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Vigour Skills: Difference between revisions

From Menhirs Fate Wiki
Convert Vigour abilities to SkillCard template
Year 2 Expansion: Complete rewrite - new Vigour Trigger system, restructured skill trees (Weapon Master/Vanguard/Harrier/Bulwark/Brute) with Lvl1/Lvl2 abilities, recharge triggers
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Vigour is a warrior's skill that represents their physical energy to use certain skills in the game. When you use Vigour, this represents you using a great amount of physical energy so when you do so, please remember to role play this appropriately. A player can start with 2 Vigour but may buy more with xp. There are several combat skills that require it in the game that are listed below.<br />
Vigour Skills operate on a series of skill levels representing a character's skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.
<br />
You can deliver any call powered by Vigour with any melee weapon except Foci which are used to deliver calls powered by Focus. Bows and crossbows cannot deliver any damage effect except for Rend which they always inflict naturally.<br />
<br />
Characters with vigour regain their full amount at sunrise. There is no other way to naturally regain Vigour.<br />
<br />
If you use a Vigour call from the list below and the target doesn't take a call and doesn't explicitly stop it affecting them then you don't spend your Vigour


''For example, Jess Bobbins wants to use their vigour to do a crush call, so they take a big breath, hold their sword aloft and do a huge (but still safely pulled) blow to their opponent, calling CRUSH!''
Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do [[Calls]] and other abilities.


== May the Gods Witness Me ==
Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes. Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.


'''No XP cost. All players who take the vigour skill have access to this ability.  '''The character may fight for one minute or until they are told to stop by a referee. During this time they cannot be healed and are immune to all damage but still take the effects of calls and continue to roleplay being hurt from attacks. At the end of the minute the character dies. They do not enter a terminal or critical state.<br />
If you use a Vigour call from the list below and the target doesn't take a call and doesn't explicitly stop it affecting them then you don't expend your use of Vigour.
(All combat during this time must still adhere to the combat safety rules and using this effect is not a pass for unsafe combat)


== Fired up! ==
== Vigour and XP ==


'''No XP cost. All players who take the vigour skill have access to this ability.''' The character may spend 30 seconds of roleplay to regain 2 vigour up to their maximum vigour (you may not gain vigour beyond your cap with this skill)<br />
To buy into any Vigour line costs '''4xp'''. This allows you to access 1 of the level 1 abilities.
Appropriate roleplay for this skill could be psyching yourself up for the coming fight (and then fighting safely), personally motivating yourself and a nearby friend or delivering an inspiring speech or moment.<br />
This ability can only be used once per day


== Vigour Skills ==
Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs '''3xp'''. This skill is called [Skill line] Upgrade.


===== Vigour =====
You may also buy an extra use of a level 2 ability you have already bought. This costs '''3xp'''. This skill is called [Skill line] Mastery.


(This skill is needed before taking any other on this list)<br />
You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.
 '''3xp '''- The character gains 2 Vigour. The character can use the May the Gods Witness Me Ability. The character can use Fired up! once per day.


===== Extra Vigour =====
== Vigour In Haven ==


'''Initially 2xp, then increases by 1xp each time''' (E.g. 3xp for the first additional Vigour, 4xp for the second additional, etc)<br />
For 1/encounter abilities, you may recharge in 30 minutes if there is no clear 'encounter' boundary. This is reduced to 10 minutes in the 'Nature's Rest' rite area effect.
This skill grants you 1 additional Vigour each time you buy it
 
For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the 'Nature's Rest' rite area effect.
 
== Toughness ==
 
Starts at '''1XP''' and costs +1XP per level. Adds one base hit point per level.
 
== Thrown ==
 
'''2xp'''
 
This skill allows a character to use thrown weapons. These weapons always inflict Stagger and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.
 
== Ranged Weapon Proficiency ==
 
'''4xp'''
 
This skill allows a character to use a Bow or Crossbow. These weapons always inflict Rend.
 
== Weapon Master ==
 
'''Restriction:''' cannot use with a Pike; bows/thrown weapons cannot make any calls other than their standard calls
 
{| class="wikitable"
|-
! Level !! Ability !! Description
|-
| Lvl1 || '''Catch Breath''' || You may use Regeneration once when not in critical state. This ability recharges if you enter a critical state.
|-
| Lvl1 || '''Clear Out''' || When a nearby ally (within 5m) enters critical state, call Stagger twice on the next 2 hits or shield blocks.
|-
| Lvl2 || '''Precision Strike''' || 1/encounter. Crush or Rend (depending on your weapon physrep) on torso hit only.
|-
| Lvl2 || '''Signature Weapon''' || Resist Shatter on one chosen weapon (you may change weapon choice between events) 1/encounter.
|}
 
== Vanguard ==
 
'''Restriction:''' polearms only; cannot make any calls with a pike
 
{| class="wikitable"
|-
! Level !! Ability !! Description
|-
| Lvl1 || '''Make Space''' || Call Stagger on next hit when an enemy makes it past your polearm's point, once; recharge if you enter critical state.
|-
| Lvl1 || '''Backup Weapon''' || While your polearm is shattered, you may call Stun once with a 1 handed weapon. Recharges if your polearm is shattered again.
|-
| Lvl2 || '''Dazzling Strike''' || Stun on any hit (not to shield), 1/encounter.
|-
| Lvl2 || '''Drive Them Back''' || Stagger on hit on two adjacent enemies (you do have to hit both of them sequentially) 1/encounter.
|}
 
== Harrier ==
 
'''Restriction:''' 1h weapons (optionally ambi), no heavy armour, no shield larger than a buckler
 
{| class="wikitable"
|-
! Level !! Ability !! Description
|-
| Lvl1 || '''Backstab''' || You may call Rend on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.
|-
| Lvl1 || '''Riposte''' || Call Stagger on Block. Recharges after landing a torso hit on an enemy.
|-
| Lvl2 || '''Shake it off!''' || Regeneration from critical state or 5 secs of Appropriate Roleplay to call I've Seen Worse, 1/encounter.
|-
| Lvl2 || '''Weapon Snap''' || You may call Shatter when striking a weapon or focus with the weapons in your primary and off-hand simultaneously. 1/encounter.
|}
 
== Bulwark ==
 
'''Restriction:''' Must use a shield (incompatible with Harrier even if your shield is small)
 
{| class="wikitable"
|-
! Level !! Ability !! Description
|-
| Lvl1 || '''Over Here''' || Taunt target on hit, recharges when the original taunted target enters a critical state.
|-
| Lvl1 || '''Brace''' || Call Stagger on shield hit, recharge when you next lose a hit point to a melee blow.
|-
| Lvl2 || '''Push Forward''' || Call Stagger on one hit and then call Shatter on the next hit within ten seconds, 1/encounter. The Shatter is wasted if your second hit is on a person rather than a valid shatter target.
|-
| Lvl2 || '''Hold the Line''' || Regeneration on entering critical state, you do not have to get on the ground or stop defending with your shield for this instance of entering critical state, 1/encounter.
|}
 
== Brute ==
 
'''Restriction:''' must be using a two handed weapon
 
{| class="wikitable"
|-
! Level !! Ability !! Description
|-
| Lvl1 || '''Hard Head''' || Call Resist to take Rend or Crush as Stun once, recharge when you go critical.
|-
| Lvl1 || '''Blood for Blood''' || After taking an offensive call, your next hit can call Stagger.
|-
| Lvl2 || '''Mighty Blow''' || Call Shatter but you take Stagger away from the opponent, 1/encounter.
|-
| Lvl2 || '''Feud''' || Ranged Taunt within 10m by pointing and yelling, you are also taunted by them until they reach critical state or end of encounter, you may call Crush or Rend (as per your weapon type) against them once. 1/encounter.
|}


== Vigour abilities ==
{{SkillCard
|name=Crush
|xp=2xp
|cost=2 Vigour
|effect=If you hit the the character and they are in heavy armour, they take damage equal to hit points and enter [[Combat Rules#Critical_state|critical state]]. If they aren’t in heavy armour it does 1 point of damage.''' This call must hit target '''
}}
{{SkillCard
|name=I’ve seen Worse
|xp=1xp
|cost=1 Vigour
|effect=This allows a character to spend one vigour to use the call “I’ve Seen Worse” with 10 seconds roleplay to restore one other character from [[Combat Rules#Critical_state|critical state]] to three hit points. This can only be done onto someone else and cannot be done to yourself
}}
{{SkillCard
|name=Regeneration
|xp=2xp
|cost=1 Vigour
|effect=Regeneration can used in the following two ways:<br /> A player may stand back up and loudly call "Regeneration" to restore 3 hit point and thus leave their [[Combat Rules#Critical_state|critical state]]. This is not subtle and should be done within a couple of seconds of the final blow.<br /> <br /> A player may also loudly call "Regeneration" to restore themselves to their base three hit points. Hits are global regardless of source so this ability may only ever restore you to those base three hits. This is not subtle.
}}
{{SkillCard
|name=Rend
|cost=2 Vigour
}}
{{SkillCard
|name=Stun
|xp=1xp
|cost=2 Vigour
|effect=If you hit then the character is unable to defend themselves, attack or cast spells for 10 seconds ('''''Shields must fall to the side of the body'''''). They may move at a walking pace.''' This call must hit target '''
}}
{{SkillCard
|name=Stagger
|xp=1xp
|cost=1 Vigour
|effect=If this hits a character they are thrown away from the user of the attack 3 large steps even if they parry it. ''A character may choose to roleplay more effect if they wish'' '''This call may hit the Shield or the target'''
}}
[[Category:Rules]]
[[Category:Rules]]
[[Category:Menhirs Fate Wiki]]

Revision as of 22:34, 13 March 2026

Vigour Skills operate on a series of skill levels representing a character's skill, training or natural ability. Characters are free to have a variety of backstory elements that explain how they have these abilities but they should be reasonably mundane in scope.

Each skill tree has a series of options that must be acquired in order to unlock them. While any character may use any weapon combination to inflict 1 hit per strike the use of Vigour skills lets them use specific weapons to do Calls and other abilities.

Each Vigour skill line allows you to use certain calls or abilities in conjunction with weapons it describes. Bows and crossbows cannot deliver any Call except for Rend which they always inflict naturally.

If you use a Vigour call from the list below and the target doesn't take a call and doesn't explicitly stop it affecting them then you don't expend your use of Vigour.

Vigour and XP

To buy into any Vigour line costs 4xp. This allows you to access 1 of the level 1 abilities.

Any further skill purchases in the same Vigour line let you buy another ability in that line. This costs 3xp. This skill is called [Skill line] Upgrade.

You may also buy an extra use of a level 2 ability you have already bought. This costs 3xp. This skill is called [Skill line] Mastery.

You can buy multiple trees but this will require you spend 4xp again to buy into the new Vigour line and may have restrictions that prevent you using them at the same time.

Vigour In Haven

For 1/encounter abilities, you may recharge in 30 minutes if there is no clear 'encounter' boundary. This is reduced to 10 minutes in the 'Nature's Rest' rite area effect.

For other abilities, you still recharge only on the recharge trigger or between events, or by spending 10 minutes in the 'Nature's Rest' rite area effect.

Toughness

Starts at 1XP and costs +1XP per level. Adds one base hit point per level.

Thrown

2xp

This skill allows a character to use thrown weapons. These weapons always inflict Stagger and can only be used once every 10 seconds. Phys reps must follow all the rules for Thrown weapons.

Ranged Weapon Proficiency

4xp

This skill allows a character to use a Bow or Crossbow. These weapons always inflict Rend.

Weapon Master

Restriction: cannot use with a Pike; bows/thrown weapons cannot make any calls other than their standard calls

Level Ability Description
Lvl1 Catch Breath You may use Regeneration once when not in critical state. This ability recharges if you enter a critical state.
Lvl1 Clear Out When a nearby ally (within 5m) enters critical state, call Stagger twice on the next 2 hits or shield blocks.
Lvl2 Precision Strike 1/encounter. Crush or Rend (depending on your weapon physrep) on torso hit only.
Lvl2 Signature Weapon Resist Shatter on one chosen weapon (you may change weapon choice between events) 1/encounter.

Vanguard

Restriction: polearms only; cannot make any calls with a pike

Level Ability Description
Lvl1 Make Space Call Stagger on next hit when an enemy makes it past your polearm's point, once; recharge if you enter critical state.
Lvl1 Backup Weapon While your polearm is shattered, you may call Stun once with a 1 handed weapon. Recharges if your polearm is shattered again.
Lvl2 Dazzling Strike Stun on any hit (not to shield), 1/encounter.
Lvl2 Drive Them Back Stagger on hit on two adjacent enemies (you do have to hit both of them sequentially) 1/encounter.

Harrier

Restriction: 1h weapons (optionally ambi), no heavy armour, no shield larger than a buckler

Level Ability Description
Lvl1 Backstab You may call Rend on an enemy hit from behind (you must be behind them, not just your weapon) with a bladed weapon.
Lvl1 Riposte Call Stagger on Block. Recharges after landing a torso hit on an enemy.
Lvl2 Shake it off! Regeneration from critical state or 5 secs of Appropriate Roleplay to call I've Seen Worse, 1/encounter.
Lvl2 Weapon Snap You may call Shatter when striking a weapon or focus with the weapons in your primary and off-hand simultaneously. 1/encounter.

Bulwark

Restriction: Must use a shield (incompatible with Harrier even if your shield is small)

Level Ability Description
Lvl1 Over Here Taunt target on hit, recharges when the original taunted target enters a critical state.
Lvl1 Brace Call Stagger on shield hit, recharge when you next lose a hit point to a melee blow.
Lvl2 Push Forward Call Stagger on one hit and then call Shatter on the next hit within ten seconds, 1/encounter. The Shatter is wasted if your second hit is on a person rather than a valid shatter target.
Lvl2 Hold the Line Regeneration on entering critical state, you do not have to get on the ground or stop defending with your shield for this instance of entering critical state, 1/encounter.

Brute

Restriction: must be using a two handed weapon

Level Ability Description
Lvl1 Hard Head Call Resist to take Rend or Crush as Stun once, recharge when you go critical.
Lvl1 Blood for Blood After taking an offensive call, your next hit can call Stagger.
Lvl2 Mighty Blow Call Shatter but you take Stagger away from the opponent, 1/encounter.
Lvl2 Feud Ranged Taunt within 10m by pointing and yelling, you are also taunted by them until they reach critical state or end of encounter, you may call Crush or Rend (as per your weapon type) against them once. 1/encounter.