Hawkmen
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Current revision (20:43, 16 January 2024) (edit) Akkad (Talk | contribs) (→Affilation Information) |
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==Bonuses== | ==Bonuses== | ||
- | Although they get no special commands, Hawkmen do benefit both from the speed boost given by their helms and from the three combat maneuvers that Katar teaches. | + | Although they get no special commands, Hawkmen do benefit both from the [[speed]] boost given by their helms and from the three combat maneuvers that Katar teaches. |
- | The helm provides both enhanced vision (night vision and negative light sensitivity) and a speed boost that increases as the Hawkman's flight skill increases. In time, this speed boost becomes the Hawkman's most powerful weapon. | + | The helm provides both enhanced vision ([[night vision]] and negative [[light sensitivity]]) and a speed boost that increases as the Hawkman's [[flight]] skill increases. In time, this speed boost becomes the Hawkman's most powerful weapon. |
Katar teaches three different combat maneuvers with varying attack and damage bonuses from flight skill. They are: | Katar teaches three different combat maneuvers with varying attack and damage bonuses from flight skill. They are: | ||
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[[Falcon punch|Falcon Punch]] - 25 base activity cost - Small bonus to attack rating from flight.<br>Large bonus to damage rating from flight. 0.7x attack mod and 3x damage mod from dex. | [[Falcon punch|Falcon Punch]] - 25 base activity cost - Small bonus to attack rating from flight.<br>Large bonus to damage rating from flight. 0.7x attack mod and 3x damage mod from dex. | ||
- | These maneuvers also get both attack and damage bonuses from massive blow, killer instinct, and dirty fighting. | + | These maneuvers also get both attack and damage bonuses from [[massive blow]], [[killer instinct]], and [[dirty fighting]]. |
==Specialty Bonuses== | ==Specialty Bonuses== | ||
[min..]max bonus Attribute | [min..]max bonus Attribute | ||
- | Anatomy 1..+2 +1 Intelligence | + | [[Anatomy]] 1..+2 +1 Intellect |
- | Archery 1..+2 +1 Perception | + | [[Archery]] 1..+2 +1 Perception |
- | Awareness 1..+2 +1 Perception | + | [[Awareness]] 1..+2 +1 Perception |
- | Combat Reflexes 1..+2 +1 Dexterity | + | [[Combat Reflexes]] 1..+2 +1 Agility |
- | Courage 1..+2 +1 Willpower | + | [[Courage]] 1..+2 +1 Willpower |
- | Discipline 3.+10 +2 Willpower | + | [[Discipline]] 3.+10 +2 Willpower |
- | Dodge 3.+10 +2 Dexterity | + | [[Dodge]] 3.+10 +2 Agility |
- | Flight 3.+14 +3 Dexterity | + | [[Flight]] 3.+14 +3 Agility |
- | Foraging 1..+2 +1 Perception | + | [[Foraging]] 1..+2 +1 Perception |
- | Impact Absorption 1..+2 +1 Constitution | + | [[Impact Absorption]] 1..+2 +1 Vitality |
- | Killer Instinct 2..+6 +2 Perception | + | [[Killer Instinct]] 2..+6 +2 Perception |
- | Leadership 3.+10 +2 Charisma | + | [[Leadership]] 3.+10 +2 Ego |
- | Massive Blow 1..+2 +1 Strength | + | [[Massive Blow]] 1..+2 +1 Strength |
- | Massive Exertion 1..+2 +1 Strength | + | [[Massive Exertion]] 1..+2 +1 Strength |
- | Precision Strike 1..+2 +1 Perception | + | [[Precision Strike]] 1..+2 +1 Perception |
- | Resilience 1..+2 +1 Constitution | + | [[Resilience]] 1..+2 +1 Vitality |
- | Subordination 3.+18 +2 Perception | + | [[Subordination]] 3.+18 +2 Perception |
- | Sky Fieldcraft 1..+2 +1 Intelligence | + | [[Sky Fieldcraft]] 1..+2 +1 Intellect |
- | Spear 1..+2 +1 Dexterity | + | [[Spear]] 1..+2 +1 Agility |
- | Steadiness 1..+2 +1 Constitution | + | [[Steadiness]] 1..+2 +1 Vitality |
- | Tactics 3.+10 +2 Intelligence | + | [[Tactics]] 3.+10 +2 Intellect |
- | Tenacity 1..+2 +1 Willpower | + | [[Tenacity]] 1..+2 +1 Willpower |
- | Throwing 1..+2 +1 Dexterity | + | [[Throwing]] 1..+2 +1 Agility |
- | Total Spec Points Required: 1 Int, 1 Dex, 1 Will, 1 Cha, and 1 Per | + | Total Spec Points Required: 1 Int, 1 Agi, 1 Will, 1 Ego, and 1 Per |
- | Important note: Hawkmen get no quickness access. However, they do get 2 access to both Centering and Channeling. | + | Important note: Hawkmen get no quickness access. However, they do get 2 access to both [[Centering]] and [[Equilibrium]]. |
==Affilation Information== | ==Affilation Information== | ||
- | Hawkmen cannot join: Spearmaidens, Weapons of Vengeance, Zetesai, Aligned | + | Hawkmen are [[:Category:guard (affiliation types)|Guards]] and therefore are incompatible with [[:Category:outlaw (affiliation types)|Outlaw]] and [[:Category:wanderer (affiliation types)|Wanderer]] affiliations. (This precludes many guilds and associations so double-check compatibles before you create an incarnoi!) |
- | [[Category: Associations]][[Category: Affiliations]] | + | Additionally, Hawkmen can't join [[Ordo Verbus Glacialis]] b/c they exclude [[:Category:guard (affiliation types)|Guards]]. |
+ | |||
+ | |||
+ | [[Category: Associations]] | ||
+ | [[Category: Affiliations]] | ||
[[Category: Guard (affiliation types)]] | [[Category: Guard (affiliation types)]] | ||
[[Category: Protector (affiliation types)]] | [[Category: Protector (affiliation types)]] | ||
[[Category: Racist (affiliation types)]] | [[Category: Racist (affiliation types)]] |
Current revision
Contents |
Hawkmen Information
The Hawkmen are the elite of the guard forces of Teryx. At Hawkmen Hall in Teryx you will find training resources for you to take advantage of, and some more esoteric points of interest as well. Being a Hawkman is a relatively simple matter with only one true requirement: defend the people of Teryx with your life. Good hunting!
Katar will provide you with the hawk helm that is your symbol of office. It is enchanted to provide several benefits, including boosting speed and enhancing vision. A less-obvious benefit is that, while one is worn, you will benefit from a homing sense that will enable you to find your way to the entryway of Hawkmen Hall from nearly anyplace whence the journey is physically possible. You will need to memorize the entryway of Hawkmen Hall as a location in order to do this, then use the syntax 'go to the entryway of Hawkmen Hall'.
The association communication channel is accessed using the command 'hawkman'.
To join the hawkmen, either have your hometown as Teryx or lens the inhabitants to learn the culture. Find Katar at the entryway of Hawkmen Hall and say "I wish to join the Hawkmen".
As a hawkman, one can request to learn special brawling maneuvers from Katar by asking 'what combat maneuvers can you teach me?'
Only Aviar can be Hawkmen
Bonuses
Although they get no special commands, Hawkmen do benefit both from the speed boost given by their helms and from the three combat maneuvers that Katar teaches.
The helm provides both enhanced vision (night vision and negative light sensitivity) and a speed boost that increases as the Hawkman's flight skill increases. In time, this speed boost becomes the Hawkman's most powerful weapon.
Katar teaches three different combat maneuvers with varying attack and damage bonuses from flight skill. They are:
Piercing Talon - 10 base activity cost. Large bonus to attack rating from flight.
Small bonus to damage rating from flight. 2x attack mod and 1x damage mod from dex.
Stuns easily.
Soaring Uppercut - 18 base activity cost. Large bonus to attack rating from flight.
Medium bonus to damage rating from flight. 2x attack mod and 2x damage mod from dex.
Falcon Punch - 25 base activity cost - Small bonus to attack rating from flight.
Large bonus to damage rating from flight. 0.7x attack mod and 3x damage mod from dex.
These maneuvers also get both attack and damage bonuses from massive blow, killer instinct, and dirty fighting.
Specialty Bonuses
[min..]max bonus Attribute Anatomy 1..+2 +1 Intellect Archery 1..+2 +1 Perception Awareness 1..+2 +1 Perception Combat Reflexes 1..+2 +1 Agility Courage 1..+2 +1 Willpower Discipline 3.+10 +2 Willpower Dodge 3.+10 +2 Agility Flight 3.+14 +3 Agility Foraging 1..+2 +1 Perception Impact Absorption 1..+2 +1 Vitality Killer Instinct 2..+6 +2 Perception Leadership 3.+10 +2 Ego Massive Blow 1..+2 +1 Strength Massive Exertion 1..+2 +1 Strength Precision Strike 1..+2 +1 Perception Resilience 1..+2 +1 Vitality Subordination 3.+18 +2 Perception Sky Fieldcraft 1..+2 +1 Intellect Spear 1..+2 +1 Agility Steadiness 1..+2 +1 Vitality Tactics 3.+10 +2 Intellect Tenacity 1..+2 +1 Willpower Throwing 1..+2 +1 Agility
Total Spec Points Required: 1 Int, 1 Agi, 1 Will, 1 Ego, and 1 Per
Important note: Hawkmen get no quickness access. However, they do get 2 access to both Centering and Equilibrium.
Affilation Information
Hawkmen are Guards and therefore are incompatible with Outlaw and Wanderer affiliations. (This precludes many guilds and associations so double-check compatibles before you create an incarnoi!)
Additionally, Hawkmen can't join Ordo Verbus Glacialis b/c they exclude Guards.