@ -47,7 +47,7 @@ Classes are described in \cref{ch:combat-classes,ch:noncombat-classes}. The desc
\chapter{Combat Classes}\label{ch:combat-classes}
\chapter{Combat Classes}\label{ch:combat-classes}
\begin{firstpar}
\begin{firstpar}
The first set of classes focuses on combat. Each of them specializes in their own way of dealing damage and controlling the battlefield.
The first set of classes focuses on combat. Each of them specializes in their own way of dealing damage and controlling the battlefield. From the stalwart guard, to the roguish swashbuckler, to the mysterious witch, their unique skills let them swiftly defeat their enemies, or protect their allies.
\end{firstpar}
\end{firstpar}
\section*{Fighter}
\section*{Fighter}
@ -57,7 +57,7 @@ Fighters are trained in the use of melee weapons and can use them to great effec
\subsubsection*{Abilities}
\subsubsection*{Abilities}
\begin{multicols}{2}
\begin{multicols}{2}
\paragraph*{Sure Strike}\tochange{Pay dice for damage.}
\paragraph*{Sure Strike}Remove up to your \stat{STR} dice from your dice pool. Deal damage appropriate to the number of successes equal to half the removed dice.
\end{multicols}
\end{multicols}
\subsection*{Guard}
\subsection*{Guard}
@ -73,15 +73,17 @@ A guard's main job is to protect their allies from attacks. They may not be trai
\paragraph*{Knock out} Roll an opposed test with \stat{DT}$6-\stat{str}$. The opponent must win with \stat{DT}$6-\stat{stb}$, or become \textbf{\sffamily unconscious} for a number of turns equal to the difference in margins.
\paragraph*{Trip -- \textit{reaction}} If a target moves within range of your weapon, roll a test against \stat{DT}$6-\stat{dex}$. The target must win an opposed test with \stat{DT}$6-\stat{dex}$ or be knocked \textbf{\sffamily prone}.
\paragraph*{Trip -- \textit{reaction}}\tochange{Knock passing enemy to the floor}
\paragraph*{Prevent Escape -- \textit{reaction}} If a target leaves your attack range, you may perform an attack or use an ability against that target.
\paragraph*{Prevent Escape -- \textit{reaction}}\tochange{Attack of opportunity}
\paragraph*{Hold the Line} Roll a test with \stat{DT}$6-\stat{stb}$ and note the margin of success. Next time someone within your range rolls a test, you may reduce the number of successes in their test by up to the number of successes you received, but not below 0.
\paragraph*{Hold the Line}\tochange{Prevent stuff happening in an area around the character}
\paragraph*{Sweep} Make an attack against a primary target. Divide up to your \stat{STR} of the successes as damage rolls between targets adjacent to the primary target, as if you were attacking those targets.
\end{multicols}
\end{multicols}
\subsection*{Knight}
\subsection*{Knight}
@ -99,15 +101,19 @@ The noble knight is trained in the art of swinging their sword with great effici
\paragraph*{Disarm} Roll a test with \stat{DT}$6-\stat{dex}$. The opponent must win with \stat{DT}$6-\stat{str}$, or their weapon is removed and placed in a random spot, the difference between margins meters away from the attacker.
If the defender is using a weapon that cannot reasonably be removed, such as claws or their fists, they are immune to being disarmed.
\paragraph*{Trip -- \textit{reaction}}\tochange{Knock passing enemy to the floor}
\paragraph*{Trip -- \textit{reaction}}If a target moves within range of your weapon, roll a test against \stat{DT}~$6-\stat{dex}$. The target must win an opposed test with \stat{DT}~$6-\stat{dex}$ or be knocked \textbf{\sffamily prone}.
\paragraph*{Hard Strike}\tochange{Extra damage}
\paragraph*{Hard Strike}Choose a number up to \stat{STR} and roll for an attack. On success, add the chosen number to the margin. Remove at least twice as many dice from the pool (this includes the failure dice that would be removed anyway.)
\paragraph*{Parry -- \textit{reaction}}\tochange{Remove some number of attacker's attack dice or successes}
\paragraph*{Parry -- \textit{reaction}}On being attacked with a weapon that is not thrown or ranged, you may select a number of dice from your dice pool, up to $2\cdot\stat{DEX}$. Roll a test with them and remove the number of successes you get from your attacker's successes. Remove the selected dice from your dice pool.
\paragraph*{Press Advantage} Roll a test with \stat{DT}~$6-\stat{str}$. The opponent must win with \stat{DT}$6-\stat{str}$ or both characters move up to a difference in margins meters in a straight line going through both characters in a direction away from the attacker.
\paragraph*{Flurry} You may split your dice pool into a number of smaller pools equal to 1 + weapon proficiency, and use each one to attack a different target. After all attacks are resolved, remove failure dice from all pools and join the remaining dice back into one pool.
\end{multicols}
\end{multicols}
\subsection*{Brawler}
\subsection*{Brawler}
@ -115,23 +121,29 @@ The noble knight is trained in the art of swinging their sword with great effici
When, at the end of the evening, the landlord wishes to empty his tavern of the increasingly unfriendly drunks, he employs a brawler. Using raw power and whatever weapon is at hand, the brawler can empty a room in short order.
When, at the end of the evening, the landlord wishes to empty his tavern of the increasingly unfriendly drunks, he employs a brawler. Using raw power and whatever weapon is at hand, the brawler can empty a room in short order.
\textsf{\textbf{Armor proficiencies}}& Light Armor, Medium Armor \\
\textsf{\textbf{Armor proficiencies}}& Light Armor, Medium Armor \\
\textsf{\textbf{Skills}}& Athletics, Intimidation
\textsf{\textbf{Skills}}& Athletics, Intimidation
\end{tabular}
\end{tabular}
\subsubsection*{Abilities}
\subsubsection*{Abilities}
\begin{multicols}{2}
\begin{multicols}{2}
\paragraph*{Juggernaut}\tochange{Move to another spot; damage resist while moving}
\paragraph*{Juggernaut} Roll a \stat{DT}~$6-\stat{stb}$ test. On success, move the margin of success meters in a straight line. Note: you may not move less than the margin, unless you hit an obstacle.
While moving, the character is immune to Trip and has +1 \stat{AC} to any attacks.
\paragraph*{Toss}\tochange{Move enemy to another spot}
Any characters you move through must succeed a \stat{DC}~$6-\stat{stb}$ test by a margin larger than the distance already traveled, or be knocked \textbf{\sffamily prone}.
\paragraph*{Leer}\tochange{Intimidate into paralysis}
\paragraph*{Toss} Roll a test with \stat{DT}~$6-\stat{str}$ opposed by a \stat{DT}~$6-\stat{str}$ or $6-\stat{dex}$ test from the target. On a win, the target is moved up to the difference in margins, reduced by the target's \stat{STB}, meters away from the attacker.
\paragraph*{Knock out}\tochange{Knocks out}
\paragraph*{Leer} Roll a test with \stat{DT}~$6-\stat{cha}$ and note the margin of success. The target is \textbf{\sffamily paralyzed} until the accumulate as many successes as your original margin. They may roll one test with \stat{DT}~$6-\stat{wis}$ immediately, then one test per turn after that, accumulating the positive margins of success.
\paragraph*{Hard Strike} Choose a number up to \stat{STR} and roll for an attack. On success, add the chosen number to the margin. Remove at least twice as many dice from the pool (this includes the failure dice that would be removed anyway.)
\paragraph*{Knock out} Roll an opposed test with \stat{DT}$6-\stat{str}$. The opponent must win with \stat{DT}$6-\stat{stb}$, or become \textbf{\sffamily unconscious} for a number of turns equal to the difference in margins.
\end{multicols}
\end{multicols}
\section*{Rogue}
\section*{Rogue}
@ -139,6 +151,7 @@ When, at the end of the evening, the landlord wishes to empty his tavern of the
If fighters use power to gain the upper hand, rogues rely on finesse to dispatch their opponent, or, if the situation suggests it, run away.
If fighters use power to gain the upper hand, rogues rely on finesse to dispatch their opponent, or, if the situation suggests it, run away.
\subsubsection*{Abilities}
\subsubsection*{Abilities}
\nopagebreak
\begin{multicols}{2}
\begin{multicols}{2}
\paragraph*{Volt}\tochange{Make a normal attack, but step back without triggering reactions.}
\paragraph*{Volt}\tochange{Make a normal attack, but step back without triggering reactions.}
\end{multicols}
\end{multicols}
@ -148,10 +161,10 @@ If fighters use power to gain the upper hand, rogues rely on finesse to dispatch
The stealthy thief would rather avoid a fight, if possible. However, when cornered, they can fight like a cat.
The stealthy thief would rather avoid a fight, if possible. However, when cornered, they can fight like a cat.
\paragraph*{Disarm} Roll a test with \stat{DT}~$6-\stat{dex}$. The opponent must win with \stat{DT}$6-\stat{str}$, or their weapon is removed and placed in a random spot, the difference between margins meters away from the attacker.
If the defender is using a weapon that cannot reasonably be removed, such as claws or their fists, they are immune to being disarmed.
\paragraph*{Flunge}\tochange{Close gap to attack}
\paragraph*{Flunge}\tochange{Close gap to attack}
\paragraph*{Parry -- \textit{reaction}}\tochange{Remove some number of attacker's attack dice or successes}
\paragraph*{Parry -- \textit{reaction}}On being attacked with a weapon that is not thrown or ranged, you may select a number of dice from your dice pool, up to $2\cdot\stat{DEX}$. Roll a test with them and remove the number of successes you get from your attacker's successes. Remove the selected dice from your dice pool.
\paragraph*{Leap}\tochange{Move without any restrictions}
\paragraph*{Leap}\tochange{Move without any restrictions}
\paragraph*{Flurry}\tochange{Multi-attack}
\paragraph*{Flurry}You may split your dice pool into a number of smaller pools equal to 1 + weapon proficiency, and use each one to attack a different target. After all attacks are resolved, remove failure dice from all pools and join the remaining dice back into one pool.
\end{multicols}
\end{multicols}
\section*{Ranger}
\section*{Ranger}
@ -204,8 +221,8 @@ The survivalist strives to be one with nature; living off the land, foraging, an
A prone character has -1 \stat{AC} against non-ranged attacks and +1 \stat{AC} against ranged attacks.
Movement while prone is limited to $1/2$ of the normal movement speed.
Character must use one action to stand up and remove the condition.
\paragraph*{Paralyzed}
The character is unable to act in any way, though they have full awareness of their surroundings.
\paragraph*{Unconscious}
The character is unable to act in any way.
Character awakens when the condition ends -- based on how it was acquired -- or when another character takes an action to awaken the unconscious character.