Charge: Difference between revisions
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|user= [[Earth templar]] | |user= [[Earth templar]] | ||
|duration= Instant | |duration= Instant | ||
|activationLag= 1 round | |||
|castingCost= | |castingCost= | ||
|tickCost= | |tickCost= | ||
| Line 16: | Line 17: | ||
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 [[ | he has run. A target who is protected by a [[lambent aura]] will burn someone | ||
charging them, and it is not possible to push | charging them, and it is not possible to push a magically anchored target. Targets who | ||
are [[sense danger|sensing danger]], [[scouting]], 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.