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Post Terminus 2.0.0 Patch Notes: Melee and Ranged Skills

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Patch Notes: 2.0.0
AKA: How I Learned to Stop Worrying and Love Nuclear



Table of Contents
  1. Martial Disciplines
  2. Armament Ways

This set of patch notes is a comprehensive revamp of Melee and Ranged skills. A lot has changed since these skills were first introduced. When PT at creation is a lot different that PT now. The purpose of these patch notes can be summarized as follows: give each tree a unique and distinct niche. Instead of all trees being jack of all trades, the new skill trees have been given a purpose and tailored to satisfy that power fantasy as much as possible.


Note, this doesn’t mean that there’s a ‘right’ or ‘wrong’ way to use these skill trees. If anything, by tailoring trees to gameplan, it should allow a lot of interesting customization in builds by picking up skills from multiple trees. Furthermore, it should give some direction in ways to personalize builds through items, releases, and feats!

Updated: Attacks Per Turn
You may perform up to two total normal attacks per turn. The strength of the secondary attack or block is reduced by two tiers of magnitude, and the primary attack or block is reduced by one tier. Note for shield-users: the shield is treated as a weapon, and falls under dual-wielding rules. Primary and secondary do not necessarily mean first and second: you can lead off with a weaker attack and follow with a stronger.

Updated: Tech Usage
Though this was always part of the game, we want to clarify how tech usage interacts with your attacks per turn. If a tech is an attack it is independent of your attacks per turn allotment. For example, if you are dual wielding swords and use the Milits Technique Exceed, you can use a primary normal attack, secondary normal attack, and the three hits from exceed for a total of 5 hits during that turn.

Updated: Dual-wielding
It is possible to wield two weapons at once. Regardless of wielding two weapons, the user is only allotted two total attacks per turn. Attacking with two different weapons in a turn follows the same ‘primary and secondary’ attack rules as usual.





 
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Martial Disciplines

Martial combat is at once both honorable and barbaric. A holdover from the days before technology and magic were commonplace, head-to-head melee combat is seen alternately as more noble and more savage. Regardless of common perception, though, it remains in play because it is still effective and efficient... as well as satisfying.

Whether unarmed or carrying a weapon, the Martial Disciplines all require getting in close with the enemy, and as such there's a distinct disadvantage against ranged opponents. However, Martial combatants are also sturdier due to their trials and can generally get as good as they give.

Special Rules:

Blocking: A user may use their weapon to block another melee attack instead of attacking. Your normal magnitude of damage is instead treated as a magnitude for defense, reducing the incoming attack's effectiveness. This still counts as an attack for that round.

Shield-users:A shield counts as a melee weapon, and depending on the type (buckler, kite, tower, etc) can be light, medium, or heavy. It can be used to attack or defend, and when defending, it can block direct attacks whether melee, ranged, or magical. However, shields cannot effectively be used to block area-effect abilities. For attacking and defending together ("sword-and-board") see dual-wielding below.

Dual-wielding: Note for shield-users: the shield is treated as a weapon, and falls under dual-wielding rules.

 
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Discipline of Militis: The Soldier

Soldiers are every-men. Using medium or large melee weapons, they have abilities familiar to anyone who has rolled a sword and board, or mercenary type character within a video games. The Soldier now excels at rushing into the fray.

Cleaving Stroke provides the Soldier some nice AoE cleaving damage. Deflection has seen an upgrade, capable of brushing aside several attacks at once, even AoEs that usually can’t be blocked by a simple shield. Reckless Charge has been fine tuned to give the Soldier a bit more control by allowing them to stop charges early (up to 15m). Shieldbreaker has been completely retuned to be a stance that a Soldier can enter to rip through stubborn defenses and barriers. Finally, Exceed has been tweaked to remove the +1 damage boosts per attack that used to be there. While a ‘nerf’, memories of HD Break should show the strength of the ability even without the arbitrary +1s.

Novice - Cleaving Stroke:
The Discipline of Militis is a discipline of boldness, striving forward against all opposition. Regardless of how many obstacles or enemies stand in the Soldier's way, they attack boldly. The cleaving stroke is a biting statement to adversaries, "Your size means nothing. Your numbers mean nothing. Stand before me: I will attack."

At a cost of 250 Vigor, usable once per round, Cleaving Stroke is an attack against all enemies in range in an arc in front of the Soldier. Requires a medium or large melee weapon.

Adept - Deflection:
A prudent warrior knows when to retreat and when to dodge. A disciple of Militis knows when to attack, instead, forcing enemy attacks to break around them. Even magical flames will give way to a Soldier's resolve.

This ability costs 5% of the user's maximum Vigor. Attacks within reach of the user's weapon, including wide-area attacks, have their strength reduced in magnitude by the magnitude of a single attack by the Soldier, affecting strongest attacks first. Attacks fully countered this way are deflected harmlessly away, and two rounds must pass before this ability can be used again. Requires a medium or large melee weapon.

Skilled - Reckless Charge:
Every moment hesitating is another moment lost. To a Soldier with drive and purpose, the solution is to discard uncertainty and doubt, to charge forward. Go forward, strike down your enemies, and persevere.

This ability costs 1000 Vigor. The Soldier rushes up to 15m straight forward, attacking each enemy on the path once. After completion, two rounds must pass before the ability can be used again. Requires a melee weapon.

Master - Shieldbreaker:
There will be opposition, there will be barriers. When things rear up which cannot be immediately overcome, sometimes it's necessary to remove distraction and focus on the end goal. The Soldier naturally excels at breaking these obstructions down, their blows becoming more ferocious as their blade bites deeper with every swing.

Sword blows from a Master Soldier naturally 'dig in' to their targets, the force of their blows often forming messy, unclean wounds. By paying 2% of their total Vigor per round, they apply such gruesome work to armor, shields, and barriers, rending them apart and inflicting an additional 3 tiers of damage to said defenses.

Grandmaster - Exceed:
Those who have truly mastered the Discipline of Militis have already trained hard, fought in countless battles, and long ago learned courage and fortitude in the face of danger. Still, there will always be challenges, new dangers rising up to replace the old ones. Rather than be content plodding forward with their hard-earned prowess, a Soldier takes it further. Pushing themselves beyond their normal limits, the Soldier delivers three simultaneous attacks.

This ability costs 12,000 Vigor, usable once per battle. The Soldier delivers three attacks simultaneously and unaffected by 'multiple attack' rules. These attacks may be aimed at a single or multiple targets. Requires a medium or large melee weapon.

 
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Discipline of Battuentis: The Fencer

Hardly changed, we are happy with the flowchart nature of Battuentis. Built around the idea of parrying and swarming the enemy with quick barrages of strikes, The Fencer is a suitable choice for people light on their feet and are capable of turning an enemy’s attack against them. The flowchart is dynamic, often starting with Parry, however after the Parry the options are numerous. An individual can Riposte to follow up. If the Fencer misses, they may strike again with Remise. Fleche can close the gap with a jab and Prise de Fer can even turn the enemy's attack back on them.

Novice - Parry:
The Discipline of Battuentis favors finesse over force. The most basic element of that is the parry, wherein the Fencer puts forth just enough effort to turn aside an opponent's attack, without engaging in a battle of strength.

This ability costs 2% Vigor. A single melee attack of equal or lesser magnitude is deflected aside. One round must pass before this ability can be used again. Requires a light melee weapon.

Adept - Riposte:
The next element of Battuentis is to capitalize on the moment. When an opponent is reeling or off-balance, usually following a parry, the Fencer takes advantage of the opportunity and strikes.

This ability costs 3% Vigor. Immediately following a Parry, the Fencer delivers a follow-up attack; the enemy's defenses, if any, are reduced in magnitude by the Fencer's skill level for this attack. Requires a light melee weapon.

Skilled - Remise:
Even failure can become opportunity, if your enemy sees the failure and lets down their guard. Should the Fencer's own attack be blocked or parried, or even miss outright, they can immediately attempt another attack before the enemy realizes it.

This ability costs 1000 of the user's maximum Vigor. If the user's own attack is blocked, is parried, or misses, the Fencer may make another immediate surprise attack. Two rounds must pass before this ability can be used again. Requires a melee weapon.

Master - Fleche:
Distance, too, can become advantage. When the enemy is beyond the immediate reach of the blade, the Fencer has a unique opportunity to initiate a lightning-fast lunge, capitalizing on speed and the opponent's confidence.

This ability costs 2000 Vigor. While between 3m and 10m from a target, the Fencer lunges forward and delivers an immediate attack. Two rounds must pass before this ability can be used again. Requires a melee weapon.

Grandmaster - Prise de Fer:
The Discipline of Battuentis capitalizes on an opponent's perceptions, utilizing finesse to turn an enemy's strength against themselves. The Prise de Fer is not a singular move, but an amalgamation of the various techniques of Battuentis into one devastating combo. The Fencer begins with a short-range lunge, parrying his enemy's attack -- not just turning it aside but taking control and redirecting it to another nearby target -- then immediately follows through with a powerful riposte which can transition immediately into a remise.

This ability costs 12,000 Vigor to execute, usable once per battle. The magnitude of the user's attack is increased by two tiers; a single melee attack is redirected to a nearby target of the user's choice. Immediately following this parry, the Fencer delivers a follow-up attack; if this attack misses, the Fencer may make a second attempt. Requires a light melee weapon.

 




Discipline of Contegri: The Lancer

Polearms are useful weapon choices due to the advantage afforded by, pardon my technical terminology, ‘carrying a huge ass spear’. The Lancer uses the nature of their weapon to corral the movement of their enemy and always remain in control of the encounter. This Discipline is defensive in nature, batting away enemy attacks and staying one step ahead.

Feint is used to influence the movement of their enemy and launch a follow-up attack. Fall Back has not been changed but allows The Lancer to retreat and open up space between themselves and their target. Comfort Zone has been retooled by allowing the melee fighter to reposition themselves with small steps in any direction. The Iron Gate ability is a powerful defensive ability, granting them an additional block per turn to shutdown advances. Finally, Dervish is an offensive-defensive hybrid ability reserved for Grandmasters.


Novice - Feint:
Adept footwork is necessary to those that follow the Discipline of Contigeri, as is battlefield awareness. The Lancer prevails by moving fast, attacking fast, and defending fast. One of the first things any Lancer learns is how to feint, to misdirect their opponent by attacking twice in rapid succession -- one a ruse, the other real -- giving the target only a split second to decide which attack to defend against. It is a basic and yet effective technique uniquely valuable for weapons of greater reach.


This ability costs 250 Vigor. The user performs two quick strikes. The first strike does not damage but forces the target to move 1m in the direction of the user’s choosing. The second strike is treated as a full strength melee attack. One round must pass before this ability may be used again. Requires a polearm.

Adept - Fall Back:
In melee combat, Disciples of Contigeri hold the distinct advantage of range, so it is always prudent to maintain control of range. To this end, Lancers practice the simple act of falling back, moving and attacking in the same motion to discourage pursuit. While simple in concept, it takes practice to make it effective in combat, heightening their control of the battlefield.

This ability costs 500 Vigor. The user makes an attack and retreats backward up to 5m. One round must pass before this ability may be used again. Requires a melee weapon.

Skilled - Comfort Zone:
A common preconception among warriors is that the weakness to a polearm is getting inside its range, where the wielder is then helpless. However, skilled Lancers have worked through this glaring weakness, improving their grips and footwork, shifting and angling their weapons to continue attacking and defending even in close combat with no noticeable dip in efficacy.

A Lancer can fight equally well in any melee range, and upon attacking or defending during any given round, a Lancer may move 1m in any direction with no loss of skill, stance, or awareness. Requires a melee weapon.

Master - Iron Gate:

The Discipline of Contigeri boasts speed, versatility, and attack power, with moderate defense. The Iron Gate was developed to bring those defenses on par with the attacks. The Lancer focuses all their strength into their arms, holding their polearm vertically with one end against the ground. For a brief time, it makes for a deceptively effective shield, one which can immediately transition back into a deadly weapon.

This ability costs 2% of the user's maximum Vigor. This technique allows the user to make an additional block at full strength, plus an additional two tiers of magnitude, each round. Requires a polearm.

Grandmaster - Dervish:
Even the best Lancer will eventually find himself outnumbered, surrounded, or backed into a corner. The true master of the Discipline of Contigeri, rather than trying to escape, may instead encourage his enemies to attack. Though it requires every ounce of skill and discipline, by utilizing everything he has learned, the Lancer may defend himself from every attack, whether one or a dozen, and when his enemies have exhausted themselves, he strikes, making an exit over the fallen form of his enemy.

This ability costs 12,000 Vigor, usable once per battle. The magnitude of the user's attack is increased by one tier; for the full round of activation, the Lancer is then able to evade, deflect, or block every incoming melee attacks, equal to or less than the magnitude of the user's attack. After every attack has been defeated, the Lancer then makes a single final strike at one opponent. Requires a polearm.
 
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Discipline of Barbaris: The Barbarian

The Discipline of Barbaris has been redone to emphasize the sheer crowd-control and AoE capable when wielding large melee weapons. Gangway can clear areas around the Barbarian, shoving helpless enemies aside. Earthshaker is a new ability uses the destructive power of the Barbarian to rip the ground apart and supress enemy movement. Whirlwind is easily one of the most powerful AoE techniques to clear out enemies around the Barbarian. Stetit Audacter has been unchanged, but rewards the Barbarian for fighting a bit recklessly by giving them a power boost in a strong counter. Finally, while Executioner used to fulfil the same niche as Gangway, the final ability emphasizes the brute strength of the discipline by being a potent knock-up.

Novice - Gangway:
There is no room for subtlety in the Discipline of Barbaris. A Barbarian gives his all in every battle. It's not a lack of intelligence, but rather an abundance of passion. The raw power of a Barbarian is daunting to face, and even seasoned warriors give way when struck by the incredible force of their heavy attacks.

This ability costs 250 Vigor to use. When struck by this attack, enemies or objects are blown up to 10m away. One round must pass before this ability can be used again. Requires a large melee weapon.

Adept - Earthshaker:
The Barbarian performs a powerful overhead attack at his opponent. It is likely one of the most-telegraphed moves any warrior can make, but this is a simple - if effective - deception that belies its true purpose. The sundering blow often cleaves the ground it strikes, and allows the Barbarian to 'fling' a significant portion of debris in the desired direction. Though crude, this method of controlling space is often the very opening the decisive combatant needs to deliver a fatal blow.

This ability costs 500 Vigor to use. The user flings a long, 10m cone of debris in front of themselves valued at two tiers of magnitude. Those who block or receive this debris as an attack are unable to move more than 5m for the following round. One round must pass before this ability can be used again. Requires a large melee weapon.

Skilled - Whirlwind:

Those who adhere to the Discipline of Barbaris, should they survive long enough, gain a terrifying reputation. Enemies go after the Barbarian in greater numbers, and so it's necessary to learn how to deal with attacks from every side. Whirlwind is the no-nonsense answer to that situation, a bold series of attacks, aiming at every enemy in range. Though an incredible strain, it comes with such speed and ferocity that few can defend against it.

This attack costs 10% of the user's maximum Vigor. The magnitude of the user's attacks are reduced by one tier; every enemy within melee range is attacked once. Three rounds must pass before this ability may be used again. Requires a melee weapon.

Master - Stetit Audacter:
With such a violently aggressive style of combat, Barbarians are no stranger to injury. Stetit Audacter takes that pain and turns it into strength. By challenging their opponents and openly accepting a solid blow, the Barbarian can then internalize that pain, transforming it into rage and strength, increasing the deadliness of their follow-up attack.

This attack costs 5% of the user's maximum Vigor. Use of this ability must be called before an attack is made. After being struck, the user immediately counter-attacks the one who struck him; the magnitude of the counter-attack is increased by two tiers. Three rounds must pass before this ability may be used again. Requires a melee weapon.

Grandmaster - Executioner:
It's already been said that there's no room for subtlety and that holds true even for a true master of the Discipline of Barbaris. There is no intricate and complicated technique to master; instead, it can simply be said that such a grandmaster is a fearful thing to behold, because they not only strike with all the strength they have: they strike with greater strength than their body can handle.

This attack costs 15,000 Vigor, usable once per battle. The magnitude of the user’s attack is increased by three tiers for a single attack. The force of the attack knocks everyone within 10m, besides the Barbarian and target, 1m into the air by the force of the attack. Requires a heavy melee weapon.

 




Discipline of Pugilis: The Brawler

Choosing to fight in point-blank range requires followers of the Discipline of Pugilis to be able take a punch. Though they sacrifice range, they instead are gifted with a frightening resilience to damage. Replacing Onslaught is the ability Limitless, which greatly reduces the Brawler’s ability to bound. Blood from Stone is unchanged, but still allows the Brawler to ignore damage for a temporary amount of time. Blink is also unchanged and gives the closest range class some much needed mobility. Combo Breaker in its old state was ridiculously strong. Instead, it is now a powerful interrupt for physical abilities. Note, this applies to interrupting somatic casts (Aquila glyphs, Serpens flairs, and Bellator portal cations) if the interrupt hits BEFORE the spell fires. Finally, replacing rising sun is the Immovable Object technique. This immense personal barrier can protect the Brawler from a huge amount of damage.

Novice - Limitless:
Practitioners of the Art of Pugilis have refined their own body into a weapon. Through rigorous training, it sometimes appears that it is almost impossible to keep a honed fighter down. However, fighting in such close range is both a blessing and a curse. While they are capable of overwhelming enemies with repeated, unrelenting strikes, the nature of their fighting style requires them to get into extremely close range.

However, by calling upon a reservoir of hidden strength, they are able to break out of attempts to bind them. By paying 300 Vigor and activating Limitless, the fighter uses their strength to rip through and free themselves from bindings both physical and magical. This is treated as a bonus unarmed attack against the binding, outright breaking out of weaker bindings.Two rounds must pass before this ability can be used again.

Adept - Blood from a Stone:
A Brawler is open to a lot of punishment, but they train themselves to withstand it and keep going. Pain causes a surge of adrenaline, which the Brawler can use to drown out the very sensation of pain, fighting through bruises, gouges, and broken bones. This is a form of physical and mental discipline, though, and so it has its limits.

This ability costs 200 Vigor, per round. All pain is suppressed, allowing the user to continue fighting through it. This can be kept active for up to five rounds; for each round active, one round must pass before the ability may be used again.

Skilled - Blink:
Movement and footwork is an absolute necessity for unarmed combat. Even a boxer uses deft footwork to close in and retreat. The Discipline of Pugilis involves extensive training to maximize movement speed, rushing in bursts to get in close or run to the side. The burst of speed is so great, that people have described it as blinking from one location to another.

This ability costs 1000 Vigor. The user moves 15m in any direction. Two rounds must pass before this ability may be used again.

Master - Combo Breaker:
The Discipline of Pugilis emphasizes the honing of the body, turning the Brawler into a force to be reckoned with. One of the coveted techniques possessed by unarmed masters is the ability to deliver a blow with such force that it completely interrupts the victim. It is invariably a lightning-fast, very close-range attack, though the method of delivery varies, anything from a barbaric head-butt to the legendary one-inch punch.

This ability costs 5% of the user's maximum Vigor. The magnitude of the user's attack is increased by one tier; this near-instantaneous attack not only damages the target, but interrupts any single physical action - including somatic casting of spells - of equal or lesser magnitude. Two rounds must pass before this can be used again. Requires fist weapons.

Grandmaster - Immovable Object:
For those who rise to the pinnacle of the craft that is the Discipline of Pugilis, the act of holding one's ground becomes second nature. As the rock which sits in the bed of a creek refuses to be swept away by the current, so too does the Grandmaster of Pugilis see all attempts to move them shatter and fall away.

This ability costs 10,000 Vigor, and is useable once per battle. Concentrating briefly, the user projects a barrier atop their person, which halts all attacks and attempts to dislodge the Pugilist from their place. This barrier is valued at 10 tiers of magnitude, and persists until destroyed.

 




Armament Ways

Adhering to the ways of modern Armaments is a sign of nobility and an embrace of technological advancement. It is still, however, rooted in the physical world, with mechanical parts and a tangible presence, unlike the more esoteric pursuits of magic. Though users of guns and even bows can be seen as cowards, only the foolish would willfully put themselves in harm's way to land a blow.

The Armament skills are set up around the idea of using ranged weapons in combat. There are trade-offs there: it grants the ability to attack from a greater distance, but leaves the user less capable of defending themselves in close-quarters, and at time reloading or running out of ammo can be a liability.

Actual range can be quite far, with bullets remaining dangerous up to 1-5km away, depending on the weapon. However, you'll mostly be concerned with effective range, which is the range at which you can reasonably apply your skill with the weapons. Each weapon type has a different effective range. If your weapon is a spread weapon, which deals damage in a wider area, the effective long range is reduced by half.

Effective Ranges:
Pistolii: About 25m
Sclopeto: About 50m
Perspicax: About 100m
Polybolii: About 30m. Spread increases by 2m with prolonged shooting and reduces range by 5m to a minimum of 15m long and 6m wide. One round without shooting the Polybolii weapon will restore its accuracy.
Cannonis: About 30m for thrown explosives. Roughly 60m for propelled explosives.

Standard ammo does not need to be actively purchased: unless ammunition is removed or limited for RP reasons (including personal RP reasons), it will not generally be tracked, with the exception of explosives, which deal better-than-typical damage but must be purchased or created individually. Costs and effectiveness are by round of combat, not by individual bullets.


 




Way of Pistolii: The Duelist

Those who follow the Way of Pistolii are agile fighters. The shorter effective range of their weapons is compensated by a variety of tricks and techniques to consistently barrage enemies. Duelists are capable of striking multiple enemies at once from several angles and locations with a consistent stream of shots.

Ricochet has been moved to the Novice slot, allowing the Duelist to perform various trickshots with clever ricochets. Double Tap has been changed to allow the Pistolii user to fire essentially an additional secondary attack the turn it is activated. It’s high-noon somewhere with Quick Draw and the duelist can strike at several targets at once. Run & Gun allows the Pistolii fighter to stay constantly in motion, kiting targets with ease. Finally, Shot in the Dark has been clarified to always strike first. A useful skill for any would-be bounty hunters.

Novice - Ricochet:
When the going gets tough, the tough get going, or so the saying goes. For a Duelist, this means being able to place shots in the most ridiculous of circumstances. Those who accumulate a keen enough eye and a certain strength of the wrist can angle a shot just so, allowing it to bounce off solid surfaces to hit at unusual angles.

This ability costs 400 Vigor, usable once per round. The user fires a shot which can ricochet up to 45 degrees after striking a solid object. Requires a ranged weapon.

Adept - Double Tap:
Never trust a single shot to get the job done. The Way of Pistolii functions on speed and efficiency, and sometimes that means that for the sake of one, you sacrifice the other.

This ability costs 2% of the user's maximum Vigor. The user fires an additional attack reduced by 2 tiers of magnitude. One round must pass before the ability may be used again. Requires a handgun.

Skilled - Quick Draw:
A quality practitioner of the Way of Pistolii could stare down as many as ten times their number and walk away intact. Each bullet has its place, and each target has one with their name on it.

This ability costs 3000 Vigor. Duelist fires at three separate targets simultaneously; the magnitude of the shots fired is reduced by one tier. Three rounds must pass before this ability may be used again. Requires a handgun.

Master - Run & Gun:
As a Duelist's skill increases, so too does their experience; and with this experience, comes a very commonly known rule of gunfights: don't be where the other one is shooting. Relocating while maintaining fire is a difficult-to-master concept, but those who succeed reap the benefits.

This ability costs 5% of the user's maximum Vigor. The user makes a 5m movement in any chosen direction, making an attack mid-way through it. This attack replaces the user's 'primary' attack for the round, and as such can only be made once per round. Requires a ranged weapon.

Grandmaster - Shot in the Dark:
The best of the best could drop their targets in the blink of an eye, Duelists whose hands were faster than any politician's mouth. A grandmaster of the Way of Pistolii makes a single shot against any odds, cutting down an opponent before their own attack can complete.

This ability costs 10,000 Vigor, usable once per battle. In response to an oncoming attack, a Duelist may immediately draw their firearm - if not drawn already - and fire a single shot at an opponent at full strength, plus an additional three tiers of magnitude. This does not negate an opponent's attack, but instead makes an attack against all odds, and will always land before their opponent's attack. Requires a handgun.

 
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Way of the Scolepto: The Rifleman

Those who train in the Way of Scolepto are known for their ability to control a battlefield. Wading into the thick of things, rifle in hand, they always are attuned to dishing out massive damage and stuffing approaches. The Sweet Spot ability rewards those Riflemen who maximize spacing. Firing Line is a devastating root that can throw a wrench into any melee’s plans. Soldier’s March protects the Rifleman from any attempt to throw them off balance and slow down their momentum. Fog of War is a new ability that can shut down entire area of fights, the grenade greatly reducing the effectiveness of shots and navigation for anyone other than the Rifleman. Finally, Lights Out has only been modified slightly, still functioning as one of the only full paralyzes in the RP.

Novice - Sweet Spot:

From the lowly foot-soldier to the illustrious cavalry, followers of the Way of Sclopeto come from all walks of life. Focusing in mobile, mid-ranged fighting, they are the first to dive into the battlefield and last to leave. The drive to improve, to perform at optimal levels at the optimal distance, is the core force behind the very Way itself.

The basis of the Way of Sclopeto, even the novice is trained in increasing efficiency. Attacks made at targets between 10m and 25m are increased in magnitude by one tier. Requires a medium ranged weapon.

Adept - Firing Line:
Exemplifying their mid-range potential, a Sclopeto practitioner aims to keep their target within a sweet spot of their firing range. In fact, shots fired in that range are greatly augmented, capable of carrying a destructive stopping power.

This ability costs 600 Vigor. The Rifleman augments their next shot, increasing the magnitude of the shot fired by one tier of damage. Targets in between 10m and 25m are also halted in their tracks for one round. Two rounds must pass before this ability may be used again. Requires a medium ranged weapon.

Skilled - Soldier's March:
Adept at wading through the chaotic battlefield, even a war-zone does not faze a skilled Rifleman. Whether it is through sheer determination or force of will, there is little that phases a Rifleman. Even enemy attacks are incapable throwing off his rhythm.

This ability costs 800 Vigor. For one round, any attempt to impede the Soldier’s movement is reduced in effectiveness by three tiers. One round must pass before this ability can be used again.

Master - Fog of War:
A Sclopeto member is always prepared not just to survive the trials of battle but to create chaos on the battlefield.

Once per battle, a Soldier can throw out a smoke grenade. The smoke obscures vision in a 30m radius and lasts for three rounds. A Master Soldier is able to navigate the smokescreen freely, but all attacks made through or within the smokescreen are reduced in effectiveness by two tiers.

Grandmaster - Lights Out:
If it’s worth doing, it’s worth overdoing. The Rifleman is capable of shutting down his enemies in a single shot. A mark of a true master, the pinnacle of the Way of Sclopeto has been rumored to even stop the most titanic vistra. Loading all of their Vigor into the next shot that they fire, the bullet blasts outward in a cone of shrapnel, the assault striking precisely at target’s weakest points. Aside from doing massive damage, the enemy is paralyzed with pain.

This ability costs 10,000 Vigor, usable once per battle. The magnitude of the shot fired is increased by two tiers; a single target within 50m, when struck by the attack, will be fully paralyzed for one round. Requires a medium ranged weapon.
 
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Way of the Prespicax: The Sniper

The Way of the Prespicax should set off alarm bells for anyone who feels like it’s been a bit too quiet. Capable of inflicting massive damage from the shadows and using their immense range to disable targets, if the Sniper is out of sight, they should be in your mind. Snipers often function as potent supporting units. Pinpoint is now the novice skill, letting the Sniper track enemies and potentially provide the information their allies. Ballistic Advantage is a new skill that allows the Sniper to get a large damage bonus when they fire without being noticed, perfect for an opening shot. Incapacitation, formerly Thread the Needle, has seen a small nerf in disable duration, but a reduced cost. Active Concealment is a new ability that allows the Sniper to muffle their movements and a shot to continue striking from the shadows. Finally, From Excelsus with Love (formerly One in a Million) has been unchanged other than a cost reduction, a shot against all odds.

Novice - Pinpoint:
After studying their targets, Snipers are often able to predict their movements, even after they've moved out of sight. It's less effective the longer a target stays out of sight, though more experienced Snipers are better at this tracking.

This ability costs 200 Vigor per round. Marking a target within 100m, the Sniper can keep track of the target even if they move out of sight for as long as this ability is active. If the user's concentration lapses, it cannot be resumed unless the target comes into view again. Requires a sniping weapon.

Adept - Ballistic Advantage:
Adherents to the Way of Prespicax are feared and renowned for their ability to systematically strike and eliminate off-guard targets. When they identify an unaware target, even the briefest amount of additional time they are provided to set up their shots can greatly amplify the damage of the shot.

When striking targets unaware of the Sniper’s presence, the damage of their shots is increased by two tiers of damage. Requires a sniping weapon.

If a Sniper makes an attack whilst unnoticed, its damage is increased by two tiers of magnitude. This ability cannot be reactivated without going undetected by all enemies for a full round after it has been used, by whatever means the Sniper has at their disposal. Requires a sniping weapon.

Skilled - Incapacitation:
A skilled Sniper can afford to aim at targets more specific than center mass, if the situation allows. However, if that one shot isn't guaranteed to take out the target, the next best thing is to disable the target in some way. Taking aim at a limb or other extremity, the Sniper seeks to send a shot to cripple the target, allowing for follow-up shots to finish the job.

This ability costs 1000 Vigor. The struck limb will be disabled for the following two rounds; only one limb may be disabled per target. Requires a ranged weapon.

Master - Active Concealment:
The most dangerous bullet is the one that you don’t see coming. Those who have devoted themselves to the Art of Prespicax are feared for their ability to move and strike unseen. Blending into their surroundings and moving with mechanical proficiency, master practitioners are capable of moving and firing shots without compromising their position.

By paying 2000 Vigor, the technique muffles all movement sound the Sniper makes during the turn. Furthermore, the first shot the Sniper fires that turn is silenced, making it impossible to track the source of the shot. Three rounds must pass before this ability is able to be used again. Requires a sniping weapon.

Grandmaster - From Excelsus with Love:
A Sniper works best in clear areas, with open air between the muzzle of his rifle and his target. Should the target stay inside or always move behind cover, there's very little a Sniper can do besides wait. For a true master of the Way of Perspicax, though, it's possible to make an impossible shot through walls, barriers, even armor. It requires intense concentration and knowing beyond a doubt where the target is, but for the greatest of Snipers, it may be possible.

This ability costs 10,000 Vigor, usable once per battle. All obstructions and barriers are ignored for one shot. Requires a sniping weapon.
 
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The Way of Polybolii: The Gunner

Don’t let a practitioner of The Way of Polybolii lockdown. Given the chance to focus on dishing damage with their massive fire rate weapons, they can dish out insane amounts of damage. Gunners sacrifice mobility for sheer devastating force. Danger Close, now novice, rips through feeble defenses. The new Gauss Barr-err- Hold Position ability lets the Gunner lockdown, amplifying the damage they deal in exchange for movement. They must wait a round before being able to move, making a high risk if locked down in a poor spot. Spray and Pray prevents enemies from approaching the Gunner, giving them some breathing room. Full-Auto may be expensive, but the ability to fire an additional full strength attack is unparalleled. Finally, No Survivors still allows the Gunner to mow down crowds with ease.

Novice - Danger Close:
Obstructions and barriers are usually meant for stopping an attack or a few attacks. Very few are designed to hold up against a constant barrage of them. Instead of seeing them as obstructions, the Gunner treats such concepts as the target.

This ability costs 250 Vigor. The magnitude of the user's attacks are increased by two tiers against barriers and cover. Two rounds must pass before this ability may be used again. Requires an automatic ranged weapon.

Adept - Hold Position:
An unending rain of bullets is the best way to discourage opposition. Adherents to the Way of Polybolii trust in that excess and value the sheer damage output above all else. When given the opportunity to lockdown and fire freely, they are capable of ripping through almost any opposing force.

By sacrificing the ability to make movement, the Gunner is able to amplify the raw amount of damage they are able to deal. While active, this ability increases the amount of damage the Gunner deals with their attacks by 2 tiers. The Gunner must wait one turn before swapping out of the Hold Position stance.

Skilled - Spray and Pray:
Quantity over quality leaves no room to run. Aiming a barrage toward the ground, the Gunner can either dissuade running, or immobilize those who foolishly or ignorantly rush through the hail of bullets. Up close, a more sadistic Gunner could encourage his targets to dance. However, the ability invariably leaves one's firearm empty, and requires the following round to reload.

This ability costs 5% of the user's maximum Vigor. The user unloads all remaining bullets in the firearm; all targets in front of the gunner, within 30m, are forced to retreat 10m. Three rounds must pass before this ability may be used again. Requires a ranged weapon.

Master - Full-Auto:
The Way of Polybolii excels at suppression, tearing down defenses and discouraging opposition, but with proper control, the bullet hell can also be deadly. A master Gunner firing a fully automatic weapon can snap from one target to another, with no loss of effectiveness.

This ability costs 10% Vigor, usable once per round. The user is able to make an additional primary attack at full effectiveness. Requires an automatic weapon.

Grandmaster - No Survivors:
Finesse was never part of the Way of Polybolii, and true masters don't try to inject it into the practice. Why fix something that isn't broken, after all? When overwhelmingly outnumbered, a Gunner shows no hesitation, displaying their absolute faith in their weapon with a hail of gunfire that doesn't stop until the ammo feed is emptied out, taking out enemies in every direction.

This ability costs 12,000 Vigor, usable once per battle. The user unloads all remaining bullets in the firearm; the magnitude of the user's attacks are increased by one tier. Up to six separate targets are attacked at full strength at one time. Requires an automatic weapon.
 
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The Way of Cannonis: The Bomber

Relatively unchanged, The Way of Cannonis is still the go to choice for people who just want to see the world burn. Blast Radius allows the user to have a bit more control over their explosives. Delayed Detonation can throw enemies off guard and strike strategically. Proximity Detonation allows the Bomber to set up particularly explosive traps. Overkill is Underrated has been changed to instead link, regardless of distance, together three grenades that can all modified by the other techniques and feats. If one grenade goes off, the chain reaction occurs. Finally, the most expensive Grandmaster technique, Nuclear, still is the coup-de-grace for those who believe in total war.
Novice - Blast Radius:
Dealing with explosives is always dangerous, but dealing with explosives augmented by an adherent to the Way of Cannonis is downright terrifying. There's no way to know what to expect, with on-the-fly modifications to explosives changing their properties and making them hard to predict. One of the simpler modifications is to contain the blast radius, causing greater damage on a smaller scale, or expand it, hitting a greater area at reduced effectiveness.

This ability costs 250 Vigor, usable once per round. The augmented explosive may either be contained to a 2m radius, magnitude increased by one; or expanded to a 10m radius, magnitude reduced by one. Requires 1 explosive.

Adept - Delayed Detonation:
When needed, a Bomber can tweak the length of the internal fuse for an explosive. Rather than going off immediately or on impact with a target, it's delayed for several seconds. This both allows the explosive to catch an enemy off-guard as well as giving the opportunity for an explosive to penetrate cover before exploding to do more damage from the inside.

This ability costs 400 Vigor, usable once per round. The augmented explosive detonates one round after being armed or launched. If launched, the explosive is treated as a normal projectile, with magnitude reduced by three tiers if it hits a target or obstruction. Requires 1 explosive.

Skilled - Proximity Detonator:
An advanced application of Delayed Detonation, the Bomber can augment the explosive to check for targets in the vicinity, only detonating when a target comes in range. When the explosive would normally be armed -- such as on impact or after the internal fuse goes off -- the proximity detonator is armed instead. It's important to remember where the explosive is left or fired, though, because the detonator makes no distinction between friend and foe.

This ability costs 1200 Vigor, usable once per round. The augmented explosive will not detonate until a target comes within 1m. It will beep twice before exploding, but gives no other warning. Requires 1 explosive.

Master - Overkill is Underrated:
There's no kill like overkill. The Bomber arms at least three explosives to detonate in unison. When any of the bombs explode, all linked explosives detonate at once.

This ability costs 1000 Vigor per explosive linked. Linked explosives are treated as one explosive for additional augmentations (with Blast Radius, Delayed Detonation, Proximity Detonator, or feats), and when any of the linked explosives detonate, all other linked explosives go off at the same time, regardless of distance or obstructions between them. Requires at least 3 explosives; all explosives must be of the same grade.

Grandmaster - Nuclear:
An explosion unto the gods: a true master of the Way of Cannonis may throw caution to the wind and try to set the world itself ablaze. With no regard for safety or restraint, the Bomber combines and augments five explosives, pushing them beyond anything sane men dream of and creating a catastrophic eruption of flames and shrapnel.

This ability costs 18,000 Vigor, usable once per battle. Magnitude of the attack is increased by three tiers; range of the attack is increased to 50m radius. Explosions continue going off repeatedly for a full round. Requires 5 explosives, all of the same grade.
 
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