Spikes: Difference between revisions
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'''Spikes''' are offensive implements available for armor, armor accessories, and shields. |
'''Spikes''' are offensive implements available for armor, armor accessories, and shields that activate during certain [[Combat Maneuvers]]. |
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==Compatible Maneuvers== |
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Maneuvers that are compatible with spiked armor have one (1) associated armor location (head, arms, legs, torso, or shield). |
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Spikes on your armor itself should be able to activate for all of the maneuvers above. If you have a spiked accessory, it'll only work for those maneuvers. |
Spikes on your armor itself should be able to activate for all of the maneuvers above. If you have a spiked accessory, it'll only work for those maneuvers. |
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==Penalties== |
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If the active armor on that location is spiked then there is a -10 penalty to the maneuver roll in exchange for the chance for the spikes to flare. The reason that there is a -10 penalty is that spikes would be an essentially "free" damage otherwise. It is up to the player to determine whether to take the optional upgrade in trade for lower success rates for extra damage. |
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==What can be spiked== |
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Spikes take up no ability slots and can be added to any piece of armor -- no matter how heavily scripted or otherwise powerful. |
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==See Also== |
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* [[Spikes (saved post)]] |
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[[Category:Armor Enhancements]] |
Revision as of 05:34, 30 March 2010
Spikes are offensive implements available for armor, armor accessories, and shields that activate during certain Combat Maneuvers.
Compatible Maneuvers
Maneuvers that are compatible with spiked armor have one (1) associated armor location (head, arms, legs, torso, or shield).
- Head: Headbutt
- Legs: Groin Kick and Sweep
- Arms: Tackle, Bull Rush, Bearhug, Twin Hammerfists, Haymaker and Sucker Punch
Spikes on your armor itself should be able to activate for all of the maneuvers above. If you have a spiked accessory, it'll only work for those maneuvers.
Penalties
If the active armor on that location is spiked then there is a -10 penalty to the maneuver roll in exchange for the chance for the spikes to flare. The reason that there is a -10 penalty is that spikes would be an essentially "free" damage otherwise. It is up to the player to determine whether to take the optional upgrade in trade for lower success rates for extra damage.
What can be spiked
Spikes take up no ability slots and can be added to any piece of armor -- no matter how heavily scripted or otherwise powerful.