Support Attacks
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[edit] Supporting Your Party
Support attacks allow two or more people to perform better feats of combat finesse. These rules are completely optional but allows for characters to aid others through different and new moves as long as the following guidelines are set. The characters performing the action must be next to each other or surrounding a creature who is their size or smaller. Each move follows one of those two rules. For example dual strike requires that two character surround a target who is their size or smaller. If both characters were medium sized then the affected target can be medium or smaller. If one character was small and one was medium it would only work on targets small sized. Both characters must agree to use the support ability as some require the character to take no action on their turn.
Certain abilities prevent combat of any sorts after it's been determined to be used. This is done to prevent abuse of these systems and can be changed depending on the situation. For example Magic Infusion states that both characters must cast spells on their turn else they will be unable to do anything until the start of the next round. This is stated to prevent a character from simply moving next to an ally, having the ally gain a bonus to cast, then leaving causing neither to suffer any consequence. These moves are about aiding and require preparation, teamwork, and coordination. They are not simply bonuses that can be adjusted. This can be broken through external means, for example if two characters are using Deflection Aid and an explosion knocks both away from each other, it is perfectly acceptable to not have any ill effect and let the characters end the round being able to take some action.
[edit] Armor Wreck
The character with the highest initiative forfeit's their turn for that round. On the character's turn (with the lowest initiative), both characters can strike the same target at the same time with a regular strike. Both characters roll to strike like normal however the defender can only roll once to parry or dodge. The two characters opt to completely shatter and destroy the target’s defenses. The two targets roll to strike like normal except the ST damage done is added up then doubled. The target suffers no damage however.
[edit] Combat Link
Two characters can use their ally's moves to help maneuver, confuse, and strike opponents better through the others fighting style. Both characters must be standing next to each other. For every round they do not move, they gain a +1 to strike. While this is active, neither character can move and cannot dodge or parry incoming strikes however they can simo-strike targets. Failure to do so will end this bonus for both and they must finish out the round unable to move, cast spells, or defend themselves till the start of a new round.
[edit] Critical Setup
The character with the highest initiative forfeit's their turn for that round in order to give the lowest character a critical setup by distracting the opponent into opening up his defenses. When the second character strikes, his critical hit chance is lowered by 1. He would now score a critical on a 19-20, or a 18-20 if sever is learned, or lower if possible.
[edit] Deflection Aid
Two characters can use each others movements to deflect and parry blows better. Both characters must be standing next to each other. For every round they do not move, they gain a +1 to parry all incoming attacks. While this is active, neither character can move and must parry incoming attacks, they cannot simo-strike or dodge. Failure to do so will end this bonus for both and they must finish out the round unable to move, cast spells, or defend themselves till the start of a new round.
[edit] Dual Strike
If two character surround a single target up to the character's class size or smaller, they can perform a dual strike. The character with the highest initiative forfeit's their turn for that round. On the character's turn (with the lowest initiative), both characters can strike the same target at the same time with a regular strike. Both characters roll to strike like normal however the defender can only roll once to parry or dodge.
[edit] Great Shield
Characters with the same type of shield can create a very solid defense. To perform this, the characters must be next to each other in some fashion. All characters receive a +2 AC to their shields for every character helping in the great shield. Characters can only move in one direction as a whole unit and can only travel 5' per round. Each group is assigned a leader and the shield can move on that initiative. Characters cannot attack, parry, or dodge however the AC bonus applies.
[edit] Magic Infusion
Two characters can magically link their spell casting and reduce the CAST DC's for both characters. Both characters must be standing next to each other. For every round they do not move, they gain a -1 to all their CAST DC's. While this is active, neither character can move and must cast a spell on their turn. Failure to do so will end this bonus for both and they must finish out the round unable to move, cast spells, or defend themselves till the start of a new round.
[edit] Triangle Attack
This is the same as dual strike except three characters must surround a single target and the higher two initiatives forfeit's their turns. All three characters roll to strike with a normal attack. The defender can only roll once to parry or dodge all three attacks. If all three attacks succeed in hitting the target, the blows are so severe and the characters strike with such precision that the total damage from all three attacks is doubled.

