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rules:domains:skirmish [2025/07/06 19:11] – Ron Helwig | rules:domains:skirmish [2025/07/27 14:06] (current) – Ron Helwig | ||
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# Skirmish Domain | # Skirmish Domain | ||
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When an ally within **15 feet** misses an attack, you may create a distraction to give them another chance. | When an ally within **15 feet** misses an attack, you may create a distraction to give them another chance. | ||
- | - The ally **rerolls the attack with Advantage** | + | The ally **rerolls the attack with Advantage** |
- | - If they hit, the target suffers **Disadvantage** on its next attack | + | |
### Slip Through (Passive) | ### Slip Through (Passive) | ||
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### Ambush Setup (Combat – Conditional) | ### Ambush Setup (Combat – Conditional) | ||
- | If you begin your turn **hidden or unseen**, your first weapon attack gains: | + | If you begin your turn **hidden or unseen**, your first weapon attack gains **Advantage** |
- | - **Advantage** | + | If the attack |
- | - If it hits, the target **cannot take reactions** until the end of your next turn | + | |
### Quick Reflex (Reaction – Passive) | ### Quick Reflex (Reaction – Passive) | ||
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- Once per scene, you may **gather information** or **size up a potential threat** without taking an action or adding to Action Load | - Once per scene, you may **gather information** or **size up a potential threat** without taking an action or adding to Action Load | ||
- Roll at least **1d4**, even if you lack the appropriate Aspect | - Roll at least **1d4**, even if you lack the appropriate Aspect | ||
+ | |||
+ | ## Tier 2 Base Card: Skirmish Adept | ||
+ | |||
+ | **Skirmish Adept** characters master misdirection, | ||
+ | |||
+ | ### Core Feature: Feint and Flow | ||
+ | |||
+ | When you take the **Attack** action, you may spend **1 additional Action Point** to activate *Feint and Flow*: | ||
+ | |||
+ | - **Feint**: Choose one creature you can see; until the start of your next turn, it suffers **Disadvantage** on attacks against you. | ||
+ | - **Flow**: If your attack **hits**, you may immediately move up to 15 feet without provoking reactions. | ||
+ | |||
+ | < | ||
+ | </ | ||
+ | |||
+ | > *“Mislead, | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## Tier 2 Feature Cards – Skirmish Domain | ||
+ | |||
+ | ### Interrupting Step (Reaction – Defensive) | ||
+ | |||
+ | When a creature **misses you with a melee attack**, you may immediately **move up to 10 feet** without provoking opportunity attacks. | ||
+ | |||
+ | - Use this movement to close distance, disengage, or slip to cover. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Set‑Up Strike (Combat – Combo) | ||
+ | |||
+ | When you **hit** a creature that was **damaged by an ally** since your last turn, you deal an additional **1d6 damage**. | ||
+ | |||
+ | - *This extra damage is precision‑based, | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Cliff Dancer (Movement – Passive) | ||
+ | |||
+ | Your agility in rough terrain is unmatched: | ||
+ | |||
+ | - You gain **Climbing speed equal to your walking speed**. | ||
+ | - You do **not** take damage from falling **10 feet or less**. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Flicker Step (Travel – Stress Cost) | ||
+ | |||
+ | When you are **not observed** by any creature, you may **mark 1 Stress** to **instantly appear** in another visible location within **20 feet**. | ||
+ | |||
+ | - You cannot reappear adjacent to enemies. | ||
+ | - Use it to reposition for an ambush, avoid attention, or escape. | ||
+ | |||
+ | < | ||
+ | </ | ||
+ | |||
+ | > This isn't necessarily magical or teleportation, | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Watch Their Feet (Combat – Reactive) | ||
+ | |||
+ | Once per turn, when an enemy **misses** you with an attack, you may choose to **reduce their movement** by **10 feet** until the end of their next turn. | ||
+ | |||
+ | - You use sharp reflexes to hamper their follow‑up. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ## Requirements to Advance to Tier 3 | ||
+ | |||
+ | To earn **Skirmish Mastery**, you must complete **three** of the following during this Tier: | ||
+ | |||
+ | - Hit **three or more different creatures** in one round using Skirmish features. | ||
+ | - Use a Skirmish feature to **prevent or redirect an incoming attack** on an ally. | ||
+ | - End your turn **behind enemy lines** (i.e., within enemy reach) **without taking damage**. | ||
+ | - Use stealth or terrain‑interaction (e.g., *Slip Through*, *Ambush Setup*) to **escape from multiple pursuers**. | ||
+ | - Combine **two or more** Skirmish abilities (feature + base + feature, etc.) in a **single turn**. | ||
+ | |||
+ | ## Tier 3 Base Card: Skirmish Expert | ||
+ | |||
+ | **Skirmish Expert** characters become masters of dynamic battlefield presence. They strike with precision, evade detection, and disrupt enemy formations. | ||
+ | |||
+ | ### Core Feature: Enhanced Evasion | ||
+ | |||
+ | You’ve honed your reflexes to avoid harm: | ||
+ | |||
+ | - You gain **+2 bonus to Evasion** until the beginning of your next turn when you move. | ||
+ | - In addition, when an attack **misses you**, you may **move up to 5 feet** without provoking reaction attacks. | ||
+ | |||
+ | < | ||
+ | |||
+ | > *“Your opponents strike only where you once stood.”* | ||
+ | |||
+ | ## Tier 3 Feature Cards – Skirmish Domain | ||
+ | |||
+ | ### Shadow Spin (Combat – Combo) | ||
+ | |||
+ | Choose one **adjacent** creature and make one attack: | ||
+ | |||
+ | - If it **hits**, you may **move 5 feet through the target’s space** (doesn’t provoke), and make a **second attack** against a different creature within reach—using the **same Action Load** as the first. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Spotting Shot (Combat – Precision) | ||
+ | |||
+ | When you **hit** a creature with a ranged attack from **30 feet or more**, you mark it: | ||
+ | |||
+ | - Until the start of your next turn, the target is **revealed** (ignores concealment/ | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Cover Ally (Team – Reactive) | ||
+ | |||
+ | When an ally within **10 feet** is hit by an attack, you may **interpose**: | ||
+ | |||
+ | - **Move adjacent** to them (no provoke). | ||
+ | - You take the hit **in their place**. | ||
+ | - If you are adjacent when the attack hits, you may immediately make a **melee attack** against the attacker—using your **current Action Load**. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Forced Exposure (Combat – Tactical) | ||
+ | |||
+ | When a creature **disengages** or otherwise moves away from you, you may use this reaction to: | ||
+ | |||
+ | - Make an **opportunity attack** even if they used Disengage. | ||
+ | - If the attack **hits**, their movement is halted and they suffer **Disadvantage** on their next attack. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Edge of the Web (Utility – Travel) | ||
+ | |||
+ | Once per encounter, you may: | ||
+ | |||
+ | 1. Designate a **web anchor** point within **30 feet**. | ||
+ | 2. **Later**, any time you are within **30 feet** of that anchor, you may **instantly move** to another point also within **30 feet** of the anchor—**without provoking opportunity attacks**. | ||
+ | |||
+ | - Designating the anchor **and** each use of this movement are limited to **once per encounter**. | ||
+ | |||
+ | ## ✅ Tier 4 Advancement Requirements | ||
+ | |||
+ | To achieve **Skirmish Master** at Tier 4, a character must complete **four** of the following achievements during Tier 3 play: | ||
+ | |||
+ | 1. **Precision Evasion in Action** | ||
+ | Use **Enhanced Evasion** to both move and avoid an attack via its reactive movement at least once during a combat scenario. | ||
+ | |||
+ | 2. **Multi‑Target Strike & Slip** | ||
+ | | ||
+ | |||
+ | 3. **Shadow Spin** | ||
+ | | ||
+ | |||
+ | 4. **Power a Marked Target** | ||
+ | Use **Spotting Shot** to mark a creature and then enable an ally to deal bonus precision damage to that marked target. | ||
+ | |||
+ | 5. **Heroic Ally Save** | ||
+ | Use **Cover Ally** to interpose—take a hit for an ally and retaliate with an attack in the same action chain. | ||
+ | |||
+ | 6. **Stop a Retreat** | ||
+ | Use **Forced Exposure** to interrupt an enemy’s Disengage or retreat, halt their movement, and impose Disadvantage on their next attack. | ||
+ | |||
+ | 7. **Web Anchor Mastery** | ||
+ | Set and use **Edge of the Web** to reposition mid-combat and gain a decisive tactical advantage. | ||
+ | |||
+ | ## Tier 4 Base Card: Skirmish Master | ||
+ | |||
+ | **Skirmish Master** characters epitomize battlefield finesse. Their strikes are precise, their escapes seamless, and their coordination world-class. At the pinnacle of the Skirmish Domain, they reshape combat through reflex, not magic. | ||
+ | |||
+ | ### Core Feature: Tactical Mastery | ||
+ | |||
+ | When you: | ||
+ | - Use a Skirmish Feature that involves movement (e.g., Enhanced Evasion, Shadow Spin, Edge of the Web), **and** | ||
+ | - Hit a creature during the same turn, | ||
+ | |||
+ | ...you may **mark 1 Stress** to activate **Tactical Mastery**: | ||
+ | |||
+ | - You and one adjacent ally gain **an additional +2 bonus to Evasion** until the start of your next turn. | ||
+ | - You also immediately **move up to half your speed** without provoking opportunity attacks. | ||
+ | |||
+ | < | ||
+ | |||
+ | > *“You shape the battlefield—not with magic, but with speed, awareness, and trust.”* | ||
+ | |||
+ | ## Tier 4 Feature Cards – Skirmish Domain | ||
+ | |||
+ | ### Flurry of Shadows (Combat – Burst) | ||
+ | |||
+ | When you use **Enhanced Evasion** or **Shadow Spin**, you may immediately make **two additional weapon attacks** against different creatures within reach. | ||
+ | |||
+ | - These attacks are part of the same Action Load. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Marked for Death (Combat – Combo) | ||
+ | |||
+ | If you or an ally hits a **Spotted** target (via Spotting Shot), you may **mark 1 Stress** to: | ||
+ | |||
+ | - Deal an additional **2d6 precision damage**, and | ||
+ | - Gain **Advantage** on the attack roll. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### No Escape (Combat – Tactical) | ||
+ | |||
+ | When an enemy Disengages or attempts to retreat you may mark a stress to trigger **Forced Exposure**, **and** they suffer **Slowed** (movement halved) until the end of their next turn. | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Blade Intercept (Team – Reactive) | ||
+ | |||
+ | When an ally within 15 feet would be hit by an attack, you may: | ||
+ | |||
+ | - **Move** adjacent to them (without provoking). | ||
+ | - **Take the hit** in their place. | ||
+ | - **If the attack hits you**, you may immediately make a **melee attack** against the attacker using your **current Action Load**. | ||
+ | - Additionally, | ||
+ | |||
+ | < | ||
+ | |||
+ | > This gives a tangible defensive boost to your ally, making the choice not just about saving them—it' | ||
+ | |||
+ | --- | ||
+ | |||
+ | ### Ghoststep Gambit (Utility – Travel Burst) | ||
+ | |||
+ | After an **Enhanced Evasion**, **Shadow Spin**, or **Edge of the Web** use, | ||
+ | |||
+ | you may: | ||
+ | |||
+ | - **Mark 1 Stress**, then | ||
+ | - **Move up to your full speed** in a straight line (no provoke), then | ||
+ | - Make **one weapon attack** at any point during that movement. | ||
+ | |||
+ | < | ||
+ | |||
+ | > This turns your reposition burst into a one-time high-impact strike—more than just mobility, it's an attack combo timed with movement. | ||