Difference between revisions of "Melee Combat Traits"

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Pay one Adrenaline to add +10 to Athletics for one turn.<br>
 
Pay one Adrenaline to add +10 to Athletics for one turn.<br>
 
Pay one Focus to add +10 to Alertness for one turn.<br>
 
Pay one Focus to add +10 to Alertness for one turn.<br>
Pay one Willpower to add +10 to Concentration for one turn.<br>
+
Pay one Willpower to add +5 to Concentration for one turn.<br>
Pay one Aether to add +10 to Aether Channel for one turn.<br>
+
Pay one Aether to add +5 to Aether Channel for one turn.<br>
  
  

Latest revision as of 21:05, 28 May 2019

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Jibrilite Duelling Style (1 trait point)
A formalized duelling style created in Jibril for tests of etheric and martial prowess between nobles. It makes full use of the Arclave's ability to create and cleave through matter, and allows the duelist to apply their thaumatechnical knowledge.

When in Offensive Stance gain +1 Edge to initiative.
As a defensive action can spend 1 Aether and roll Physique + Thaumatech against a threshold of 5 to give the light trails of the Arclave physical form. Each success creates one trail. Trails can be used to:

Add a +2 to defensive actions
Add 5 DR (etheric, charged) against ranged attacks
Conduct a 20m thrown ranged attack with the sword as a standard action (this attack does not benefit from physical factor multipliers)
Conduct a free riposte

The light trails cannot leave the square in which they were created and will dissipate if the duellist leaves. The duellist cannot have more light trails active than their Intellect + Thaumatech skill at any one time.


Zenith Ultimate Sword Sovereignty Style (3 trait points)
A devastating melee art developed by the Imperial Zenith Knights, intended to be the ultimate magical melee combat style. It makes Zenith Knights nearly unbeatable in close combat.

Switch between close combat stances as a free interrupt.
Double all stance advantage bonuses.
Gain +1 Combat Advantage whenever you gain advantage due to close combat or Exploit expenditure.
Once per round, regain 1 Exploit of your choice when you remove an opponent's Health Level.
Trigger spells as lead-up or follow-on attacks for 1 Aether.
Pay one Exploit of your choice to conduct follow-on melee attacks while in Offensive stance.
Pay one Adrenaline to add +10 to Athletics for one turn.
Pay one Focus to add +10 to Alertness for one turn.
Pay one Willpower to add +5 to Concentration for one turn.
Pay one Aether to add +5 to Aether Channel for one turn.



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