Post by Zyraen on Nov 9, 2014 16:37:39 GMT 8
Old rules for ref. They no longer apply, see the next post.
STANCES
At start of your turn, you declare your stance until SNT.
OFFENSIVE STANCE
Slaying Damage
- when you hit a target with an attack that deals damage on a hit, you deal extra Slaying damage equal to Sec Trait. This increases by 2 at T2, 5 at T4 and 8 at T6.
- you can only deal this extra Slaying damage once per action, and only to one target you hit.
Dice Damage
- following is an option for those who like more dice.
- on Char Creation, you can choose to deal your Slaying damage as dice, instead of static. Choose either 1d6 or 1d8 - your dicesize remains constant as you increase in level.
- The conversion as follows
1d6 : 03 damage
2d6 : 07 damage
3d6 : 10 damage etc
1d8 : 04 damage
2d8 : 09 damage
3d8 : 13 damage etc
- Note that scoring a Crit does NOT maximize your dice. If you deal the damage to multiple targets with an action, roll once for the damage.
- You still get bonus damage to your dice roll based on the rest of your Slaying damage.
eg. Your Slaying damage is 6, so if you are using d6s, it becomes 1d6 + 3. When it increases to 7, you can use 2d6 instead
Quarry
- on Char Creation, you choose whether or not you wish to take a Quarry feature. If you do so, you can only deal Slaying damage against a target that you have Quarried
- as a Swift Action once per Turn, you can Quarry the nearest enemy you can see. You can only Quarry one enemy at any one time, unless you take a feat that allows otherwise
- if you change Stance, one of your Quarries that is within short range if you is instead Marked by you, and all other Quarries end
- apart from above, Quarry grants no additional benefits except to allow you to benefit from certain feats and items
DEFENSIVE STANCE
- while in this stance, you gain +2 power bonus to your AC if you are not in heavy armor
- if you use any healing power that requires the target to spend BP, the target of the power regains extra HP equal to your Pri Trait
- as a Swift Action once per Turn you can Mark an enemy that is within short range from you, or Guard an Ally that is near you. When you do this, all other Marks and Guards end.
- however, Marks that have been activated by powers do not end until condition stipulated by the power is met, or they are replaced by another Mark. They apply even after you change stance, but you cannot use any punishment (ie make an attack) when it is disobeyed
- if you change Stance and have the Quarry feature, the nearest Marked enemy you can see becomes your Quarry. All other Marks and Guards end.
Mark
- Enemies that are marked by you are aggressively engaged by you, and take penalties if they Disobey your Mark by making an attack that does not include you
- an Enemy may only have one Mark at one time. The latest Mark to be applied takes precedence
- a Marked Enemy takes -2 to the disobeying attack
- If a Marked Enemy is adjacent to you when he disobeys your mark, you can use an opportunity action to make a melee basic attack against him
- If he is not adjacent to you when he disobeys your mark, or you choose not to make a melee basic attack against him, you can make instead make a ranged basic attack against him as a Response.
- if they shift while adjacent to you, you can also make a melee basic attack as an OA.
Guard
- an Ally guarded by you has +2 power bonus to AC while adjacent to you. Since they are all power bonuses, this bonus never stacks with itself, nor with the +2 AC from Defensive Stance
- if you are adjacent to your Guarded Ally when he is hit by a melee or ranged attack that does not include you, you can use an Interrupt to be the target of the triggering attack. The attack is not rerolled.
- if you are adjacent to an Enemy that attacks your Guarded Ally without including you, he takes -2 to his triggering Attack. This penalty never stacks with the penalty from a Mark. In addition, you can make a melee basic attack against that enemy as an opportunity action
- If he is not adjacent to you when he disobeys your mark, or you choose not to make a melee basic attack against him, you can make instead make a ranged basic attack against him as a Response.
UNCONSCIOUS
When you fall unconscious, all your Stances end. Hence all your Quarries, Marks, Guards also end.
HIDDEN
Note that when you end your Turn, if an Enemy cannot be seen by you AND you do not know his location, all your Quarries and Marks on that Enemy ends. This takes precedence over the duration of powers.
The same applies to an Ally you Guard. You cannot protect someone if you do not know where he is.
Eg. Two characters are taking aim with ranged weapons at a target they quarried, who is walking up the stairs in an opposite building. They only see glimpses of the target through the window as he takes two (of his) turns to reach the top where they intend to shoot him. As he ends his turn in the stairwell unseen by both, they both make Perception checks to figure out where he is. One of them fails, and the target is no longer his Quarry. Regardless, they both ready action to fire once he is visible on the roof. Only one character - the one who maintained his Quarry - gets to apply his Slaying damage this way.
Note that in this example, maintaining Quarry is never an issue for a Character that didnt choose the Quarry feature, because he deals his Slaying damage whether or not the target is his Quarry.
At start of your turn, you declare your stance until SNT.
OFFENSIVE STANCE
Slaying Damage
- when you hit a target with an attack that deals damage on a hit, you deal extra Slaying damage equal to Sec Trait. This increases by 2 at T2, 5 at T4 and 8 at T6.
- you can only deal this extra Slaying damage once per action, and only to one target you hit.
Dice Damage
- following is an option for those who like more dice.
- on Char Creation, you can choose to deal your Slaying damage as dice, instead of static. Choose either 1d6 or 1d8 - your dicesize remains constant as you increase in level.
- The conversion as follows
1d6 : 03 damage
2d6 : 07 damage
3d6 : 10 damage etc
1d8 : 04 damage
2d8 : 09 damage
3d8 : 13 damage etc
- Note that scoring a Crit does NOT maximize your dice. If you deal the damage to multiple targets with an action, roll once for the damage.
- You still get bonus damage to your dice roll based on the rest of your Slaying damage.
eg. Your Slaying damage is 6, so if you are using d6s, it becomes 1d6 + 3. When it increases to 7, you can use 2d6 instead
Quarry
- on Char Creation, you choose whether or not you wish to take a Quarry feature. If you do so, you can only deal Slaying damage against a target that you have Quarried
- as a Swift Action once per Turn, you can Quarry the nearest enemy you can see. You can only Quarry one enemy at any one time, unless you take a feat that allows otherwise
- if you change Stance, one of your Quarries that is within short range if you is instead Marked by you, and all other Quarries end
- apart from above, Quarry grants no additional benefits except to allow you to benefit from certain feats and items
DEFENSIVE STANCE
- while in this stance, you gain +2 power bonus to your AC if you are not in heavy armor
- if you use any healing power that requires the target to spend BP, the target of the power regains extra HP equal to your Pri Trait
- as a Swift Action once per Turn you can Mark an enemy that is within short range from you, or Guard an Ally that is near you. When you do this, all other Marks and Guards end.
- however, Marks that have been activated by powers do not end until condition stipulated by the power is met, or they are replaced by another Mark. They apply even after you change stance, but you cannot use any punishment (ie make an attack) when it is disobeyed
- if you change Stance and have the Quarry feature, the nearest Marked enemy you can see becomes your Quarry. All other Marks and Guards end.
Mark
- Enemies that are marked by you are aggressively engaged by you, and take penalties if they Disobey your Mark by making an attack that does not include you
- an Enemy may only have one Mark at one time. The latest Mark to be applied takes precedence
- a Marked Enemy takes -2 to the disobeying attack
- If a Marked Enemy is adjacent to you when he disobeys your mark, you can use an opportunity action to make a melee basic attack against him
- If he is not adjacent to you when he disobeys your mark, or you choose not to make a melee basic attack against him, you can make instead make a ranged basic attack against him as a Response.
- if they shift while adjacent to you, you can also make a melee basic attack as an OA.
Guard
- an Ally guarded by you has +2 power bonus to AC while adjacent to you. Since they are all power bonuses, this bonus never stacks with itself, nor with the +2 AC from Defensive Stance
- if you are adjacent to your Guarded Ally when he is hit by a melee or ranged attack that does not include you, you can use an Interrupt to be the target of the triggering attack. The attack is not rerolled.
- if you are adjacent to an Enemy that attacks your Guarded Ally without including you, he takes -2 to his triggering Attack. This penalty never stacks with the penalty from a Mark. In addition, you can make a melee basic attack against that enemy as an opportunity action
- If he is not adjacent to you when he disobeys your mark, or you choose not to make a melee basic attack against him, you can make instead make a ranged basic attack against him as a Response.
UNCONSCIOUS
When you fall unconscious, all your Stances end. Hence all your Quarries, Marks, Guards also end.
HIDDEN
Note that when you end your Turn, if an Enemy cannot be seen by you AND you do not know his location, all your Quarries and Marks on that Enemy ends. This takes precedence over the duration of powers.
The same applies to an Ally you Guard. You cannot protect someone if you do not know where he is.
Eg. Two characters are taking aim with ranged weapons at a target they quarried, who is walking up the stairs in an opposite building. They only see glimpses of the target through the window as he takes two (of his) turns to reach the top where they intend to shoot him. As he ends his turn in the stairwell unseen by both, they both make Perception checks to figure out where he is. One of them fails, and the target is no longer his Quarry. Regardless, they both ready action to fire once he is visible on the roof. Only one character - the one who maintained his Quarry - gets to apply his Slaying damage this way.
Note that in this example, maintaining Quarry is never an issue for a Character that didnt choose the Quarry feature, because he deals his Slaying damage whether or not the target is his Quarry.