Tactical Skills
The below skills are all categorised as ‘tactical skills’ – designed to enhance a character’s ability to command the battlefield in the world of Vaklam.
All tactical skills with the exception of Tactics cost one Tactical Point to use. Tactical Points are restored between each combat or at each Rollover whichever comes first.
The amount of times each skill can be purchased will vary based on your archetype. Refer to your OCS and ensure that you do not have more purchases than the ‘Max Buy’ column!
Tier 1+ Skills
Tactics
EDV: 1
Availability: Tier 1+
Character gains one tactical point.
Disarm
EDV: 2
Availability: Tier 1+
Character may call Disarm when they strike a single-handed weapon.
Feat of Strength
EDV: 2
Availability: Tier 1+
The character may perform a feat of strength such as restraining a person or bending bars. Follow all standard safety rules whilst performing these feats.
Greater Disarm
EDV: 3
Availability: Tier 1+
Prerequisites: Disarm
The character may call Disarm when they strike a two-handed weapon.
Knockback
EDV: 1
Availability: Tier 1+
Character may call Knockback.
Knockdown
EDV: 1
Availability: Tier 1+
Character may call Knockback.
Mighty Blow
EDV: 2
Availability: Tier 1+
Prerequisites: 3 tactical points.
Character may call a Mighty Blow.
Resist
EDV: 4
Availability: Tier 1+
Prerequisites: Must have spent 5 endeavour on tactical skills.
The character may negate a non-damaging, non-destructive skill used against them e.g. knockback, knockdown, disarm or stunning blow.
Stunning Blow
EDV: 3
Availability: Tier 1+
Prerequisites: Must have spent 3 endeavour on tactical skills.
By calmly and carefully placing their hand on the shoulder of the target and announcing ‘stunning blow’ the target is rendered unconscious for one minute.
Tier 2+ Skills
Battlefield Monster
EDV: 2
Availability: Tier 2+
Prerequisites: Must have spent 10 endeavour on tactical skills.
The character may call ‘fear’ against an enemy causing them to cower from you and fight you last in combat.
Link-Up Blow
EDV: 2
Availability: Tier 2+
The character may use two tactical skills at the same time against a target or immediately without obeying the three second rule. Note that this costs an additional tactical point to use Link-up Blow (so a Knockback and Down against the same target costs 3 tactical points). Each time this skill is increased you may add an additional tactical skill at the same time, still paying all costs.
Strong Back
EDV: 2
Availability: Tier 2+
Prerequisites: Feat of Strength
The character’s Feats of Strength count as 2 Feats of Strength.
Swift Blow
EDV: 1
Availability: Tier 2+
The character may call Swift, dealing more damage against dextrous opponents.
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Tier 3+ Skills
Giant Blow
EDV: 3
Availability: Tier 3+
Prerequisites: Mighty, must have at least 6 tactical points.
Character may call Giant
Tactician
EDV: 3
Availability: Tier 3+
Once per day you may give a short speech and allow any ally who hears you clearly to gain a 2 endeavour or less tactical skill that you have access to for the rest of the day. Each time you purchase this skill increase the maximum endeavour value of the skill you grant by 1.
Natural Strength
EDV: 2
Availability: Tier 3+
Prerequisites: Resist
You may now Resist Impact blows.
Second Wind
EDV: 5
Availability: Tier 3+
Once per day you may spend 1 tactical point to restore all tactical points.
Speechmaker
EDV: 2
Availability: Tier 3+
Once per day you may give a brief speech and incite the spirit of your fellows – all characters who listen gain 1 tactical point in the next encounter. Each time you purchase this skill increase the number of times per day and the number of tactical points granted by 1.
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Tier 4+ Skills
Impact
EDV: 3
Availability: Tier 4+
Character may now call Impact.
Juggernaut
EDV: 3
Availability: Tier 4+
The character may cross any magical protections of MAG 8 or less at the cost of 5 HITS. Each purchase of this skill beyond the first increases the MAG by 1 and decreases the HITS by 2 to a minimum of 1.
Tier 5 Skills
Whirlwind
EDV: 2
Availability: Tier 5
Prerequisites: 11 tactical points.
The character may utilise any number of tactical points without obeying the 3 second rule. They must still pay 1 tactical point to use this skill and the cost of each individual skill.