ED Characters and Power Combos

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Telarus_KSC
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ED Characters and Power Combos

Postby Telarus_KSC » Tue Jan 24, 2012 5:09 pm

I've been thinking of how an ED character is "normally" presented. Steven Black has pretty much refined the "usual" presentation of an ED character statsheet block (it's the format you seee many of the NPCs listed in).

I'm interested in how new developments in RPG design can aid us in presenting ED characters to players. The "Talents/Powers as Cards" thread really got my mind rolling, as did this thread on RPG.net ().

My girlfriend thinks something based on this would speed up play. She constantly has to look around her character sheet when doing things in combat, and jumping around randomly means she sometimes rolls the wrong dice, etc.

So I thought that instead of writing just a list (organized by circle) of Talents, a list of Skills, etc... with each line having all the details for that Power....

We can organize thing differently.

Combat Active Abilities (combat attacks, etc) / Combat Effect Test Modifiers / Passive Abilities (Woodksin, etc) / Other Utility Powers

(this is just one possible arrangement).


I also like the idea of stringing powers into Combos, so that a character sheet would have a "procedure" to follow depending on if the player picked Melee Weapons + Second Weapon, or picked Tail Attack + Melee Weapons + Second Weapon. Just the Name and the final Step (& maybe dice), and a check for [_]S [x]D [_]T [_]P (Skill/DiscTalent/OtherTalent/Power). The Rank, base Attr, etc, would be in the master power list, but you could write down commonly used combos, and then note the final Step / Dice pool there on the combo card.

I think a form with the appropriate blanks (a section for Combat Options across the top) that you could print and copy, then have the player fill out would also be a good game aid. This could help the players figure out "how to use their character" by seeing the procedure for good Combos laid out clearly...

Anyone have any ideas like this?
Last edited by Telarus_KSC on Tue Jan 24, 2012 6:54 pm, edited 2 times in total.

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Re: ED Characters and Power Combos

Postby Slimcreeper » Tue Jan 24, 2012 6:43 pm

I've had players that really appreciated having lots of empty space to make notes like that. It's a bigger project than I'm going to take on, to try to work out a universal system. It could be great addition to a game.

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Re: ED Characters and Power Combos

Postby slayride » Tue Jan 24, 2012 10:41 pm

I actually addressed this subject on my old blogs, making characters in a more reduced manner for Game Masters akin to DnD Fourth Editions changes to characters/creatures. The overall response was that people like the Game Master Characters in the current format over a reduced format. Of course since then I have really refined my techniques for shorthand for my game. Watch as I get lazier over time. lol. For example GMCs from Cathay quest:

Three sessions ago:
Human Thugs
Attributes (14): 6
Characteristics
Initiative: 6 Defenses: 8 (Armor Defeat 17, Physical)
Physical Armor: 5 Mystic Armor: 2
Death: 36 Recovery Tests: 3
Unconsciousness: 28 Knockdown: 6
Wound Threshold: 10 Movement: 6
Melee Weapons (3): 9
Throwing Weapons (2): 8
Saber 11 +3 Surprise; Dagger 8 +3 Surprise; Club 9 +3 Surprise [Surprise Strike 1 strain]
Skills
Avoid Blow (3): 9 [1 strain] Conceal Object (3): 9 [1 strain]
Great Leap (3): 9 [1 strain] Parry (3): 9 +3 [1 strain]
Silent Walk (3): 9
Armor
Hardened Vest (Phys 3); Rattan (Phys 2; Deflect +1/0; Shatter 13)
Weapons
Saber (Damage 11), Dagger (Damage 8; Range 5–10 hexes; Concealment 8), Club (Damage 9; Concealment 7)
Loot
30 silver pieces
Legend Award
Third Circle (3 per 1 PC)—Mook 1 Wound
Damage 2 (for concealed objects.)

Mook thugs.
They take 15 damage or more in one attack they go down off the first wound, 10 if armor defeating. Or if they take a total 26 damage (+2 current).
These mooks were about average for the circle. But the evasion talents made them have staying power and overpowered them. Future mooks don't get to avoid or parry. It slows the game down too much.

Conceal Object skill 9- 2 size =7 DN for club, 9-1 size = 8 DN for dagger.)

Human Thug Leader Third Circle Warrior
Attributes (16): 7 (fairly lazy design decision on my part...far too powerful at Third Circle, but easier to make this way)
Characteristics
Initiative: 7 (10) [13] Physical Defense: 10 (Armor Defeat 20) Others: 9
Physical Armor: 7 Mystic Armor: 2
Death: 66 [80] Recovery Tests: 3 [2]
Unconsciousness: 52 [66] Knockdown: 10 D
Wound Threshold: 11 Movement: 6
Karma 15/15 [14]
Close Combat (3): 10 D
Throwing Weapons (2): 9
Saber 13 +3 Surprise; Dagger 10 +3 Surprise; Club 10 +3 Surprise
Surprise Strike = 1 strain
Powers
Anticipate Blow D (3): 10 [1 strain] Avoid Blow (3): 10 D [1 strain]
Great Leap (3): 10 [1 strain] Fireblood (3): 10 [-1 RT]
Armor
Hardened Vest (Forged +1; Phys 4); Rattan (Forged +1; Phys 3; Deflect +1/0; Shatter 13)
Weapons
Saber (Forged +1; Damage 13), Dagger (Forged +1; Damage 10; Range 5–10 hexes; Concealment 9), Club (Damage 10; Concealment 8)
Loot
50 silver pieces
Damage 2 (for concealed objects.)

Legend
D = Discipline talent
DR/UR/RT []= Wood Skin applied
Initiative= 7 (10) [13] (10) = Air Dance or Tiger Spring, 1 strain. [13] = Air Dance + Tiger Spring = 2 strain.
Knockdown 10 D = Wound Balance talent
Conceal Object skill 10- 2 size =8 DN for club, 10-1 size = 9 DN for dagger.)

Two sessions ago:
Third Circle Human Thief Assassins
Attributes
D/P 7 S/T/C 6 W 5
Characteristics
Initiative 7 Movement 6
Physical Defense 10 [20 AD] Physical Armor 7 (Hardened Vest+1F + Rattan Shield +1F)
Spell Defense 9 Mystic Armor 1
Social Defense 8 Karma 15/15
Death 54/Unconscious 43/ Wound 10
Recovery Test: 3
Powers
Melee Weapons 10+K
Throwing Weapons 10
Damage
12 Saber +1F/9 Dagger +1F
Surprise Strike 15 Saber +1F/ 12 Dagger +1F [1 strain]
Dagger Range (5/10)
Detect Trap 10+K [1 strain] Disarm Trap 10+K [1 strain] Lock Picking 10+K
Silent Walk 10+K Trap Initiative 10+K [1/2 strain]
Avoid Blow 10 [1 strain] Conceal Object 11 (saber 8/dagger 10) [1 strain]
Items
Vitality of the Boar Potion
Loot 30 Cathayan silver
Current Damage: 2 (for concealed objects)

Legend: +K = Karma can be spent on the action (i.e. talent)
+1F= Forged +1
Conceal Object skill 11- 3 size =8 DN for saber, 11-1 size = 10 DN for dagger.)
Durability already added in but not listed
Karma Ritual 3 x 5 =15/15 added in but not listed
Rank 3 in all talents. Avoid Blow is a pool talent as is Surprise Strike.
Conceal Object is the only relative combat skill.

Typical combat proceeds as silent walk, then surprise. Use the two concealed weapons to gain surprise if silent walk fails. Assassin specialists have the Melee Weapons talent as a Discipline talent so can spend karma on it to hit. These guys almost wiped out the party...assassin thieves are pretty powerful.

Last session:

Mundane [Race] Mook Thug Miners (Third Circle)
Attributes 5
Initiative 5 Defenses 7
PA 3 MA 1
Hardened Vest
DR 32 UR 24 WT 8 RT 2
Attack 8/6 [Improvised Weapons]
Pick 8 Surprise Strike 11 Improvised Weapon
Shovel 8 Surprise Strike 11 Improvised Weapon
Dagger 7 Surprise Strike 10 Conceal 7
Conceal Object [1 strain]/Great Leap[1 strain]/Lock Picking/Picking Pockets/Silent Walk/Swimming = 8
Damage 1 (for concealed objects)

Mook thug miners from the last session.
They take 11 damage or more in one attack they go down off the first wound, 8 if armor defeating. Or if they take a total 23 damage (+1 current)
Note that these mooks were probably too easy for Third Circle.

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Re: ED Characters and Power Combos

Postby slayride » Tue Jan 24, 2012 10:48 pm

That last stat block is especially short. But could be even shorter.
Mook
Attributes/Initiative 5
Defenses 7
PA 3 MA 1
Hardened Vest 3
DR 32/UR 24/WT 8/RT 2
Attack 8 /[6 Improvised]
Damage Dagger 7 +3 Surprise [Concealment 7] Range 5/10 /[8 Improvised] +3 Surprise
All Skills known 8
Current Damage 1
Last edited by slayride on Tue Jan 24, 2012 10:51 pm, edited 3 times in total.

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Re: ED Characters and Power Combos

Postby slayride » Tue Jan 24, 2012 10:49 pm

and that is about as simple as an Earthdawn statblock could ever get.

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Re: ED Characters and Power Combos

Postby slayride » Tue Jan 24, 2012 10:56 pm

Now as for applying this technique to players characters it should not be too difficult. All you are doing is essentially taking good ole Game Master short hand and instead of applying it to Game Master Characters you apply it to the Player Characters sheet.

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Re: ED Characters and Power Combos

Postby slayride » Tue Jan 24, 2012 11:13 pm

For this example, lets take Gensai, the Scout from the Adventure The Cure For Evil. He's grown a bit in my campaign to Third Circle.

Gensai, Third Circle Dwarf Scout

Attributes
DEX (16): 7 STR (13): 6 TOU (16): 7
PER (16): 7 WIL (12): 5 CHA (14): 6

Characteristics
Initiative: 7 Physical Defense: 10
Physical Armor: 5 Spell Defense: 9
Mystic Armor: 1 Social Defense: 8
Death: 51 Recovery Tests: 3
Unconsciousness: 41 Knockdown: 6
Wound Threshold: 11 Movement: 5
Karma Points: 12/12

Scout Talents
Climbing D (3): 10
Karma Ritual D (3): 3
Navigation D (3): 10
Search D (3): 10
Speak Language D (3): 10—(Cathayan/Ki Mao, Cathayan/Po Na, Gar)
Tracking D (3): 10
Wilderness Survival D (3): 10
Disguise Self (1): 8
Durability [6/5] (2): 2
Silent Walk (2): 9
Questor of Twoo (3): 3
Detect Deceit (3): 10
Perceive Emotion (3): 10
Verdict (3): 9
D Discipline Talent (The adept may spend Karma on this Talent)
Italicized Talents Require Karma. (Except when also a Discipline Talent)
Skills
Avoid Blow (2): 9
Great Leap (2): 9
Melee Weapons (2): 9
Missile Weapons (2): 9
Dragon Spine Mountain Geography K (1): 8
Imperial Capital Politics K (1): 8
Snowboarding Knowledge K (1): 8
Xue Shang Snowboarding K (1): 8
Read/Write Language (1): 8—(Cathayan)
Speak Language (1): 8—(Cathayan)
A Artisan Skill; K Knowledge Skill
Armor
Hardened Vest (Phys 3), Rattan Shield (Phys 2; Deflect +1/0 [20], Shatter 13)

Weapons
Saber (Damage 11) ; Crossbow (Damage 11; 25–50 hexes), Quiver (w/30 bolts)

Equipment
Adventurer’s Kit, Climbing Kit, Symbol to Twoo, Trail Rations (1 week), Traveler’s Garb, Water Skin

Loot
17 silver pieces, 23 gold pieces, red gem

Notes
As a dwarf, Gensai possesses the Heat Sight (1): 8 racial ability.

Scout Abilities

Second Circle: +1 Physical Defense

Current Legend Points
50

That's the full GMC.
But all I really need for combat is this:
Gensai
Attributes
D/T/P: 7/D12 S/C: 6/D10 W: 5/D8
Characteristics
Initiative: 7/D12 Physical Defense: 10 [20 AD]
Physical Armor: 5 Spell Defense: 9
Mystic Armor: 1 Social Defense: 8
Death: 51 Recovery Tests: 3
Unconsciousness: 41 Knockdown: 6/D10
Wound Threshold: 11 Movement: 5
Karma Points: 12/12
Attack (Melee/Missile) 9/D8+D6 (skill)
Damage 11/D10+D8 (Saber/Crossbow) Range 25/50 Bolts 30
Talents
Climbing (3): 10/2D8 +D6(Discipline)
Disguise Self (1): 8/2D6 +D6 (Requires Karma) (potentially usable in combat to disguise yourself as the enemy)
Search (3): 10/2D8 + D6 (Discipline) (Ferret out enemy disguised characters)
Silent Walk (2): 9/D8+D6
Heat Sight (1): 8/2D6 [racial talent IMB]
Skills
Avoid Blow (2): 9/D8+D6 [1 Strain]
Great Leap (2): 9/D8+D6 [1 Strain]
I could easily hand this off to a Player Character and they could run Gensai in combat instead.
Last edited by slayride on Wed Jan 25, 2012 3:56 am, edited 3 times in total.

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Re: ED Characters and Power Combos

Postby slayride » Wed Jan 25, 2012 12:42 am

now for something complicated. Let's try a Fifth Circle T'skrang Swordmaster.
Dexterity 15+1=16/7, Strength 14/5, Toughness 13+1=14/3, Perception 12/2, Willpower 11/1, Charisma 15+1=16/7 = 25 PP +2 Dexterity and Charisma for 4 Circles/Training
Thread Items x 5: R4 protective amulet, R4 padded leather, R4 Broadsword x 2 (primary and secondary hand), R4 Short Sword (tail)
Pool Talents: avoid blow, wound balance, durability, unarmed combat, swift kick

Attributes
D/C (18): 7 S/T (14): 6 P/W (12/11): 5
Characteristics
Initiative: 6 (7-1 Espagra-Scale Cloak)
Physical Defense: 11 (10 + 1 second circle)
Spell Defense: 10 (7 +3 R4 amulet)
Social Defense: 10
Physical Armor: 9 (R4 Padded Leather 6 + Espagra-Scale Cloak 3)
Mystic Armor: 5 (R4 Padded Leather 3 +1 base +1 Espagra-Scale Cloak)
Death Rating: 36 + Durability 7 x 5= 35 = 71
Unconsciousness Rating: 28 + Durability 6 x 5= 30 = 58
Wound Threshold: 10
Recovery Tests: 3
Knockdown: Wound Balance pool talent 5+6 Strength = 11
Karma: 5 Karma Ritual x 4 racial modifier = 20/20

Reactions (free actions)
trigger attack hits Physical Defense:
Avoid Blow (5): 12/2D10 (1 Strain) Ranged Avoid needs Good Result
trigger hit in close combat:
Parry (6): 13/D12+D10 +D6 (Discipline) +3 size bonus from broadsword (1 Strain)
trigger hit with melee weapon:
Riposte (5): 12/2D10 +D6 (Discipline) (2 Strain) Success parries the attack. Good Result vs. that opponent's Physical Defense = 1 counterattack per round. Extraordinary Result vs. that opponent's Physical Defense = Armor Defeating Counterattack
Counterattack damage R4 Broadsword 17/D12 +2D8
trigger hit versus Spell Defense
Steel Thought (1): 6/D10 (1Strain)

Double Attack
Standard Initiative 6/D10
Taunt (Simple Action) (5): 12/2D10 1 Strain Point Average Result -1 Action Test/Social Defense; Good Result -2 Action Test/Social Defense; Excellent Result -3 Action Test/Social Defense; Extraordinary Result - 4 Action Test/Social Defense against one attack target. Duration 5 rounds.
Melee Weapons (Standard Action) 6+7 Dexterity = 13/D12+D10 +D6 (Discipline)
Damage (Thread Broadsword R4) 17/D12 +2D8 damage
Second Weapon 5+7 Dexterity =12/2D10 +D6 (Discipline) (1 Strain Point)
Damage (Thread Broadsword R4) 17/D12 +2D8 damage
must have a higher Initiative Step than opponent to trigger:
Swift Kick 5+7 Dexterity = 12/2D10 (1 Strain Point)
Damage (Thread Short Sword R4) 15/D12+2D6
Your standard Swordmaster turn.

Triple Attack (Tail Attack + Aggressive Attack)
generally whenever a t'skrang uses tail attack they use the aggressive attack feature to mitigate the penalty. This still -2 from all other types of test for the round though. This is basically an all-out offensive attack.
Initiative 6/D10 -2 (Tail Attack Penalty)
Physical Defense 11-3= 8
Spell Defense 10-3=7
Taunt (Simple Action) (5): 12/2D10 -2 (Tail Attack Penalty) 1 Strain Point Average Result -1 Action Test/Social Defense; Good Result -2 Action Test/Social Defense; Excellent Result -3 Action Test/Social Defense; Extraordinary Result - 4 Action Test/Social Defense against one attack target. Duration 5 rounds.
Melee Weapons (Standard Action) 6+7 Dexterity = 13/D12+D10 +D6 (Discipline) +1 overall (+3 aggressive attack -2 for tail attack = +1) (1 Strain Point (aggressive attack))
Damage (Thread Broadsword R4) 17/D12 +2D8 +1 damage
Second Weapon 5+7 Dexterity =12/2D10 +D6 (Discipline) +1 overall (2 Strain Points 1 aggressive attack + second weapon cost)
Damage Rank 4 (Thread Broadsword R4) 17/D12 +2D8 +1 damage
Tail Attack Unarmed Combat 5+7 Dexterity = 12/2D10 +1 overall (1 Strain Point)
Damage (Thread Short Sword R4) 15/D12+2D6+1 damage
must have a higher Initiative Step than opponent to trigger:
Swift Kick 5+7 Dexterity = 12/2D10 +1 (2 Strain Points 1 aggressive attack + swift kick cost)
Damage (Thread Short Sword R4) 15/D12+2D6 +1
unlikely to trigger due to Initiative Penalty.
Reactions (free actions)
Avoid Blow (5): 12/2D10 -2 (1 Strain) Ranged Avoid needs Good Result
Parry (6): 13/D12+D10 +D6 (Discipline) +1 (+3 size bonus from broadsword -2 tail attack penalty) (1 Strain)
Riposte (5): 12/2D10 +D6 (Discipline) -2 (-2 tail attack penalty) ( 2 Strain) Success parries the attack. Good Result vs. that opponent's Physical Defense = 1 counterattack per round. Extraordinary Result vs. that opponent's Physical Defense = Armor Defeating Counterattack
Counterattack damage R4 Broadsword 17/D12 +2D8 +1 (1 Strain Point for the Damage Test from Aggressive Attack if the counter hits)
Steel Thought (1): 6/D10 -2

Lead them to their Doom (Tail Parry + Giving Ground 1 Strain Point)
Initiative 6/D10 -3 (Tail Parry)
Physical Defense 11 + 3 Tail Parry + 6 Giving Ground (6 ranks in Melee Weapons) = 20
Taunt (Simple Action) (5): 12/2D10 -3 (Tail Parry) 1 Strain Point Average Result -1 Action Test/Social Defense; Good Result -2 Action Test/Social Defense; Excellent Result -3 Action Test/Social Defense; Extraordinary Result - 4 Action Test/Social Defense
against lure target. Duration 5 rounds.
Melee Weapons (Standard Action)(6): 13/D12+ D10 + D6 (Discipline) - 5 (-2 giving ground -3 tail parry)
Damage Rank 4 (Thread Broadsword R4) 17/D12 +2D8 -3 damage
other attacks are likely out, since the character has decided retreat and survival preferable to continuing to fight and all attacks are at -5. Taunt may also be off the table depending on current damage.
Reactions (free actions)
Avoid Blow (5): 12/2D10 - 3 (1 Strain) Ranged Avoid needs Good Result
Parry (6): 13/D12+D10 +D6 (Discipline) (1 Strain) (+3 size bonus -3 tail parry = 0)
Riposte (5): 12/2D10 +D6 -3 (Discipline) (2 Strain) Success parries the attack. Good Result vs. that opponent's Physical Defense = 1 counterattack per round. Extraordinary Result vs. that opponent's Physical Defense = Armor Defeating Counterattack
Counterattack damage R4 Broadsword 17/D12 +2D8
Steel Thought (1): 6/D10 -3 (1Strain)

I Stand Alone (Tail Parry + Defensive Stance)
Initiative 6/D10 -6 (Tail Parry + Defensive Stance)
Physical Defense 11 + 3 Tail Parry + 3 Defensive Stance = 17
Spell Defense 10 + 3 Defensive Stance = 13
Taunt (Simple Action) (5): 12/2D10 -6 (-3 Tail Parry -3 Defensive Stance) 1 Strain Point Average Result -1 Action Test/Social Defense; Good Result -2 Action Test/Social Defense; Excellent Result -3 Action Test/Social Defense; Extraordinary Result - 4 Action Test/Social Defense
against magician target. Duration 5 rounds.
Melee Weapons (Standard Action)(6): 13/D12+ D10 + D6 (Discipline) - 6 (-3 defensive stance -3 tail parry)
Damage Rank 4 (Thread Broadsword R4) 17/D12 +2D8 -6 damage
other attacks are likely out, since the character has decided retreat and survival preferable to continuing to fight and all actions are at -6. Taunt may also be off the table depending on current damage.
Reactions (free actions)
Avoid Blow (5): 12/2D10 - 6 (1 Strain) Ranged Avoid needs Good Result
Parry (6): 13/D12+D10 +D6 (Discipline) (1 Strain) -3 (+3 size bonus -3 tail parry -3 defensive stance = -3)
Riposte (5): 12/2D10 +D6 -3 (Discipline) - 6 (2 Strain) Success parries the attack. Good Result vs. that opponent's Physical Defense = 1 counterattack per round. Extraordinary Result vs. that opponent's Physical Defense = Armor Defeating Counterattack
Counterattack damage R4 Broadsword 17/D12 +2D8
Steel Thought (1): 6/D10 -6 (1Strain)

Maneuver
Standard Initiative 6/D10
Maneuver (Standard Action) sacrifice all attacks to get a +5 attack bonus and +5 damage bonus against the targeted opponent next turn.
(5): 12/2D10
Taunt (Simple Action) (5): 12/2D10 1 Strain Point Average Result -1 Action Test/Social Defense; Good Result -2 Action Test/Social Defense; Excellent Result -3 Action Test/Social Defense; Extraordinary Result - 4 Action Test/Social Defense against maneuver target. Taunt can be done before or after the Maneuver Test, since Maneuver does not target the opponent's defenses in any way. Duration 5 rounds.

Heartening Laugh
Standard Initiative 6/D10
Taunt (Simple Action) (5): 12/2D10 1 Strain Point Average Result -1 Action Test/Social Defense; Good Result -2 Action Test/Social Defense; Excellent Result -3 Action Test/Social Defense; Extraordinary Result - 4 Action Test/Social Defense against maneuver target. Taunt can be done before or after the Maneuver Test, since Maneuver does not target the opponent in any way. Usually against the opponent with the highest Social Defense, as this will affect Heartening Laugh's DN. Duration 5 rounds.
Heartening Laugh (5): 12/2D10 + D6 (Discipline) Success adds +5 to Willpower Tests versus fear for 5 rounds.
Last edited by slayride on Wed Jan 25, 2012 3:23 am, edited 3 times in total.

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Re: ED Characters and Power Combos

Postby slayride » Wed Jan 25, 2012 1:02 am

this gives a general overview on what a Fifth Circle T'skrang Swordmaster could do in a round. Normal attack, aggressive tail attack, giving ground +tail parry versus physical attackers, tail parry + defensive stance versus spell attackers, maneuver, heartening laugh. You can also use maneuver to set up some of these options in various ways. For example, do a successful maneuver versus one opponent, then follow it up with lead them to their doom (attack overall -5 + 5 = + 0, damage -3 + 5 = + 2 overall, with a nice +20 Physical Defense to boot).

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Re: ED Characters and Power Combos

Postby Telarus_KSC » Wed Jan 25, 2012 4:07 am

You nailed it by breaking the Free Actions away from the Attack Combos/Maneuver/Heartening Laugh.

Now, I'm going to go back and re-read the other posts you made.


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