Stances – Part Two
A continuation on stances…
Mobility Stance
Oh the lovely mobility stance of doom and darkness. The stance which makes you which you could change stances three, NO, four times per phase! Wait… you can… if you are a fast striker or if you are being attacked. Well, whatever. We all know that Mobility Stance is exclusive to Athletics. Jens has proved to us how important this is, oh yes he has. Well, Mobility Stance has three modes actually. All three is possible to use by all who has Athletics. The warrior version’s of the Mobility Stance will come after the standard versions.
Active
The active aspect of this stance is to focus solely on moving and moving far and fast. Speed is of the essence and you want to do nothing else other than to run. In this aspect your full movement will be free of charge. But you can perform a Leap if you want which will cost you 1 SC – as a regular movement would otherwise. Leap increases your movement with LvL and it also makes it harder for others to hit you – if they try to hit you as a moving target that is. If you move your whole movement in any of the three stances you can roll a simple REF check and if you succeed you might take one additional step in any direction. The step must be taken immediately. Leap cost 2 SC in any other Mobility Stance and is not possible to do without any Mobility Stance.
Passive
The passive aspect of this stance might feel a little bit reversed from the usual way things are since the passive method is for attacking. If you are in Passive mode and passive mode only you can perform a Rush. Rush means that you can, immediately after completing your movement attack your target. It’s not that simple though. To be able to perform a Rush the following criteria must be met;
- The target must be within your line of sight
- The target must be within or adjacent to your base movement plus LvL1
- The Target must be momentarily not moving2
- You must wield a melee weapon3
Rush costs 3 SC plus an additional weapon or technique SC. If the target is within your range and doesn’t have a skill such as Dodge or a Technique, you will hit your target. It will also have a chance of knocking the target off his feet. Rush does additional Melee DMG4. It always does at least 2 in DMG (1 for the Rush and 1 for the weapon).
Pending
The pending mode is automatically activated when an undesired object or creature within the characters line of sight in the direction he or she is facing moves within 2+LvL hexes. The character may then pay 2 SC to Retreat backwards from the desired target. The character must move in a relatively straight line and only moves Base Movement plus LvL. If a technique is applied such as Rush a (REF+LvL)vsREF roll is required to see who is the fastest. The Rush will still succeed only miss its target if the Retreat is successful. A successful retreat ends in regular passive stance and also decreases the characters Initiative with 5 (but never lower than REF). Retreat is possible to do from any stance as long as it’s a pending stance but then it costs 3 SC.
Warrior
Warrior, of course, has the same stances as above but they also have focused stances primarily meant for battle which is based on the usual three stances but not.
Close – For Grappling
When you want to keep your opponent close at all times and not let him retreat or withdraw from you this is the perfect stance to try to control your target’s movement as well as his position. This is an active stance and from this stance a warrior can perform Leap and their own special Stance Technique Dash. Dash is like Retreat only reversed. As soon as your target within your range, 2+LvL hexes, tries to move away from you or Retreat, you automatically follow them. Dash costs 1 SC and only warriors are capable of using this technique to begin with. Unless your Target or something else stops the character the Dash is automatically a success without any roll, especially in the case of someone using Retreat to get away from you. The RNG of Dash is Base Movement plus LvL plus 1. You cannot run past your opponent.
Medium – For Melee Weapons
This is a passive stance and it’s solely meant to cut down your target where they stand. It improves Rush but also gives the Warrior a special Stance Technique known as Ram. It improves the Rush RNG to include any additional movement such as Striker movement. If you doesn’t have a Striker Type you have one additional hex in your Rush Movement as a warrior, even if you use the Rush from regular Passive mode. The Rush also costs 1 less SC for Warriors. Ram though is a possible extension technique of Rush. The warrior can chose to Ram his opponent which means that the character first Rushes against his target and ram his body into it5 and if successful the target might be knocked off balance. If so then the warrior can attack with his weapon if he has any. Without any weapon a second attack is not possible. The ram costs 3 SC and a possible follow up attack has standard damage of 2 SC.
Ranged – For Bows
This is a pending stance meant to keep the distance from enemies and always be mobile. It’s best used with a Bow or a Crossbow but can be used with any ranged weapon. In this stance the warrior can Retreat, but Retreat is even better. The range from your target is the same (Base MOV+LvL) but the range of the Retreat now includes your Striker Movement as well, if you don’t have any you add one more in movement. Also your bonus to REF-rolls is REF+(LvLx2) instead while Retreating. You decrease your initiative as usual with 5 every phase but never below REF. Also Retreat only costs 1 SC, even if you are in the standard Pending stance. The special technique for this stance though is named Running Shot and enables the warrior to move his base movement plus LvL minus one and fire an arrow. It takes one additional action and it requires that the character already have an arrow on the string. The warrior must first show his path and then decide from which point he’ll fire his arrow, the character must move at least one hex before shooting and it must be in the same direction as the end destination. The technique costs an additional 2 SC.
Precautionary Stance
The second stance gained from Intuition is Precautionary stance. This stance requires LvL 2 or higher in the skill. This is a skill one uses to counter anything that might happen with a predetermined action. It’s a way to react before you actually are aware of what you’re reacting to. Sometimes this will be the only thing between life and death and other times it will be very annoying.
This is a form of passive stance even though it can also be considered a pending stance. You can move, but only one step at a time. You are fully tense and ready to act as soon as something happens. You can ignore a few different elements if they are steady or natural enough but other than that almost anything sudden or unexpected that happens will trigger the precautionary action you chose. When you enter this stance you chose and pay for one action – can be an attack enhanced with a technique – which you will automatically do as soon as something happens. For every phase or step you take in this stance you’ll have to pay a third of what you’ve paid in SC until you stand down or until something happens.
The bonus with this is that you get a reaction bonus on REF with +3 per LvL and depending on what kind of action you’ve chosen you’ll get +1 to +4 per LvL to succeed to, that is if you even need to roll a roll. During a battle with initiative you’ll lose 2 initiative each phase until you’re at your minimum initiative of REF. Note that you cannot do this if you have split initiative or is in any other way multi initiated in battle.
The downside with this though is that if someone friendly were to do something sudden you must hinder or stop yourself from releasing your attack or whatever you’ve prepared against them. In this roll you’ll have a penalty of -1 to -4 per level to stop yourself. The most common PRO in this case will be REF but it might also be FOR to stop a weapon or WIL to ignore it. Either way, you will have to reset your action. It’s possible to set your precautionary action to a change of stances, but it must be an active or passive stance and not a pending stance.
Resting Stance
This stance is possible for everyone but only those with Combat Arts will find in really useful. Without the mentioned skill, resting will give a maximum of 5 SC per phase, but then the person has at least 20 in PHY. All the resting stances are pending and have a requirement that you cannot perform any task or even get hurt to gain SC. Note that the stance is the same no matter which speciality you have. In ALL resting stances you have to be completely still or your rest will be cancelled. As stated, even if somebody hits you it will be cancelled.
Light
Light Resting Stance, or minimum resting stance is what everyone can do. The difference here between a character with Combat Arts and a character without Combat Arts is that the character with Combat Arts will be able to get twice more SC. In this stance you are able to move, but then your resting that phase will be forfeit. You can chose to change stance after being attacked, but you cannot act on the same phase as you’ve been in this stance. If you succeed to rest you’ll get PHY (LvL) plus Combat Arts (LvL) in SC. Every phase you lose 1 action. You can only use passive skills such as Hide in this stance.
Medium
Medium Resting Stance is even more dangerous than light in that you cannot cancel it. Once you’ve initiated it you can’t stop it. You must be crouching, or leaning against something and you must also have some kind of substance or sustenance to devour. You will be stationary until you’re done and you will have a penalty in all awareness and cognitive rolls thus also being easier to surprise and to frighten. In this stance you’ll get your Stamina Recovery back every phase for 1 action. Every time you use this recovery though you must cross one of your SC or take a penalty of -1 TM on PHY.
Heavy
Heavy Resting Stance is the most dangerous stance of the three. It will restore two times your Stamina Recovery every phase, but it takes two actions instead of one. One to settle down and one to get going again. You basically take a powernap when you perform this stance and must be stationary as well. Preferably sitting or lying down. You must, just as in medium stance, have food or drink to be able to do this fully. You can get a penalty on your recovery if you don’t and try anyway. The penalty will most likely effect how many SC you must cross or how big your penalty on PHY will be. If you have these though you must cross 3 SC or take a penalty of -2 TM in PHY each time. You will not be able to roll any rolls at all during this stance and almost every attack directed at your character will automatically hit. It’s a good idea to be defended in a situation like this.
I will continue this later in a third post. It seems like writing about stances easily eats up pages…
Phew, lots of interesting stuff here and some clarifications but interesting nevertheless.
Not much to say about the standard active stance, leaping is sweet and now its been clarified abit more.
Although if I go directly to the warriors special thing there “Dash” I thought it was more to grapple and hinder them from moving at all, but well, still effective.
“When you want to keep your opponent close at all times and not let him retreat or withdraw from you this is the perfect stance to try to control your target’s movement as well as his position.” – In my oppinion with dash you dont really control his movement or keep him from withdrawing really, ok sure you can follow him but that might not be wise if he for example leads you into a trap or something like that, atleast I would have liked an additonal possibility instead of dashing after the opponent, something that actually has to do with grapple and keeping the opponent where he stands, more useful in teambattles aswell.
If we move on to passive stance, not much to comment there really except that I see you made it so you almost get an auto hit unless the opponent has the right stuff.
Now im not sure if I like the concept of ram since it seems kind of redundant? You say in the first paragraph in the passive stance explanation: “Rush costs 3 SC plus an additional weapon or technique SC. If the target is within your range and doesn’t have a skill such as Dodge or a Technique, you will hit your target. It will also have a chance of knocking the target off his feet.”
So, basically the normal rush also has a chance to knock someone down? you dont get a freebie attack of that one then? thats the difference?
Also ramming your opponent might be worth it sometimes but it kind of has a higher chance of failing unless you have a pretty high force if I understood it correctly that you use the force for SR and you do abit less dmg aswell, but im guessing that force dmg from ramming goes through armors?
Anyways if you compare a normal rush vs ram rush I guess its situational, but a normal rush could actually be more damaging, have a higher chance of success, less SC cost and potentially knock down the opponent aswell? Anyway ram isnt bad and it has its uses I can see but im just wondering if it was well thought-out enough.
Anyways, moving on.
Sweet retreat, yeah still very nice and I like that you can actually use it without having to be in precisely the correct stance, nice option there.
Alright, onto precautionary stance, seem like a nice thing to have but as you describe it could be double edged, I assume this can be used in more out of combat situations aswell, and in more defensive purposes since it seemed you mentioned mostly if you want to do an attack of some sort?
“For every phase or step you take in this stance you’ll have to pay a third of what you’ve paid in SC until you stand down or until something happens.” – I dont really get this, I pay a third of my already used SC every phase for this stance or?
Resting stance then, well nice to see some clarifaction on this aswell, and I see you have upped abit what you get from the different resting types, although medium requires some sort of substance now, but I guess its possible to wear some sort of energy bars or whatever, enhanced water, made for combat situations.
Anyways I guess thats all for now folks.
There are skill techniques. Skill techniques are not included in this document. Plus manoeuvring and forcing someone to move in one specific direction is part of controlling the battle.
You don’t get the opportunity to attack him no. You get the opportunity to knock him off his feet, which will draw his actions, unless he has floor combat, and make it easier for others to hit him. This is like rush, but to begin with you knock him off his feet with your body and if you succeed with that you can attack him with your weapon. If everything is successful he should not only have taken more damage but also be on his back. A big difference.
The chance of success is usually a little higher since you aren’t going to hit him with a weapon. He MUST move from the spot with Acrobatics, Dodge or a Technique or he’ll be hit. Your FOR DB (full FOR DB) will be what he or she will HAVE to succeed with to not be affected. Note that there are also special kind of shoulder pads and armour which will increase DMG with Tackle and Ram. Usually Melee attacks doesn’t go through armour more than one. But they sometimes decrease armour. Even so, it will provide the secondary attack since the chance of knocking him of his feet will be the same or most likely higher if the opponent has armour.
As I see it, Rush cannot even compare to Ram. Look at the example below;
You Rush your opponent. Since the opponent doesn’t have any means of escape you hit your opponent.
For this example you are a warrior, so Rush Costs 2 SC and the attack costs 2 SC = 4 SC.
Your FOR is 12 so you will inflict +1 DMG. Your weapon is a D2 and your PCN is 12 so your total DMG with rush is D2+4. You roll 2, and inflict 6 DMG. The target must roll an Agility roll against your CON+ATH (LvL) in this case 14+2 = -6. He fails you knock him off his feet.
Your turn ends.
Now Ram.
You Ram your opponent. The example is with the same premises as above so you hit your target.
Ram costs one more than above. 5 SC.
As for DMG you inflict +3 DMG from FOR. We’ll wait for your DMG from your weapon.
Your opponent now needs to roll against your CON+ATH (LvL)+3 to stay on his feet but only be knocked back one step.
14+2+3 = -9 to not be knocked off his feet. THis for someone with 10 in AGI it means 1 or under…
He falls. You attack with your weapon.
D2+3 in DMG, you roll 2, make 5 in DMG. Your total DMG this time is 3+5 = 8. If he had armour enough (ABS 5 or above) he only takes 2 (as if it were a normal Rush).
As I see it… it seems to have a higher chance of success and a higher damage value to. It costs 5 SC in total, but it will also leave the opponent on the floor. You are a warrior, thus your normal rush costs one less and your special Ram Rush costs as a usual Rush. I think it’s well enough thought out and only you that misunderstood something.
Most stances are possible and will be used out of regular combat. Precautionary stance is in essence that you just tense and decide to do a special set of action if something happens. Say pull up a shield. You walk in a ruin you know might have AOE spell traps. You are prepared to pull up a shield and everybody walks close around you to be sheltered in that case.
It’s meant to prepare an action, not an attack.
Say that you have prepared Lock (1) Load (3) Shoot (2) (Warrior techs for Aim) then your SC cost for the attack would be 6 which you pay when you initiate Precautionary Stance. But every step/phase after that you’ll pay 2 until you release your attack. Understand?
You only need a pocket bottle or something like that. In any case, it’s important to have things like this in battle. Potions are not the only valuable substance in my world but just simple water. It’s possible to get pocket rations as well from The Eye or make them yourself.
Hmm, alright, well thanks for the clearing up and explaining the things i was wondering about.
Good to read about these things, what affects me the most is the no unarmed rush attacks deal. I guess that’s just something I will have to adjust to, I really liked the rushing punch idea though.
Was that so hard?
Well, the reason for this is because something like that would in practice ruin the base idea for punches where you use turning momentum to strike harder or the compression of air through your lungs.
Do not despair though, a technique for this will be made. You can try this in duels and special situations though but without the technique it’s technically not possible, but not impossible either. Just don’t expect to succeed.
Well no it wasn’t.
Hehe, glad to hear that… Yet another entry on my long “to get” list 😛
Hehe, yeah, you do that. I will probably make it easier to get things when you’re all soliders. Then I will look over the system for acquiring techniques and such. Languages and Lore’s are okay right now but well…