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Subsections

Level Five

Anticipation II

Tech Points: 12

Usage: Passive

Prerequisites: Anticipation I

Effect: As Anticipation I, but the TN to be Hit is increased by 5 instead of 2.

BattleDance

Tech Points: 20

Usage: Active

Prerequisites: Dance Strike, Dance Step, Dancing 4+

Effect: Having brought his body and mind perfectly in sync with the rhythm of combat, the user becomes a nearly unstoppable warrior. When using this Technique, the character affects any opponents within a number of yards equal to his Spirit Scale. Against each of these opponents, the user gains a number of free Attacks and Passive Parries equal to 5 minus the opponent's Skill Level, in addition to his normal number of Attacks and Parries. The character must spend a Gaia Point to use this Technique.

Catch Missile

Tech Points: 18

Usage: Passive

Prerequisites: Hand Parry, Off Hand

Effect: If the user parries a missile by 2 or more using either Passive or Active Parry, he now holds the missile, undamaged, in his free hand. This Technique may only be used if one hand is free, or when using a bow.

Crush

Tech Points: 14

Usage: Active

Prerequisites: Fatal Strike II, Power Thrust III

Effect: The user of this Technique must take 6 Fatigue each use. The Base Damage of this Attack is equal to the target's Armor Value, and the AP of the Attack is equal to the user's Strength Scale.

Death Rain

Tech Points: 25

Usage: Active

Prerequisites: Flurry Attack, Triple Strike

Effect: The user may expend up to 5 extra ammunition(only 2 extra for weapons larger than a dagger) on a single attack. A +3 bonus to hit is added to the Attack for each extra ammunition expended. The user must spend a Gaia Point to use this Technique.

Disarm Break

Tech Points: 6

Usage: Active

Prerequisites: Twin Blade, Break Weapon

Effect: Identical to Break Weapon, but after attempting the break, the user may immediately make a Disarm attempt at a +2(though the Disarm Penalty is still applied after this bonus). This may be attempted regardless of whether or not the Break Weapon succeeded. The user must have a second weapon in his off hand to attempt the free Disarm.

Dodge Strike

Tech Points: 10

Usage: Active

Prerequisites: Anticipation I, Anticipation II, Dodge 3+

Effect: If an Active Dodge succeeds by 4 or more, the user gains an immediate counterattack at no penalty. Archers may only perform this on a Missile Attack Phase, unless they possess Speed Load and Quickdraw. The user may only counterattact with this Techique a number of times in the Phase equal to half his Reflexes Scale(round up).

Enhanced Range II

Tech Points: 10

Usage: Passive

Prerequisites: Enhanced Range I

Effect: The user adds a number of yards equal to his Skill x2 to his Base Range for Thrown Weapons, or Skill x4 for Archer. Not cumulative with Enhanced Range I.

Eternal Strike

Tech Points: 30

Usage: Active

Prerequisites: Focus, Smite, Spirit Strike, Will of Gaia

Effect: By spending a Gaia Point on this attack, and successfully hitting his opponent, the character may later deal an equal amount of Damage to the opponent simply by spending another Gaia Point. The user may do this even if the opponent is not in sight. The user loses this ability if he does not use it for 3 full minutes(12 Rounds, or 36 Phases), is knocked unconscious, or runs out of Gaia.

Fatal Strike II

Tech Points: 12

Usage: Active

Prerequisites: Fatal Strike I, Precision Strike II, Healing 2+

Effect: The user may add his Healing Skill Rank x 2 to the Damage of this Attack.

Finishing Strike

Tech Points: 8

Usage: Active

Prerequisites: Great Blow

Effect: By taking a Light Wound, the user may add their Strength Scale to the Damage of their Attack. In addition, if the Attack hits, any Passive Defense values used to boost the TN are not used when calculating MoS, though they are used to determine if the Attack hit. A Finishing Strike must be declared before the Attack roll.

Force of Will

Tech Points: 16

Usage: Active

Prerequisites: Instinct Strike, Spirit Strike

Effect: Using this Technique requires spending a Gaia Point. Firstly, the user may add his Will Scale to his to hit rolls. In addition, he may spend Backlash to ignore an amount of his opponent's Passive Defense equal to 1 point per 2 points of Backlash, or apply a penalty to the opponent's Active Defense(up to a number equal to his normal Passive Defense). The effects of this Technique last 3 Phases.

Guided Strike

Tech Points: 20

Usage: Passive

Prerequisites: Compensation, Focus, Instinct Strike

Effect: The character suffers no penalties to hit from adverse conditions, only from Wound Penalties. He is still penalized for Called Shots or Bypassing Armor. He ignores up to 3 points worth of Armor Penalties, and reduces Concealment of opponents by 5.

Ignore Wound II

Tech Points: 13

Usage: Passive

Prerequisites: Ignore Wound I

Effect: As Ignore Wound I, but the Wound Penalty may be reduced by 2 points.

Kapinstar

Tech Points: 20

Usage: Active

Prerequisites: Flurry Attack, Focus, Spirit Strike

Effect: This Technique is used by spending 2 ammunition on a single attack and sacrificing the use of all Passive Techniques for the Phase. The Attack is resolved normally, but a second Attack is performed immediately afterward, using the roll of the first Attack. The Damage of this second Attack is equal to the normal weapon Damage, but with an MoS of half the MoS of the first Attack(round down), and ignores armor completely, even if the first Attack did not penetrate the armor. This Technique costs 1 Gaia Point to use.

Keening

Tech Points: 20

Usage: Active

Prerequisites: Musical Instrument 4, Singing 2, Flurry Attack

Effect: By bringing his body into sync with Gaia itself, the user can affect the ability of others to utilize their full potential. Unlike other ``Active'' Techniques, Keening may be used for as many Phases as the character wishes. The character may not use any other Techniques while Keening, not even Passive Techniques, but neither can any other person within a number of yards equal to the user's Spirit Scale x 10. Characters other than the user may elect to spend a Gaia Point to use Techniques normally for that Phase. The character who is Keening may not use any Techniques in the Round before or the Round after using Keening.

Mimicry

Tech Points: 20

Usage: Active

Prerequisites: Anticipation II, Focus, Compensation

Effect: By spending a Gaia Point, the character may instantly perform any Technique he has seen used in the last 3 Phases. Techniques which are performed by using Mimicry cannot be Mimicked, nor can any Technique which explicitly requires a weapon(Death Rain, etc.). The character can only Mimic Active Techniques.

Mirror Slice

Tech Points: 20

Usage: Active

Prerequisites: Flurry Attack, Focus, Instinct Strike

Effect: The character may not use any Passive Techniques in the Phase in which this Technique is used. To use this Technique, the character makes a normal Attack. If the to hit roll exceeds the target's normal TN to be Hit(unmodified by Passive Defenses), the user gains another Attack using the first Attack's hit roll minus 2. This continues until the Attack total falls below the target's normal TN to be Hit. The target may continue to use Passive Defenses until all are expended.

Example: Tristan gets a 22 total to hit his opponent, who has an 8 Parry, 4 Dodge, 2 Parries per Phase, and a 13 TN to be hit. The first strike hits(13 + 8 = 21 vs 22), the second misses with a 20 total. With the third strike, Tristan has an 18 total and the target, with no Parries left and one Dodge left this Round, opts to use the Dodge to give a total TN of 17, so Tristan still hits. Tristan hits yet again with the fourth strike, as his total of 16 beats the target's now unmodified TN of 13. His fifth strike, a 14 total, hits as well. He does not get a sixth Attack, as his 12 total cannot beat the target's TN of 13. Tristan hit a total of four times, with the MoS of the Attacks being 1, 1, 3, and 1.

Parry Strike

Tech Points: 30

Usage: Passive

Prerequisites: Counter II

Effect: When any Parry(Passive or Active) succeeds by 4 or more, the user gains an immediate counterattack at no penalty.

Pierce Armor III

Tech Points: 12

Usage: Active

Prerequisites: Pierce Armor II, Precision Strike II

Effect: The penalty to bypass armor is reduced by 4 for this Attack.

Ride the Wind

Tech Points: 12

Usage: Active

Prerequisites: Enhanced Range II, Focus, Instinct Strike

Effect: When using this Technique, the character may consider any target in Line of Sight to be in Short Range.

Shield of Will

Tech Points: 20

Usage: Active

Prerequisites: Anticipation II, Focus, Iron Body

Effect: By spending 2 Gaia Points, the user becomes immune to all types of Magic, including Kurr'd-ah Magic, for the next 3 Phases. Any enchantments on the character when this Technique is used are instantly dispelled.

Shielded Strike

Tech Points: 8

Usage: Active

Prerequisites: Focus, Instinct Strike, Steel Wall

Effect: If the user Attacks an opponent first in the Phase he is using this Technique, and hits, he may add the MoS of the Attack to his TN to be Hit by that opponent for the next 3 Phases. If the opponent Attacks first, and misses, the user of this Technique adds the amount by which the opponent missed to his Attack roll to hit the opponent for the next 3 Phases.

Soul Cleave

Tech Points: 16

Usage: Active

Prerequisites: Fatal Strike I, Great Blow, Overpower

Effect: The user spends a Gaia Point and makes an Attack. If successful, the MoS is not applied to Damage, but the Attack instead does an amount of Backlash equal to (MoS +1) x (target's Magic Rank + 1), in addition to doing the Base Damage of the weapon in actual Damage. Creatures without a Magic Rank specified use their (Backlash / 2) / Spirit Scale to find a substitute value.

Spirit Strike

Tech Points: 12

Usage: Active

Prerequisites: Focus, Power Thrust II(or Precision Strike II for Archery/Thrown Weapon Skills)

Effect: The user may spend Backlash at a rate of 2 Backlash per extra Damage point to raise the Damage of an Attack. This may be done up to 7 times for a single Attack, and may be declared after the to hit roll.

Steel Flurry

Tech Points: 16

Usage: Active

Prerequisites: Second Strike, Flurry Attack

Effect: Requiring two weapons, this Technique allows the user to make a total of 3 Attacks for the Phase it is used in, 1 Attack for each blade, and a bonus Attack with the weapon of his choice. On an All-Out Attack, an extra Attack is granted for each blade, for a total of 5 Attacks.

Steel Fortress

Tech Points: 10

Usage: Active

Prerequisites: Dodge 2+, Steel Wall

Effect: The user gains unlimited Passive Parries this Phase at a level equal to his normal Parry level + Dodge Skill Rank + 1.

Strike With One Mind

Tech Points: 12

Usage: Passive

Prerequisites: Mounted Blow, Riding 3+

Effect: The user's mount, after at least 3 months of training, gains access to all the Combat Techniques the user possesses, even Techniques from other Styles.

Triple Strike

Tech Points: 14

Usage: Active

Prerequisites: Twin Strike

Effect: The user may make 3 simultaneous Attacks, but cannot use any Passive Techniques during this Phase.

Will of Gaia

Tech Points: 20

Usage: Active

Prerequisites: Focus, Gaia's Strength, Smite

Effect: By spending a Gaia Point, the user automatically hits, rolling a number of dice equal to his Reflexes Scale and taking the best roll as his MoS. This die roll is not added to an Attribute, resulting in an MoS from 1 to 10(or 12, or 14, or higher, if multiple 10s are rolled). Any Called Shot or Armor Bypass Penalties are applied to the MoS, and may result in a negative MoS or even reducing Damage to 0.


next up previous contents
Next: Magic Up: Restricted Techniques Previous: Level Four   Contents
2002-07-02