Thursday, April 26, 2012

Star Wars RL: Special Abilities (1)

In the article on the Action system I went over some base rules for special abilities. In addition I gave a taste of what abilities might be in the Profession Preview. In this article I'll go over the special abilities in more specific detail!

The Mercenary
Name: Aimed Shot
Cost: 30
Description: The Mercenary briefly pauses to take an accurate shot at the enemy. This shot is guaranteed to hit, has a very high chance to critically strike, and deals standard blaster damage.

Name: Suppression Fire
Cost: 60
Description: The Mercenary bombards an area around a target with blaster fire. These shots take an accuracy penalty and deal standard blaster damage. The accuracy penalty is reduced by the Technical attribute.

Name: Warning Shot
Cost: 40
Description: The Mercenary fires a warning shot towards the enemy. This shot will disorient the enemy but deal no damage.

The Bounty Hunter (Elite Mercenary)
Name: Scatter Blast
Cost: 30
Description: The Bounty Hunter pulls a hidden trigger on his blaster, releasing a large number of metallic pellets shotgun style. This shot deals more damage the closer the Bounty Hunter is to the enemy. The damage multiplier for close-range is increased by the Technical attribute.

Name: Takedown
Cost: 50
Description: The Bounty Hunter launches a stun net at the enemy. This attack has a chance to knock the enemy down and deal damage. The knockdown chance and damage is increased by the Technical attribute.

Name: Hunter's Snare
Cost: 60
Description: The Bounty Hunter unleashes a fearsome volley of blaster fire at the enemy, crippling its legs. These shots permanently reduces the enemy's speed and deals extra blaster damage.

The Warrior
Name: Jab
Cost: 40
Description: The Warrior jabs his weapon into the enemy. This attack disorients the enemy and has a high chance to critically strike.

Name: Berserk
Cost: 60
Description: The Warrior goes berserk and releases a terrifying howl. This "attack" permanently reduces the speed of all visible enemies and hits an enemy in melee range (if applicable) for standard melee damage.

Name: Whirl
Cost: 50
Description: The Warrior becomes a devastating weapon, striking all nearby enemies. This attack has an accuracy penalty and damages all nearby enemies for standard melee damage.

The Duelist (Elite Warrior)
Name: Flurry
Cost: 40
Description: The Duelist repeatedly strikes the enemy with his weapon. These attacks permanently slow the enemy down and deal extra melee damage.

Name: Lunge
Cost: 40
Description: The Duelist lunges forward and bashes his target's legs. This attack knocks the enemy down and deals standard melee damage.

Name: Storm
Cost: 60
Description: The Duelist wears the enemy down with a series of complex strikes. This attack has an immense accuracy penalty, permanently slows the enemy's movement and attack speed, and deals extra melee damage. The accuracy penalty is reduced significantly by the Technical attribute.

The Scout (was the Adventurer)
Name: Poison Dart
Cost: 30
Description: The Scout launches a poisonous dart at the target. This attack disorients the enemy and leaves a weak damage-over-time effect. The damage-over-time effect is improved considerably by the Technical attribute.

Name: Ambush
Cost: Passive
Description: The Scout is an expert on a far more subtle form of combat: sneak attacks. Her successful attacks made from stealth will deal even more damage now.

Name: Immobilizing Trap
Cost: 50
Description: The Scout springs a snaring trap on the enemy. This attack permanently slows the enemy. The slowing effect is increased by the Technical attribute.

The Assassin (Elite Scout)
Name: Hidden Strike
Cost: 60
Description: The Assassin strikes from the shadows and attempts to remain hidden. This attack has a relatively high chance of failing, but deals standard melee damage + sneak attack (with assorted damage) if successful without revealing the player. The chance to fail is slightly reduced by the Technical attribute.

Name: Flash Grenade
Cost: 40
Description: The Assassin throws a blinding but non-damaging explosive towards a group of enemies. This attack is centered on a target and disorients the target and all enemies around it.

Name: Assassinate
Cost: Passive
Description: The Assassin has become even more experienced at dealing sneak attacks. His successful attacks made from stealth will deal even more damage now.

The Scoundrel (Elite Scout)
Name: Low Blow
Cost: 40
Description: The Scoundrel fires a shot at the enemy's lower half. This shot knocks the enemy down and deals normal blaster damage.

Name: Lucky Shot
Cost: 20
Description: The Scoundrel fires a quick shot at the enemy. This shot has an increased chance to critically strike and deals normal blaster damage. The critical strike chance is increased by the Technical attribute.

Name: Last Ditch
Cost: 25
Description: The Scoundrel unleashes a desperate salvo of blaster fire around the enemy. This shot is an area-of-effect centered on a target, deals extra blaster damage, and can only be used when the Scoundrel is at or below 20% of his total hit points. The hit point threshold is increased by the Technical attribute.

This marks the end of the first special ability overview article. Scouts (and the associated elite professions) got a little extra focus here because I sort of passed over them in the Professions Preview. The Ranger still exists and so do all the other elites that weren't mentioned in this article. They'll be covered in the follow-up article(s). As always, this is a very early view of my design process and nothing here is guaranteed to be in the final game. To be more forward: I would anticipate the Warrior and the Duelist to end up with different specials, but I'll cover them again if that happens.

p.s: I haven't figured out the exact difference between "disorient" and "knockdown" yet. For now feel free to assume they are interchangeable, but that may not be the case later on.

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