Heroic skills
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==Hero Points== | ==Hero Points== | ||
The first time you buy this skill you receive 2 hero points. | The first time you buy this skill you receive 2 hero points. You may expend a hero point at any time to act as a source of spiritual strength to allow you to overcome or resist a [[roleplaying effect]] that your character is subject to. | ||
You may expend a hero point at any time to act as a source of spiritual strength to allow you to overcome or resist a [[roleplaying effect]] that your character is subject to. | |||
{{CaptionedImage|file=FlawlessVictory.jpg|align=right|width=400}} | {{CaptionedImage|file=FlawlessVictory.jpg|align=right|width=400}} | ||
==Extra Hero Points== | |||
You gain one additional hero point each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase the skill. | |||
==Cleaving Strike== | ==Cleaving Strike== |
Revision as of 16:15, 10 December 2016
Heroic Skills
- You must purchase hero points before you can take any other heroic skills
You must purchase one or more hero points before you can purchase any of the heroic skills listed in this section. These skills (and some items that can be gained in play) allow you to expend hero points to achieve game effects.
To use a hero point you must use appropriate roleplaying for the skill or ability that you are using. A heroic blow might be bold and dramatic and accompanied by a mighty roar, other skills should be roleplayed as appropriate.
If you are using an offensive heroic ability and the target does not visibly respond to your heroic call then your blow has not affected and the hero point is not spent. You only expend a hero point when using a heroic call if the target is affected by the call.
Your character’s hero points replenish overnight.
Hero Points
The first time you buy this skill you receive 2 hero points. You may expend a hero point at any time to act as a source of spiritual strength to allow you to overcome or resist a roleplaying effect that your character is subject to.
Extra Hero Points
You gain one additional hero point each time you purchase this skill. The cost to purchase this skill increases by 1 pt each time you purchase the skill.
Cleaving Strike
- Requires a weapon between 24" and 84" long
- You can expend one hero point to call CLEAVE once
If you have a hero point then you can expend it to call CLEAVE when striking a single blow with any one-handed weapon that is between 24” and 42” long. If you also have the weapon master skill then you can use the skill with any weapon up to 84” long.
Mortal Blow
- Requires a weapon between 48" and 60" long
- Requires a phys-rep of a sword, axe, hammer, or mace
- You can expend one hero point to call IMPALE once
If you have a hero point then you can expend it to call IMPALE when striking a single blow with any two-handed weapon that is between 48” and 60” long. You cannot use this skill with a weapon, even a two-handed weapon, that is shorter than 48" in length.
You may only use this skill with a suitable weapon - such as a great sword, Dane axe, or a two-handed hammer or mace. You cannot use this skill with a flail, spear or other pole-arm regardless of length. If you are in any doubt whether your weapon could credibly deliver a mortal blow, then check with a ref.
Please note, although a great weapon can be between 42" and 60" long - you cannot use a great weapon shorter than 48" with this skill.
Mighty Strikedown
- Requires a weapon between 60" and 84" long
- You can expend one hero point to call STRIKEDOWN once
If you have a hero point then you can expend it to call STRIKEDOWN when striking a single blow with any two-handed pole-arm that is between 60” and 84” long.
Second Wind
You may restore up to three lost hits by expending a hero point and spending at least two seconds appropriate roleplay of visibly catching your breath, letting forth a roar of renewed vigour or similar. You must still have hits remaining to use this skill. It does not restore the use of a limb that has been CLEAVED or IMPALED.
Unstoppable
If you are bleeding to death, you may restore one hit and stop bleeding to death by expending a hero point and staggering to your feet. You must clearly roleplay getting to your feet in order to use this skill.
You may use this ability up to one minute after your death count begins. Once the first minute of your death count has passed, you cannot use this skill. You do not regain the use of a limb that has been CLEAVED or IMPALED.
You cannot use the Unstoppable skill if you are under the effect of VENOM.
Stay With Me
You may restore one hit to a bleeding companion and stop them bleeding to death by spending a hero point and performing at least five seconds of uninterrupted roleplaying encouraging them to get back on their feet. You must be close enough to touch the target and it does not restore the use of a limb that has been CLEAVED or IMPALED.
Get it Together
You may restore three hits to a companion who still has hits remaining by expending a hero point and performing at least five seconds of uninterrupted appropriate roleplaying encouraging them to pull themselves together. You must be close enough to touch the target and it does not restore the use of a limb that has been CLEAVED or IMPALED.