To-Do List
Brief and unorganized:
- Power sources (holy, affinity, elf, dwarf, etc)
- Split plants and animals from affinity
- Time: object reading, many more powers in general
- Fix broken melee feats
- Focus and Stamina bars in MapTool
- Energy bars standard in MapTool macros
- Language skill/feats
Random list of ideas:
- Stealth feat: Shiv: an immediate-action offhand attack.
- Expend focus: if you can't spend it, maybe you can "ready" it for something specific, then expend that; must re-ready (action?) to expend again.
7.3
- weapon skills
- all skills cost 1 bp per rank; weapon and magic skills grant +1 damage per point
- sneak attack lets you add focus (or stealth DoS) to crit range
- x2 equls crit equals x1 dmg, but light injury
- +1 scale: x2 DT and damage, x8 hp
Weapon Skills
- Ranged -> Marksmanship
- Unarmed -> Weapon skill under Close Combat
- Melee -> Close Combat (?)
MM/CC skill check is the hit check. Weapon/Power skill grants +dmg.
Weapon Skills are skills which focus in a specific combat style. They build upon the basic skills of Melee and Ranged attacks, and offer very specific benefits when using certain styles. A style may require specific weapons. For example:
- Form I: Shii-Cho: Combat style requiring the use of a single lightsaber. Each skill rank grants +4 damage with attacks while using a single lightsaber. Example feats:
- Sweeping Strike: Turns an attack into a chain 1/1. (Stackable with rank, adding additional jumps).
- Sun Djem: You attack the enemy's weapon grip in an effort to disarm him or disable his ability to wield his weapon. If the attack is not parried, defender must defeat your attack roll with his own, or drop his weapon; if he fails to do either, he suffers a hand injury.
- Aikido: A soft-form martial art emphasizing the use of an enemy's momentum and power against them. Each skill rank grants +4 damage with reactive attacks.
- Defensive Stance: At-will, std; you gain +5 to active defenses from the forward arc. The next attack that misses you provokes a counterattack.
- R1-Ikkyo: The first attack; counters a direct attack. on success, you put enemy in a grapple, for which attempts to free himself provoke an attack from you that cause an arm injury on success.
- R1-Nikyo: Counters a direct attack; on success, enemy is grappled, and attempts to free himself provoke a counterattack which causes wrist injury or disarm.
- R2-Heaven and Earth Throw: counterattack; on success, enemy is prone and grappled.
Knowledge
New attribute: Knowledge
- Each level, you gain X + Int points. (X might equal 2, 5, or be level-based)
- You can spend Knowledge to permanently learn Rituals, Secrets, and Lore.
- Rituals are spell-like abilities requiring no magical ability to use. See Rituals.
- The meta-purpose of Rituals is to give non-casters a way to use magical utility (in appropriate settings), and to allow BP-based powers to retain their simplicity and ease of use.
- Secrets are tricks that enhance Power Skills, such as permanently gaining +1 critical threat range to Frost attacks.
- The meta-purpose of Secrets is to provide a third high-level approach to spellcasting besides Willpower and Concentration.
- Lore are tidbits of knowledge that represent academic learning. Examples include knowledge of a foreign language, skill in playing a musical instrument, focused academic knowledge of a particular subject (e.g. Early Japanese Folk Art, Baktoid Automata Droid Manufacturing, or Neo-Ascadian Energist Theory), etc.
- The meta purpose of Lore is to encompass all those things that don't necessarily enhance your overall effectiveness as a player (such would cost BP instead), but add interesting flavor.
- Rituals are spell-like abilities requiring no magical ability to use. See Rituals.
Rituals
Rituals work much like powers, except:
- They are learned by spending Knowledge, not BP.
- They require no magical ability, and need not be tied to a power skill (but can be).
- They do not cost Mana per se:
- Rituals may require X Energy.
- This Energy can be provided by spending Mana, or by consuming valuable material components.
- Like powers, rituals can be cast by multiple participants, each contributing their skills and Mana to the final effect. Up to 13 people may participate in a ritual (see Concentration for rules on Cooperative Powers).
- Rituals typically have casting times longer than 1 action; 1 minute, 10 minutes, and 1 hour are common casting times.
- Rituals can and do require Energy expenditures that are very high. Many factors can modify these costs:
- Performing a ritual in a certain place or at a certain time may offer a multiplier of energy input.
- Certain skills offer uses which grant alternate ways of providing input Energy. For instance, Thaumaturgy offers Blood Magic: the use of spilled blood to substitute for Mana or energy-imbued material components.