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Conflict Actions
These are the primary actions used to subdue your enemies and defend yourself and your allies, though there are other actions you can use while in conflict for support. All actions on this page can be completed during a single turn and cause you to enter conflict when declared.
While in conflict, you are restricted on the actions you can take and words you can speak based on the passage of 5 second long turns. The duration of your magical effects degrade faster and you may face exhaustion if you maintain this exertion too long.
Strike
Strikes are the most common way to inflict injury on your foes or leave them vulnerable. Strikes are affected by the size of your target. Against targets smaller than you, suffer a penalty on your roll equal to half the size difference. Against larger targets, gain that amount as bonus.
When your target has physical obstruction, determine their size by the portions that are not obstructed. For targets that occupy multiple spaces, some spaces may cause obstruction against their other spaces.
The damage is affected by the size of the attacker compared to the size of the subject. Against subjects larger than you, reduce your physical damage equal to the size difference. Against smaller subjects, instead increase your physical damage and treat their Reduction as lower equal to half your size difference.
Grab (Major - Athletics attacks Elude | Manipulation Limb)
Attack a target in Reach who is not Held with a Manipulation Limb to cause you both to be in a Hold, with you being a Holder and the target being Held. On success, the smaller creature is moved 1 space closer to the other unless you are already in the same space. If you are both the same size, your target moves.
While in a Hold, apply the following effect:
Melee (Major - Martial attacks Elude | Part used for attack)
Attack a target in Reach with a melee weapon to cause damage and effects of the weapon, DL 3. When targeting an object, that object cannot be used for Guard. If you are 4 or more sizes larger than your target, you may choose to not have size difference affect your attack roll and damage.
Ranged (Major - Nimble attacks Elude | Part used for attack)
Attack a target with a ranged or thrown weapon in range of the weapon to cause damage and effects of the weapon, DL 3. Suffer -1 on your attack roll if you are in 1 range of your target. You can increase your range by the range of your weapon by suffering -1 on your attack roll for each time you do. You can increase range of a thrown attack up to 5 times and launched attack up to 15 times.
Non-magical ranged weapons without Load must be thrown. Launched ammunition and thrown weapons fall to the ground in the space attacked on success, and on failure, falls to the ground in the space at the end of their range. You may target a space and choose to deal no damage to launch an object and not count as an attack.
Tactical Options
These tactics can be used in combination with other conflict actions to get the most out of your attacks.
Attacking a Space
To target the ground or a surface that fills an entire space, treat it as a size 1 object. If the target is horizontal, suffer -3 on your attack roll.
Attacking Blind
To attack a subject you cannot sense, you can choose a space in range of the attack for your attack to go into. For each occupant in the space, the Soulweaver rolls 3d12. On doubles, that occupant becomes the target of the attack. On doubles against multiple targets, attack them each in order of the highest face value of doubles or until an attack succeeds. On a tie, treat the roll as if from multiple rollers. The following conditions affect how many d12 the Soulweaver rolls.
Called Shot (Minor)
The next targeted attack you make this turn suffers -1 on the attack roll and you choose a specific part of the target. If your attack succeeds and exceeds the defense by an amount based on the target, the attack strikes the part and treats Severe Threshold as half. If Threshold is below 0, instead double it. If you cause Serious Injury, you may replace the Tiers of Wounded with double the Tiers of Trauma.
To gain the benefit of Called Shot, the amount you need to exceed the defense roll equals the number of sizes that the specified part is smaller than the target. On a standard humanoid creature, a torso is 2 sizes smaller than the creature, legs are 3 sizes smaller, arms and stomach are 4 sizes smaller, heads are 5 sizes smaller, and eyes and ears are 9 sizes smaller. Parts of armor can be bypassed by targeting their weak spots as a part of a creature 9 sizes smaller that the creature.
After Serious Injury caused by a Called Shot using Chopping Strike Type, the Soulweaver rolls d12 equal to the Tiers of Wounded the part has to sever the part, DL 13.
Dashing Plunge (Reaction)
After moving an additional space from Dash, use Melee Strike, Grab, or an Overpower targeting a subject in the same direction you moved. Gain +1 on the attack roll, stop being considered moving, and suffer -1 on defenses against physical attacks for 1 round. You may only use this once each round.
Diversion (Reaction - Guile attacks Observe)
Create a diversion to draw attention to cause the creature to become Focused on you and they cannot Cease Focus until their next turn, DL 3. After you use an action or speak, attack creatures that are Aware of that action. Gain +1 on your roll if you used a Minor Action and +2 if you used a Major Action. If your action creates a sound at range, creatures instead become Focused on the space where the sound was made. Creatures that expect you to use this action gain +6 on their defense.
Provoke (Major - Guile attacks Poise)
Attack target creature that hears or sees you to deal 2 Emotional damage, DL 3. The emotion is anger towards you. Increase the damage by 1 for each 6 you exceed their defense.
Rapid Strike (Major)
Declare a number. For 1 round, lose that number of d12 on attack rolls and half that number on damage rolls. Up to the declared number of times this turn, you can use any Strike or Overpower as a Minor Action. If attacking with a weapon that is not Lightweight, lose an additional 1d12 on that attack roll. Each body part can only be used once each round for an action modified by Rapid Strike.
Steal (Major - Nimble attacks Elude | Manipulation Limb)
Obtain an Unsecured object in Reach, DL 3. This counts as a Manipulate Object roll.
Overpower
Overpower is a collection of actions that allow you to cause an assortment of effects to change the tide of battle, often without causing direct harm. Against a larger target, suffer a penalty on your roll equal to the size difference. Against a smaller target, gain a bonus instead. You cannot affect targets 3 or more sizes larger than you.
Disarm (Major - Athletics attacks Nimble | Part used to attack)
Attack target creature with a melee weapon to cause them to Drop target object they are holding into target space in 1 range of them, DL 3. If the object is Gripped by multiple limbs, they gain +1 on their defense for each limb beyond the first. The target may choose to defend with Tools instead.
Demoralize (Major - Guile attacks Poise)
Attack target creature that hears or sees you to deal 2 Emotional damage, DL 3. The emotion is fear of you. Increase the damage by 1 for each 6 you exceed their defense.
Grapple (Major - Athletics attacks Nimble | Manipulation Limb or a part used in the Hold)
Attack target creature in a Hold to increase the Tier of Encumbered they suffer from Hold by 1 and join the Hold as a Holder, DL 3. If the part you use to Grapple has a Distal, you may have the attack also deal damage from that Distal. When used with a part that Grabbed using Called Shot targeting Neck, also cause Tier 1 Strangled until the limb is no longer in the Hold.
Impede (Major - Athletics attacks Endure | Part used to attack)
Attack target creature with a melee weapon to deal 2 damage of your choice of Blind, Dazzled, Deaf, Mute, Slow, or Unsteady, DL 3.
Reposition (Major - Athletics attacks Athletics | Part used to attack)
Attack a target other than yourself with a melee weapon to move the target one space farther from you, DL 3. If against a target in Reach and not used through another effect, you may move the target to any space in your Reach. If moving them multiple spaces, you can choose the path. If you choose a space they cannot occupy, they suffer Collision damage equal to your Reach. You may use this as a Minor Action to allow another creature to rise from Prone as a reaction to this.
Release (Major - Athletics attacks Endure | Manipulation Limb)
Attack target Holder to reduce the Tier of Encumbered their Grab is causing by 2, DL 3. If they have multiple Grabs ongoing, choose 1 to affect. If this removes all Encumbered from the Grab, that Grab ends.
Tackle (Reaction - Athletics attacks Elude | Torso)
As you move into an occupied space, empty your Movement Pool to attack a target in the space to cause Collision and stop being considered moving, DL 3.
Trip (Major - Athletics attack Nimble | Part used to attack)
Attack target creature with a melee weapon to cause them to suffer -3 on Mobility rolls for 1 round and begin falling, DL 3. If the creature is mounted, instead attack Athletics to cause the creature to fall off their mount.
Hinder Actions
These actions can be used to protect yourself and your allies.
Hinder Attack (Reaction - Nimble attacks Martial | Part used to attack)
As a creature attacks a target other than you, attack them with a melee weapon to cause -1 on their attack roll, DL 3.
Hinder Movement (Reaction - Athletics attacks Varies | Part used to attack)
Hinder Movement can be used in multiple ways depending on the type of movement to be hindered. Each version counts as an Overpower.
As a creature declares Advance, attack their Nimble with a melee weapon to prevent the Advance, DL 3. If they would move into or out of a space you occupy, gain +3 on your roll.
As a creature would be moved by an effect, reduce the spaces they will move by 1, DL 3. If they would be moved by Reposition, this attacks Athletics of the attacker. Otherwise, the Soulweaver rolls a number of d12 equal to the spaces the effect attempts to move them and uses the size of the creature.
Hinder Spellcasting (Reaction - Nimble attacks Magic | Part used to attack)
As a creature begins to Manifest a Spell, attack them with a melee weapon to cause -1 on their Manifest roll, DL 3.
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