom Blow and Eviscerate entirely?  The big burst damage can be replicated with "Heavy Hitter"+slay
     * maybe move slay/assassinate (but not improved slay/assassinate) to /20 instead of /30 if we do.     * maybe move slay/assassinate (but not improved slay/assassinate) to /20 instead of /30 if we do.
 +
 +  * Feedback from Andy:
 +    * Need to consider that assassinate costs 1, and dodge 5 -- and this lets you trade a 1 XP skill for a 5.  (similar but less bad for slay);  maybe make this per swap?
 +    * Change swashbuckler's grace to be 2:1, and let it be down with 2-weapons.  Keeps from being overly fighter-parity.
 +    * Stone Heart needs an "Altered" call, which might make it cease working since meta-gaming.  Otherwise its the only silent skill in our system.
 +    * need some sort of tactic to make "Counteract" better -- maybe against all strikes?  (probably to good; need to figure out some reasonable limit)
 +
 +---- 
 +Remove:
 +  * Martial:
 +    * 5: Mighty Blow. 1 per LP, you may swing with “Massive” for double weapon damage. You may not use this with any other skill or ability.
 +  * Stealth:
 +    * 5:  Stone Heart:  1 per LP, when you are Killing Blow'd you may treat it as a normal weapon hit that knocks you unconscious. Additional Killing Blows given during this unconsciousness period reset the timer. If you take damage while in this state, you begin Bleeding Out as normal.
 +
refuge/tactics.1621829144.txt.gz · Last modified: by jerrod