Charge: Difference between revisions

(Created page with "{{skill |name= Charge |type= Skill |subtype= Attack, Push |user= Earth templar |duration= Instant |castingCost= |tickCost= |pulseCost= |range= Single PC or Mobile Within Scan Range |delay= |requirements= |syntax= Charge <target> <direction> }} Specialized in tactics of brute force and momentum, an earth templar may slam into an opponent from a distance, dealing blunt damage and pushing the target into a room along the same vector if possible, both proportionally...")
 
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|user= [[Earth templar]]
|user= [[Earth templar]]
|duration= Instant
|duration= Instant
|activationLag= 1 round
|castingCost=  
|castingCost=  
|tickCost=  
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into an opponent from a distance, dealing blunt damage and pushing the target
into an opponent from a distance, dealing blunt damage and pushing the target
into a room along the same vector if possible, both proportionally to how far
into a room along the same vector if possible, both proportionally to how far
he has run. A target who is protected by a [[flame shield]] will burn someone
he has run. A target who is protected by a [[lambent aura]] will burn someone
charging them, and it is not possible to push an [[anchor]]ed target. Targets who
charging them, and it is not possible to push a magically anchored target. Targets who
are [[sense danger|sensing danger]], [[scout]]ing, or particularly [[wariness|wary]] will be more difficult to
are [[sense danger|sensing danger]], [[scouting]], or particularly [[wariness|wary]] will be more difficult to charge, as they are more inclined to see the templar coming.
charge, as they are more inclined to see the templar coming.


It is not possible to charge through water, unless the user is able to move
It is not possible to charge through water, unless the user is able to move

Latest revision as of 17:10, 25 December 2025

Charge
Skill type: Skill
Skill subtype: Attack, Push
Primary user: Earth templar
Activation lag: 1 round
Duration: Instant
Range: Single PC or Mobile Within Scan Range
Syntax: Charge <target> <direction>

Specialized in tactics of brute force and momentum, an earth templar may slam into an opponent from a distance, dealing blunt damage and pushing the target into a room along the same vector if possible, both proportionally to how far he has run. A target who is protected by a lambent aura will burn someone charging them, and it is not possible to push a magically anchored target. Targets who are sensing danger, scouting, or particularly wary will be more difficult to charge, as they are more inclined to see the templar coming.

It is not possible to charge through water, unless the user is able to move freely there. Aggressive mobiles will stop a charge short, as well. A one-room charge will not build up enough momentum to push anyone. Certain mobiles cannot be moved via a charge.