Leadership is a tricky beast, especially when it comes to military commanders. Some have leadership thrust upon them whilst others are born to it.

brigadier chenet to silent company hopefuls before tactical command examinations
  • 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 One

Disarm

  • EDV: 1

Call a Disarm when you hit a one handed weapon

Greater Disarm

  • EDV: 2
  • Prerequisites: Disarm

Call a Greater Disarm when you hit a two handed weapon

Knockback

  • EDV: 1

Call a Knockback when you hit someone

Knockdown

  • EDV: 1

Call a Knockdown when you hit someone

Forceful Blow

  • EDV: 2

Call Forceful when you strike someone. That person becomes Winded.

Resist

  • EDV: 4
  • Prerequisites: Must have spent 5 Endeavour on Tactical Skills

Negates a non damaging non destructive skill or spell used against the character.
Applies to (and only to) Knock Down, Knock Back, Disarm, Forceful Blow & Stunning Blow

Stunning Blow

  • EDV: 3
  • Prerequisites: Must have spent 3 Endeavour on Tactical Skills

The player places their hand calmly and gently on the shoulder and announces a Stunning Blow. The recipient falls unconscious for 1 minute

Tactics 1

  • EDV: 1

Grants one Tactical Point which may be spent once per combat on any tactical skill returning on a rollover


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 with appropriate roleplay including the specific verbal trigger that is personal to the character for this ability; 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.

This only applies to skills relating to direct weapon blows. It cannot be used to combine skills such as Resist or Roll With It.

Mighty Blow 

  • EDV: 3
  • Prerequisites: Must have 3 Tactical Points

Call Mighty when you strike someone. (This does 2 HITS of damage to the target)

Roll with it

  • EDV: 3
  • Prerequisites: Must have 3 Tactical Points

Reduces any incoming damage (spell or weapon blow) by 1 Hit, to a minimum of 1.

Tactics 2

  • EDV: 1

Grants one Tactical Point which may be spent once per combat on any tactical skill returning on a rollover


Tier Three

Giant Blow

  • EDV: 3
  • Availability: Tier 3+
  • Prerequisites: Mighty, must have at least 6 tactical points.

Character may call Giant

Battlefield Instructor

  • EDV: 3
  • Availability: Tier 3+

Once per day you may give a short speech which will include the tactical skill you are granting(in an ic manner) 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 with the caveat that you have to keep up occasionally practice with the recipient for the rest of the day. Each time you purchase this skill increase the maximum endeavour value of the skill you grant by 1.

Adrenaline Surge! 

  • EDV: 5
  • Availability: Tier 3+ and 12 EDV spent on tactical skills

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 increases the number of times per day and the number of tactical points granted by 1.

Tactics 3

  • EDV: 1

Grants one Tactical Point which may be spent once per combat on any tactical skill returning on a rollover


Tier Four

Juggernaut

  • EDV: 3
  • Availability: Tier 4+

The character may walk slowly toward people presenting the magical effects of Repel.

Adrenaline Surge!

  • EDV: 5
  • Availability: Tier 3+
  • Prerequisites: 12 EDV spent on tactical skills

Once per day you may spend 1 tactical point to restore all tactical points.

This can be used during a combat in which you have received a Second Wind spell, and vice versa but may not be used with another Adrenaline Surge

Tactics 4

  • EDV: 1

Grants one Tactical Point which may be spent once per combat on any tactical skill returning on a rollover.


Tier Five

Tactics 5

  • EDV: 1

Grants one Tactical Point which may be spent once per combat on any tactical skill returning on a rollover.

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.


Last updated byHolly Goodall