
Here are a couple of knacks I designed for the warrior adept. Thoughts in form of constructive criticism welcome!
The Elemental Stances – A series of knacks for the warrior´s Melee Weapons talent
Air Stance: Rank 7, Cost: 2.100 LP
Earth Stance: Rank 7, Cost: 2.100 LP
Fire Stance: Rank 9, Cost: 5.500 LP
Water Stance: Rank 9, Cost: 5.500 LP
Master´s Stance: Rank 11, Cost: 14.400 LP
The warrior adapts a close combat stance designed to channel the properties of one of the four elements. The warrior may enter any stance he knows during the “declare action” step of combat resolution. To enter an elemental stance, the warrior must spend one point of strain. He may not change his chosen stance until the next combat round. The five stances are mutually exclusive, i.e. he can only be considered in one stance at a time. Should the warrior become knocked down for any reason, the benefits of the stance are lost.
Air Stance
The unpredictable, forceful nature of storms is channeled in this stance. The Air Stance enables the warrior´s attacks to become an unpredictable flurry of movement. As a result, it is hard for a struck opponent to keep his footing. If an attack made by a warrior in this stance causes his opponent to check for knockdown, he must roll twice and take the worse result.
Earth Stance
The stoic, unmovable nature of earth is channeled in this stance. In the Earth Stance, a warrior lowers his point of balance. He orientates his movement towards the ground and thus becomes harder to knock down. If a warrior in this stance is forced to check for knock down, he may roll twice and keep the better result.
Fire Stance
The destructive nature of fire is channeled in this stance. The warrior´s attacks made from this stance are designed to focus on the weak spots of protective gear and hence penetrate armor easier. As a result, the difficulty level to achieve an armor defeating hit is reduced by 1/3 of the warrior´s melee weapons rank.
Water Stance
The fluid, evasive nature if water is channeled in this stance. The warrior adapts a superb defensive posture, taking the edge off of enemy attacks by appropriate movement. As a result, the difficulty level to achieve an armor defeating hit against the warrior is increased by 1/3 of his melee weapons rank. This benefit is not granted if the opponent´s attack received a “blindsided” bonus.
Master´s Stance
The warrior has mastered the stances of the four elements. As a result he may combine the benefits of two of the stances, i.e. adapt a Stance of Air & Earth, Stance of Air & Fire, Stance of Air & Water, Stance of Earth & Fire, Stance of Earth & Water or Stance of Fire & Water.
Warrior talent knacks
True Grit
Prerequisite: Life Check, Rank: 9
Cost: 8.900 LP
Effect: Upon reaching damage equal to his Unconsciousness Rating, the warrior may declare usage of this knack. He spends a point of Karma, which is not rolled, to bring his body into a temporary stasis. As a result, a warrior employing “True Grit” cannot fall unconscious or die for duration equal to Life Check rank´ rounds. During this time, he does not take damage, but instead notes any damage he takes separately. As soon as the stasis ends, all damage accumulated during the duration is applied. Furthermore, due to the stasis, healing has no effect on the warrior during the duration of “True Grit”. Consequently, as soon as the duration ends, the warrior collapses to the ground unconscious or dead respectively. The effects of healing magic, such as a death cheat blood, take effect after the end of the stasis.
Read opponent
Prerequisite: Anticipate Blow, Rank: 9
Cost: 5.500 LP
Effect: A warrior, who knows this knack and uses Anticipate Blow against an opponent, may try to read his enemies movement and thus gain a deeper understanding of his way to conduct combat. If an Anticipate Blow test yields an extraordinary result, the warrior may declare his use of the knack. In order to do so, he spends two points of strain. As a result he gains the benefits of Anticipate Blow against this opponent until the end of combat. I.e. he does not need to roll for the talent in following combat rounds and receives the defensive benefits of Anticipate Blow regardless of the respective initiative test results. In order to use the offensive benefits of Anticipate Blow, the warrior still needs to achieve a higher initiative test result than his opponent.
Mage Slayer
Prerequisite: Melee Weapons, Rank: 9
Cost: 5.500 LP
Effect: A warrior specializes in disrupting enemy spellcasters. Whenever he attacks a spellcaster in close combat, he may declare usage of this knack before the attack roll is made. The warrior takes one point of strain to pay for this knack. If the attack hits, the spellcaster takes damage normally. In addition he must make a thread weaving test against the warrior´s damage test result in order to maintain any threads already woven. Furthermore, the weaving of new threads during this combat round is more difficult based on the result level of the attack test. A normal success increases the difficulty by 3, a good result by 6, an excellent result by 9 and an extraordinary success by 12.
Best regards
Enas