Speciality Update – The Hannje

Since a new group is forming I’ve been updating and translated the specialities. The group seems so far to be consisted by one Hannje, Two Tekkans, one Tyniker and one Warrior. One of these are my NPC too. Well, since these when they are fully complete will have an additional description which will closer describe their abilities I will write this in this document starting with Hannje.

Due to this post being so long I will separate this post into one post for each Speciality so you have something to read while I continue to write.

Hannje
Hannje is a versatile combatant as well as a master of entertainment. In all the different countries of Nianze the speciality Hannje is used differently but yet similar to each other. In Aguin they are not only just outstanding performers but also spies between the noble houses. They can climb find secrets and fool most people with their slippery tongue and deceiving looks. In other countries they are used for everything from entertainment to assassination and torture.

Swindling Performance

As you can see above they are indeed quite versatile in their composition. They are deadly with their specialities. Let’s go through them and give a brief explanation to each of them. Note that you will have to remember this until I’ve finished their description but also because I think you should learn this since I plan for you to be alive quite long.

Bounce – This is an attack when the Hannje rolls forward attack and then back again to its starting position. The range of this attack is LvL squares, which means from the starting position and not squares in total. You might imagine/describe this attack however you want; from rolling forward and attack and then roll back to jumping forward attack and then rolling back. The modifications will always be same even though better description will always reward itself.

Passé – This is a tricky attack where you move and during that move you quickly attack anyone that is within your reach as many times as your level in Acrobatics. The tricky thing here is that you will only be able to attack the same target twice. So when you have level 5 you need to spread your target to 3 people.

Somersault – This is something actually everyone can do, but not as painless as a Hannje. To everybody else a somersault, both defensive as well as offensive will cost one action or more. This somersault though must be directly behind the attacker and can’t be on the first square but at least 1 square from him. So if your level is 1 you will have one square between you, if your level is 2 it will be the same. But you need to be at least one square from your target afterwards, if this square is occupied by a person or by a wall, you either can’t do an somersault or you might with an additional cost and action bounce from the wall and land one square in front of your target instead or on the side.

Attack Clone – This creates a clone out of thin air but oh so very real, which will attack the target. The Clones often looks like a monotone version of the Hannje. The weapon will only be similar but not do the same. Note that if the Hannje is stunned by a Mentalist or a Ki Striker during this attack it will dissolve and the attack will be prevented. The clone is also possible to destroy by doing more damage to it than twice the level of the Hannje’s Acting. The attack clone will only attack and then dissolve.

Block Clone – Is just a doll or a statue made out of thin air by the Hannje. It cannot move1 and will only be as a hinderence or something to hide amongst or behind. They can be destroyed if the Hannje would like this. It’s also possible for a Hannje of level 5 to use existent Block Clones to attack with as an Attack Clone. As long as he has the energy it should be sufficient. Note that the Block Clone then will dissolve after the attack. Socially a Block Clone is able to exist for about 5 to at most 10 minutes IF the Hannje is present otherwise it will dissolve almost immediately after the Hannje has left the area (about 10-50 meters depending on the situation. So they can prove to be quite useful in many situations. Their main use is to protect and to make any pursuer to lose trail of the Hannje.

Defence Clone – This is actually just an illusion which the Hannje creates when he’s under attack so his chances of escaping is higher. It creates several mirror images of the Hannje moving just as the real thing but in every possible direction from the base point. This is mostly to hide where he’s actually going just for a split-second to gain some advantage.

Sound Beam – Is a beam of acute sound the Hannje creates with his instrument and directs against the target. The sound will hurt him physically and unlike all other damages in the game the only way to ward oneself against this kind attack is to be deaf. All creatures take damage from this and you only partly defend yourself with things as earplugs. In other words a Vampire would hate them since acute sound would stun them. Note that the straight line of sight must be clear for this attack to reach the right person otherwise the one in the way will be damaged instead.

Sound Sphere – A defensive sphere which surrounds the Hannje and maybe his friends if they are close enough. This sphere only wards against physical attacks only that are weak enough to be disrupted by sound. Arrows will probably be easily fended but things as axes and swords might be another thing. There will the SG vs SG be able to determine if it works or not. If the Hannje’s SG is above or the same as the enemy or the attack it will work.

Sound Wave – A sound wave which originates from the Hannje and then goes outward in a ring attacking all who surrounds the Hannje. The effect though dissipates after only two rings. It’s possible to defend oneself with this but it’s an attack which takes a lot of actions and SC so it’s not really worth it since the sphere is a lot better for this. A sound wave could be maintained, in other words the Hannje could just continue to play until he is out of actions, if he does this then it will only take one action per phase to maintain it. The Hannje though will not be able to defend himself in any other way if he does this.

Best regards,
Herid Fel


  1. Not usually, but it’s possible to make them move a little socially but very little and only on level 3 and over 

Herid Fel

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10 Responses

  1. Ankan says:

    Bounce:
    I am not 100% certain about the range, so just to clarify. It is the same as with a normal acrobatic attack? LvL 1 -> move one square and then attack.

    This attack is rather similar to the one available with normal acrobatics. The range is the same, the actions are the same, so is also the MOD if I am not mistaken. The only thing that differs is the ability to move back after the attack and the stamina cost. Is this really worth 2 SC? Sounds like a lot to me if you compare with the other things, I would say remove the extra action or even better, lower the cost to 1. But correct me if I am wrong.

    Somersault:
    Just to clarify (since what you write could mean several things). LvL 1: One square between you, LvL 2: Chose between 1 and 2 squares between you. And so on, as long as you obide by the other rules. Also, since you are jumping through the air, I expect that you can jump over people that are behind the opponent you are avoiding. All correct I hope?

    Sound beam:
    You say that the only way to ward against the attack is to be deaf. So you can’t avoid it by jumping away? Or do you only speak about resisting it after you have been hit? Then there is also the SG (should it really translate to SG, if so, what does it expand to?). What is it used for? To tell how effectively it penetrates earplugs and such? How easy it is to avoid by jumping away?

  2. Herid Fel says:

    This attack is rather similar to the one available with normal acrobatics. The range is the same, the actions are the same, so is also the MOD if I am not mistaken. The only thing that differs is the ability to move back after the attack and the stamina cost. Is this really worth 2 SC? Sounds like a lot to me if you compare with the other things, I would say remove the extra action or even better, lower the cost to 1. But correct me if I am wrong.

    It’s similar yes, but still different since the attacker aren’t able to counter you (most likely, but not always) and that you move back which you can’t with a normal acrobatic move. With a normal acrobatic move you also use +2 actions to attack and 1 action to avoid. No changes needed.

    Somersault:
    Just to clarify (since what you write could mean several things). LvL 1: One square between you, LvL 2: Chose between 1 and 2 squares between you. And so on, as long as you obide by the other rules. Also, since you are jumping through the air, I expect that you can jump over people that are behind the opponent you are avoiding. All correct I hope?

    Even I see that I was unclear here. What I meant was that you must have at least one square between you. If you can move LvL squares then if you only have LvL 1 you should actually just stand right behind him, which isn’t effective. Therefore you get the same results at LvL 1 as LvL 2. You always have one square between you but you. It’s only an exception on LvL 1.

    Sound beam:
    You say that the only way to ward against the attack is to be deaf. So you can’t avoid it by jumping away? Or do you only speak about resisting it after you have been hit? Then there is also the SG (should it really translate to SG, if so, what does it expand to?). What is it used for? To tell how effectively it penetrates earplugs and such? How easy it is to avoid by jumping away?

    Ward against is according to me defend by shielding or embracing when you’re already hit. Avoiding would be another thing completely. You are still able to avoid this attack if you are able to do it. Which you probably in most cases won’t since sound is a lot faster than you are and completely invisible for the naked human eye.

    Yes SG, and in this case it means how much power you really have in your blast. Which can be 4,8,12,16 and 20. This is mostly if you are attacking objects with it like flying rocks or ghost or whatever. If it’s not strong enough some things won’t budge or take damage from your music. For instance if you are in a jail, you sing to break the lock but your SG is 12 and the lock is 18 then you need to succeed on a roll which is 6 and under to actually break it with a beam of sound.

    And yes, earplugs are one of the things the SG affects too. If the earplug have an SG that is equal or higher to your SG then they may take half the sound damage.

    And jumping away from beams of sound does not have anything to do with the SG it’s always SG 30 to avoid sound beams.

  3. Ankan says:

    About bounce. Yes, I see your point. I remembered the stats for the normal move incorretly. Very good indeed.

    About the sound beam… Awesome!

    And lastly, you didn’t answer one of the questions. What does SG expand to in English?

  4. Herid Fel says:

    SG stands for Severity Grade.

  5. Herid Fel says:

    Since people might have missed this I will now comment this on all my Speciality Update posts.

    I want your general opinion on these specialities.

    How do you like them as they are now? Generally as well as personally?

    Something you think should change or some change you think were really good?

    Mostly just a general opinion so I know where you stand on these specialities. How you like them or not. Even though you might like them from a rule point of view how do you like them from your own point of view.

    I’m looking forward to hearing at least something from you all =)

  6. Daniel says:

    This class looks rather interesting to me, it seems like a good basis for a finesse fighter. Involving acrobatics in fighting styles is something I find very appealing, and there looks to be lots of room for that with the hannje.

    The clone abilities are also pretty cool, especially the defense clone. Could this one be used out of combat by the way? Making pursuers see you taking a right and left turn at the same time, for example. That would be awesome.

    The sound and instrument part of this class is what I like the least about it. But the sound sphere seems like it could be useful in a rain of arrows.

  7. Herid Fel says:

    The clone abilities are also pretty cool, especially the defense clone. Could this one be used out of combat by the way? Making pursuers see you taking a right and left turn at the same time, for example. That would be awesome.

    Yes it can, if the turns are close together, say a narrow alleyway where you just quickly jump sideways into another alley, assuming there are two alleys.

  8. Ankan says:

    I like the way it has become. The troubadour part has become much more directly effective and as Daniel said, there are a lot of opportunities to create a very agile fighter using this speciality.

  9. Patrik says:

    For me , ive always liked Hannje but I have never gotten around playing one but im sure I will one day.

    As for ingame wise I think they excel in many ways and you can play lots of playstyles , my favorite of the specialties is probably hannism as I see it as the most unique thing about the class and it also has possible future developments(if making/finding new songs is possible?).

    As for the other two specialties I think they are cool aswell and gives the hannje an unique touch.

    If I would give an general oppinion just by looking at their stats and specialties I would say I find them pretty appealing and worth trying.

  10. Herid Fel says:

    As for ingame wise I think they excel in many ways and you can play lots of playstyles , my favorite of the specialties is probably hannism as I see it as the most unique thing about the class and it also has possible future developments(if making/finding new songs is possible?).

    Making… most likely not, but a really special concept might be able to make one or two songs with special effects yes. otherwise learning from specialists are possible today.