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(TFT) Secondary Strike



IQ 11 TALENTS

SECONDARY STRIKE (1): Prerequisite: adjDX 11.  This is a
   fighter's ability to recognize and make opportunistic
   melee attacks with an off-hand weapon, a shield, or even
   a fist or kick.  Instead of concentrating solely on
   attacking with his primary weapon, an experienced fighter
   is always looking for /any/ opportunity to harm his oppo-
   nent.  He can recognize and take advantage of openings
   which present themselves during melee.
      Secondary Strike ("SS") allows the dynamic sort of
   fighting seen in real life, TV, and movies; where a hero
   or villain is not above an occasional departure from pure
   swordplay (or whatever) to punch, kick, bite, stab with a
   dagger, or slam his foe with his shield when (for
   instance) their swords briefly lock together.
      When a figure with this talent tries a melee attack
   and misses by exactly 1, he immediately gets a free
   attack with a different weapon at his disposal.  He may
   use any weapon (or shield) that he hasn't yet attacked
   with that turn, or he may make an unarmed attack (doing
   basic ST or UC damage).
      /Example: Turgon has Secondary Strike, is armed with
   cutlass and dagger, and is fighting a brigand.  He misses
   his cutlass attack by exactly 1, so he gets to make a
   free dagger or unarmed attack at his normal adjDX./
      Each readied weapon may only be used /once/ per turn
   -- to make a normal attack, OR to inflict secondary
   damage, OR (in the case of Two Weapons) to stop 2 or 4
   hits.  An attacker with a two-handed weapon may only make
   an /unarmed/ attack when the talent kicks in (defined as
   a kick, headbutt, pommel strike, or however the player
   wants to describe it).
      The attacker never /has/ to take advantage of a secon-
   dary strike; he can pass and do nothing.  He never has to
   make a weapon attack -- he can instead make an unarmed
   attack.
      It's possible for an attacker with Two Weapons to use
   one weapon to attack, roll a secondary strike and choose
   to make an unarmed attack; then attack normally at -4 DX
   with his other weapon, and roll another secondary strike
   for another free unarmed attack.  SS can never kick in
   more times per turn than you have normal attacks to make.
   SS never takes the place of bad natural die rolls -- a 16
   is still an automatic miss, 17 a dropped weapon, etc.
      More than 1 IQ point may be invested in this talent.
   2 levels of SS ("Secondary Strike II") allows a secondary
   attack when the original misses by 1 OR 2, etc.  Each
   additional level of SS increases the adjDX and IQ pre-
   requisites by 1 -- so SSII requires DX 12 and IQ 12,
   SSIII requires DX 13 and IQ 13, etc.
      Use of SS for unarmed attacks might be considered
   fighting "dirty" or just uncouth by some foes and spec-
   tators, especially in a friendly sparring match, the most
   formal of duels, or by those purists who take their
   swordfighting /very/ seriously.  But most audiences
   (especially in a gladiatorial arena or street duel) will
   enjoy watching the clever way you fight.
      Secondary Strike doesn't allow a figure to inflict
   much damage -- a ST 12 figure does only 1-2 unarmed
   damage -- but it can add some spice and fun to a battle.


   As far as I can tell this is balanced, but play/thoughttesting
appreciated.  The name of the talent is a bit too long, but I couldn't
think of a better one.

Dave Seagraves   http://groups.yahoo.com/group/thail
Adieu, Chasseur mon ami
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