Class: Earthwalker
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The legacy of monk continues. No drinking is involved. Well, unless you want to.
Earthwalker
Description
Earthwalkers are SHADOWS that perform powerful, UNARMED attacks to expose weakness, and use a FOLLOW-THROUGH to devastating effect. While at first they use their FISTS, Earthwalkers begin to use their FEET, HEADS, and SHOULDERS to strike their opponents down. Of the Shadows, Earthwalkers are easily the most sturdy, failing to qualify as tanks only due to a lack of ability to defend others. Except, perhaps, by punching their opponents to death.
Earthwalkers use STRENGTH as their Primary Attribute. You add your Primary Attribute to your to-hit and damage rolls.
Earthwalkers are solitary figures, wandering the length and breadth of Libra with only their clothing on their backs and their fists. They may choose to reside in one area for a time before moving on, or sign on to caravan trains as bodyguards, so that they might put their physical prowess to the test. Earthwalkers are not forbidden any earthly pleasures, but they may choose to deny themselves some, simply because they are fleeting.
Overview
Arrange the values 4, 3, 2, 2 among your Attributes.
You start with Hit Points equal to 20 + [Vitality x 3]. When you gain HP as a bonus or from levelling up, you gain [10 + Vitalityx0.5] HP.
You have 100 Technique Points (TP). During Combat, whenever the Initiative tick hits 0, you regain 10 TP. You will always have full TP at the beginning of combat.
When you gain a level, you gain 10 AP, or Ability Points, to purchase ability enhancements. There are General AP abilities, Clade AP abilities, and Class AP abilities. General AP abilities are more broadly useful, Clade AP abilities are somewhat more specialized, and Class AP abilities may only improve one ability, but do so extremely well.
Every 5 levels, you gain 5% to all of your skills, and a new skill at 30. Regardless of how much skill you have, you will still miss at 96+.
Every 10 levels, you gain +1 to a stat of your choice. At level 25, and level 50, you will gain +1 to all stats. Be aware that your stats will cap at 9 for the purposes of your Dodge, Resistance and HP, though they can go higher for the purposes of hit and damage.
Skills
Melee (Unarmed) - 70%
Athletics - 40%
Skill I (Your Choice) - 40%
Skill II (Your Choice) - 30%
Skill III (Your Choice) – 30%
Equipment
You are not proficient with any weapons, instead use stances. You cannot use shields. You begin play with one “Weapon” slot, and three “Armour” slots. You are carrying the following items:
Stance of the Brass Fists
Brass Knuckles? Hah, how about my whole fist!
Type: Unarmed
Damage: 1d8 Physical
Effect: Your bare fists do as much damage as one-handed swords while still being able to manipulate normal objects.
Effect: You may break cracked stone to create blocks that can be pushed and moved around. Additionally, you may push heavy objects into place along the floor, or lift heavy objects vertically one “square” of movement.
Brawler's Chain
A silver chain adorned with little fists.
Effect: +3 Armour, +1 M.Armour
Red Potion
A flask of red, sparkling liquid. Mm, cherry!
Effect: Grants 30% of your maximum HP. Consumable.
Powers
Level 1
Brass Strike
You're going to solve this problem the way you solve every problem: with your fists.
Active* Class, Melee, Physical, Starter
Cost: --
Speed: 10
Effect: You strike a target in melee, dealing 1WD+STR damage.
Palm Strike
Once they're hit, follow up with a firm palm strike.
Reaction * Class, Melee, Physical, Follow Through I
Cost: 10 TP
Trigger: You hit with a Starter.
Effect: You strike your target with your palm, dealing 2WD+STR damage.
Chakra Strike
Oh man, right in the chakras!
Reaction * Class, Melee, Physical, Follow Through I
Cost: 10 TP
Trigger: You hit with a Starter.
Effect: You jab your target, striking their chakras. You deal 1WD+STR physical damage, and knock your target Off-Balance.
Counterattack
For every action, there is an equal but opposite punch in the face.
Reaction * Class
Cost: --
Trigger: You are hit by a Melee-Keyword attack.
Effect: You may roll to hit with a Starter, and if successful, with a Follow Through I.
Gather Strength
May or may not be activated by shouting.
Active * Class
Cost: 15 TP
Speed: 4
Effect: You gather your strength to fight your foes. When you use Gather Strength, you may do one of the following things: Gain +2 STR; Remove all BAD STATUS.
Harden
Your skin hardens into a protective shell.
Reaction * Class
Cost: 20 TP
Trigger: You are hit by a Melee-Keyword attack.
Effect: You harden your body against physical attacks. You take 50% less damage from the next attack that strikes you. This replaces your Dodge, rather than stacking with it. You may still choose to attempt to Dodge normally.
Level 4
Hundred-Handed Strike
Your fists blur as they strike with speed and accuracy.
Reaction * Class, Melee, Physical, All, Follow Through I
Cost: 20 TP
Trigger: You hit with a Melee-Keyword, Starter-Keyword power.
Effect: You deal 1WD+STR to all enemies in a Row.
Level 6
Follow Through II
Hit them twice? Why not hit them three times?
Passive * Innate, Class
Effect: Allows you to use Powers with the Follow Through II-Keyword.
Kestrel Strike
It's a move named after you. Badass.
Reaction * Innate, Class, Melee, Physical, Follow Through II
Cost: 20
Trigger: You hit with a Follow Through I
Effect: You inflict Bleed until they are KO'd.
Suplex
You've heard this move kills Gods.
Reaction * Innate, Class, Melee, Physical, Follow Through II
Cost: 20
Trigger: You hit with a Follow Through I
Effect: You pick up your target, flip them upside down, and slam them down into the ground again. Brutal. You deal 3WD+STR physical damage to that target.
Level 8
Eye Jab
Hope you didn't need your eyes for anything important.
Reaction * Class
Cost: 10 TP
Trigger: You strike a target while using the Counterattack Power.
Effect: You inflict Blind (3) on your target.
Level 12
Weather
All of that meditating under waterfalls paid off.
Reaction * Class
Cost: 20 TP
Trigger: You are hit by a Magic-Keyword attack.
Effect: You harden your body against elemental attacks. You take 50% less damage from the next attack that strikes you. This replaces your Resistance, rather than stacking with it. You may still choose to attempt to Resist normally.
===========
Patch Notes
===========
2014/01/02
- Added in Eye Jab, and Weather.
2013/12/17
- Added in Follow Through II, Kestrel Strike, and Suplex.
2013/12/14
- Changed TP to be 100 at Level 1, but does not increase with level.
2013/12/10
- Added Hundred-Handed Strike as a Level 4 ability.
2013/12/05
- Removed the class triangle section from the Earthwalker's description.
- Edited information regarding AP.
- Clarified what Primary Stat means.
- Changed Primary Stat to Primary Attribute to remain internally consistent.
- You gain the keyword "Starter": A Starter begins a chain of attacks.
- You gain the keyword "Follow Through I": When you hit with a Starter, you may use a Follow Through I.
- Clarified the Triggers on Counterattack and Harden.
Earthwalker
Description
Earthwalkers are SHADOWS that perform powerful, UNARMED attacks to expose weakness, and use a FOLLOW-THROUGH to devastating effect. While at first they use their FISTS, Earthwalkers begin to use their FEET, HEADS, and SHOULDERS to strike their opponents down. Of the Shadows, Earthwalkers are easily the most sturdy, failing to qualify as tanks only due to a lack of ability to defend others. Except, perhaps, by punching their opponents to death.
Earthwalkers use STRENGTH as their Primary Attribute. You add your Primary Attribute to your to-hit and damage rolls.
Earthwalkers are solitary figures, wandering the length and breadth of Libra with only their clothing on their backs and their fists. They may choose to reside in one area for a time before moving on, or sign on to caravan trains as bodyguards, so that they might put their physical prowess to the test. Earthwalkers are not forbidden any earthly pleasures, but they may choose to deny themselves some, simply because they are fleeting.
Overview
Arrange the values 4, 3, 2, 2 among your Attributes.
You start with Hit Points equal to 20 + [Vitality x 3]. When you gain HP as a bonus or from levelling up, you gain [10 + Vitalityx0.5] HP.
You have 100 Technique Points (TP). During Combat, whenever the Initiative tick hits 0, you regain 10 TP. You will always have full TP at the beginning of combat.
When you gain a level, you gain 10 AP, or Ability Points, to purchase ability enhancements. There are General AP abilities, Clade AP abilities, and Class AP abilities. General AP abilities are more broadly useful, Clade AP abilities are somewhat more specialized, and Class AP abilities may only improve one ability, but do so extremely well.
Every 5 levels, you gain 5% to all of your skills, and a new skill at 30. Regardless of how much skill you have, you will still miss at 96+.
Every 10 levels, you gain +1 to a stat of your choice. At level 25, and level 50, you will gain +1 to all stats. Be aware that your stats will cap at 9 for the purposes of your Dodge, Resistance and HP, though they can go higher for the purposes of hit and damage.
Skills
Melee (Unarmed) - 70%
Athletics - 40%
Skill I (Your Choice) - 40%
Skill II (Your Choice) - 30%
Skill III (Your Choice) – 30%
Equipment
You are not proficient with any weapons, instead use stances. You cannot use shields. You begin play with one “Weapon” slot, and three “Armour” slots. You are carrying the following items:
Stance of the Brass Fists
Brass Knuckles? Hah, how about my whole fist!
Type: Unarmed
Damage: 1d8 Physical
Effect: Your bare fists do as much damage as one-handed swords while still being able to manipulate normal objects.
Effect: You may break cracked stone to create blocks that can be pushed and moved around. Additionally, you may push heavy objects into place along the floor, or lift heavy objects vertically one “square” of movement.
Brawler's Chain
A silver chain adorned with little fists.
Effect: +3 Armour, +1 M.Armour
Red Potion
A flask of red, sparkling liquid. Mm, cherry!
Effect: Grants 30% of your maximum HP. Consumable.
Powers
Level 1
Brass Strike
You're going to solve this problem the way you solve every problem: with your fists.
Active* Class, Melee, Physical, Starter
Cost: --
Speed: 10
Effect: You strike a target in melee, dealing 1WD+STR damage.
Palm Strike
Once they're hit, follow up with a firm palm strike.
Reaction * Class, Melee, Physical, Follow Through I
Cost: 10 TP
Trigger: You hit with a Starter.
Effect: You strike your target with your palm, dealing 2WD+STR damage.
Chakra Strike
Oh man, right in the chakras!
Reaction * Class, Melee, Physical, Follow Through I
Cost: 10 TP
Trigger: You hit with a Starter.
Effect: You jab your target, striking their chakras. You deal 1WD+STR physical damage, and knock your target Off-Balance.
Counterattack
For every action, there is an equal but opposite punch in the face.
Reaction * Class
Cost: --
Trigger: You are hit by a Melee-Keyword attack.
Effect: You may roll to hit with a Starter, and if successful, with a Follow Through I.
Gather Strength
May or may not be activated by shouting.
Active * Class
Cost: 15 TP
Speed: 4
Effect: You gather your strength to fight your foes. When you use Gather Strength, you may do one of the following things: Gain +2 STR; Remove all BAD STATUS.
Harden
Your skin hardens into a protective shell.
Reaction * Class
Cost: 20 TP
Trigger: You are hit by a Melee-Keyword attack.
Effect: You harden your body against physical attacks. You take 50% less damage from the next attack that strikes you. This replaces your Dodge, rather than stacking with it. You may still choose to attempt to Dodge normally.
Level 4
Hundred-Handed Strike
Your fists blur as they strike with speed and accuracy.
Reaction * Class, Melee, Physical, All, Follow Through I
Cost: 20 TP
Trigger: You hit with a Melee-Keyword, Starter-Keyword power.
Effect: You deal 1WD+STR to all enemies in a Row.
Level 6
Follow Through II
Hit them twice? Why not hit them three times?
Passive * Innate, Class
Effect: Allows you to use Powers with the Follow Through II-Keyword.
Kestrel Strike
It's a move named after you. Badass.
Reaction * Innate, Class, Melee, Physical, Follow Through II
Cost: 20
Trigger: You hit with a Follow Through I
Effect: You inflict Bleed until they are KO'd.
Suplex
You've heard this move kills Gods.
Reaction * Innate, Class, Melee, Physical, Follow Through II
Cost: 20
Trigger: You hit with a Follow Through I
Effect: You pick up your target, flip them upside down, and slam them down into the ground again. Brutal. You deal 3WD+STR physical damage to that target.
Level 8
Eye Jab
Hope you didn't need your eyes for anything important.
Reaction * Class
Cost: 10 TP
Trigger: You strike a target while using the Counterattack Power.
Effect: You inflict Blind (3) on your target.
Level 12
Weather
All of that meditating under waterfalls paid off.
Reaction * Class
Cost: 20 TP
Trigger: You are hit by a Magic-Keyword attack.
Effect: You harden your body against elemental attacks. You take 50% less damage from the next attack that strikes you. This replaces your Resistance, rather than stacking with it. You may still choose to attempt to Resist normally.
===========
Patch Notes
===========
2014/01/02
- Added in Eye Jab, and Weather.
2013/12/17
- Added in Follow Through II, Kestrel Strike, and Suplex.
2013/12/14
- Changed TP to be 100 at Level 1, but does not increase with level.
2013/12/10
- Added Hundred-Handed Strike as a Level 4 ability.
2013/12/05
- Removed the class triangle section from the Earthwalker's description.
- Edited information regarding AP.
- Clarified what Primary Stat means.
- Changed Primary Stat to Primary Attribute to remain internally consistent.
- You gain the keyword "Starter": A Starter begins a chain of attacks.
- You gain the keyword "Follow Through I": When you hit with a Starter, you may use a Follow Through I.
- Clarified the Triggers on Counterattack and Harden.