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<onlyinclude>====<u><big>[[V9: Power Strikes| Power Strikes]]</big></u>====
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Power Strikes are special one-time [[V9: Melee Weapons|melee]] attacks that will impart extra [[V9: Effect|effects]] in addition to the regular effects of the melee strike.
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<ol><li>To use a Power Strike, it must be primed before attempting to strike a target.</li><br>
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<li>Power Strikes are primed by [[V9: Casting|casting]] the ability while not actively swinging or attempting to strike.</li><br>
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<li>Once primed, the caster has two (2) seconds to [[V9: Striking Your Opponent|strike]] a target or their equipment.
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*If successful, the ability will impart its effects.
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*If not, the Power Strike fails and has no effect, but is still [[V9: Frequency|expended]].
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*The caster can swing as many times as they want during the two second window, however the ability will impart its effects on the first successful strike.</li><br>
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<li>A primed Power Strike will cease to be primed if the player begins casting another ability.</li><br>
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<li>A player can only have one Power Strike primed at a time.</li><br>
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<li>If a Power Strike incantation is interrupted or otherwise fails, any ensuing strikes are treated as just normal strikes, as though the power strike was never attempted in the first place.</li></ol>
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</onlyinclude><br><br><br>
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{{V9 Abilities and Effects (General Rules)}}

Latest revision as of 05:18, 21 November 2023

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This page is part of the Official Amtgard V9 Alpha-Playtest Rulebook.
  • The Amtwiki is the official home and primary source for Amtgard V9 Rules as of February 25, 2023.
  • These rules are currently in Open Alpha Playtest. See the Playtest Disclaimer for more details.
  • To learn more about Amtgard V9 Development, please visit Amtgard.com.
  • To view the current Amtgard V8 ruleset, please see the Amtgard V8 Rulebook.




Power Strikes

Power Strikes are special one-time melee attacks that will impart extra effects in addition to the regular effects of the melee strike.

  1. To use a Power Strike, it must be primed before attempting to strike a target.

  2. Power Strikes are primed by casting the ability while not actively swinging or attempting to strike.

  3. Once primed, the caster has two (2) seconds to strike a target or their equipment.
    • If successful, the ability will impart its effects.
    • If not, the Power Strike fails and has no effect, but is still expended.
    • The caster can swing as many times as they want during the two second window, however the ability will impart its effects on the first successful strike.

  4. A primed Power Strike will cease to be primed if the player begins casting another ability.

  5. A player can only have one Power Strike primed at a time.

  6. If a Power Strike incantation is interrupted or otherwise fails, any ensuing strikes are treated as just normal strikes, as though the power strike was never attempted in the first place.




General Rules
Ability · Casting · Chants · Effect · Enchantments · Enhanced Strikes · Frequency · Incantations · Line of Sight · Material Components · Meta-Magic · Name · Offensive / Non-Offensive · Other Details · Power Strikes · Prerequisites · Range · Reminder · Resting · Specialty Arrows · Spellballs · Traits · Type · Verbals
Abilities and Effects
General Rules · Keywords · Master List of Abilities
Amtgard V9 Rulebook
Playtest Disclaimer · Introduction · Getting Started · Garb · Honor System · Safety · Core Combat Rules · Equipment · Classes · Abilities and Effects · Magic Items · Combat Activities · Rules Authorities
Appendix: Equipment Inspection Guide · Master List of Abilities · Glossary