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  1. MANEUVERS
  2.  
  3. This scroll will assist you in the use of maneuvers, customizable
  4. abilities designed to narrow the focus of your weapon afflictions.
  5.  
  6. --+--
  7. The Basics
  8. --+--
  9.  
  10. Afflictions from your weapon attacks are dependent upon a number of
  11. factors. First, the attack must connect with a certain body part...you
  12. will not cripple someone's leg while aiming at his head. Second, you
  13. must either jab or swing your weapon, depending on what affliction you
  14. intend to cause... pinned legs do not occur from swinging, and scalping
  15. does not occur from jabs. Finally, a certain amount of wounding is
  16. required before an affliction can occur... much as we would like,
  17. beheadings will not usually happen on the first hit. All of this
  18. information is available within each affliction's individual help file.
  19.  
  20. Without poisons, only one affliction can occur per jab or swing. This
  21. can sometimes lead to frustration, as exactly which affliction happens
  22. is somewhat random, and what you get sometimes isn't what you want.
  23. Maneuvers give you an extra degree of control over what type of
  24. afflictions you can deal out, with some restrictions.
  25.  
  26. Maneuvers Can:
  27. -------------
  28.  
  29. o Remove the possibility that you will give out an undesired affliction.
  30. o Work with any Swing or Jabbing action you have, including all actions
  31. from the Slashing and Bashing sets, Strike maneuvers with Targetting,
  32. and power maneuvers like Crush and Lunge.
  33.  
  34. Maneuvers Cannot:
  35. ----------------
  36.  
  37. o Cause an affliction if you cannot hit the correct body part.
  38. o Cause a jabbing affliction by swinging, or vice versa.
  39. o Bypass the need for adequate wounds.
  40. o Increase your accuracy.
  41.  
  42.  
  43. --+--
  44. Creating Maneuvers
  45. --+--
  46.  
  47. MANEUVER CREATE (name)
  48. -This will create a maneuver for you to define. MANEUVER DROP (name) to
  49. undo this.
  50.  
  51. MANEUVER DEVELOP ACTION (name) (action)
  52. -This will determine which action will be used by the named maneuver.
  53. Valid actions include STRIKE, HACK/SLICE/SWIPE/SLASH or
  54. SMITE/BASH/POUND/SMASH for Bonecrushers, and any specialty strikes you
  55. possess.
  56.  
  57. MANEUVER DEVELOP WOUNDS (name) (affliction) (aff 2, if wanted) (aff
  58. 3...etc)
  59. -This will determine what afflictions are possible off of the named
  60. maneuver. You may specify any number of afflictions for a given
  61. maneuver. Note that the possibility of a given affliction coming up is
  62. better if the maneuver's wound list is small, and that the wound should
  63. be able to occur off of the Action determined earlier in the process.
  64.  
  65. MANEUVER PERFORM (name) (additions)
  66. -This is the command used to finally perform the maneuver.
  67. (additions)refers to any additional input required, usually including
  68. the target and a body part. What needs to be typed in that portion
  69. depends on what action was used. For example, a WHACK maneuver
  70. targetting Bashara's head using STRIKE would be performed using MANEUVER
  71. PERFORM WHACK BASHARA HEAD. However, if it used the SMITE action, the
  72. form would be MANEUVER PERFORM WHACK DOWN BASHARA.
  73.  
  74. MANEUVER DROP (name)
  75. -Erases a maneuver from your list.
  76.  
  77. MANEUVER LIST
  78. -Shows all named maneuvers. Remember that only Maneuvers with both
  79. Action and Wounds defined are useful to you.
  80.  
  81.  
  82. --+--
  83. Sample Process
  84. --+--
  85.  
  86. This may all look a little intimidating, but it's easy once you have the
  87. hang of it. If you're a Bonecrusher and want to, for some reason, create
  88. a maneuver that only causes bloody nose and broken jaw, it's a
  89. three-step process:
  90.  
  91. MANEUVER CREATE SILLYNAME
  92. MANEUVER DEVELOP ACTION SILLYNAME STRIKE
  93. MANEUVER DEVELOP WOUNDS SILLYNAME BLOODYNOSE BREAKJAW
  94.  
  95. And now you can call on the maneuver with MANEUVER PERFORM SILLYNAME
  96. (target) HEAD, which will output:
  97.  
  98. You execute the Sillyname maneuver: STRIKE (target) HEAD.
  99.  
  100. And then it will perform the attack, with only the possibility of
  101. causing a bloody nose or broken jaw if you connect.
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