Difference between revisions of "Hero's Stand (Power)"
m (Ian moved page Hero's Stand to Hero's Stand (Power)) |
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| Cost = None | | Cost = None | ||
| Call = “Hero’s Stand” | | Call = “Hero’s Stand” | ||
− | | Description = The caster plants one foot in place. For 10 minutes, he is immune to damage attacks and may resist status attacks for 1 energy. Once the 10 minutes is over, or if the caster lifts his foot for any reason, he will immediately drop to 0 health. | + | | Description = The caster plants one foot in place. For '''10 minutes''', he is immune to damage attacks and may resist status attacks for 1 energy. Once the 10 minutes is over, or if the caster lifts his foot for any reason, he will immediately drop to [[Core_Rules#Incapacitation|0 health]]. |
}} | }} | ||
+ | {{Template:RulesDEF_Self}} | ||
+ | |||
+ | ==FAQ== | ||
+ | {{Template:FAQbox | ||
+ | | Question = How does [[Taunt]] interact with [[Hero%27s_Stand_(Power)|Hero’s Stand]]? Do [[Core_Rules#Ranged_Weapons|ranged]], [[Core_Rules#Mental_Attack|mental]], or [[Core_Rules#Status_Attack|status]] attacks also fulfill the requirement of Taunt? What if the Hero’s Stander has nothing beyond [[Core_Rules#Boffer_Attacks|melee]]? | ||
+ | | Answer = Mental attacks, status attacks and damage attacks (melee or packet delivery) are all valid responses to Taunt. | ||
+ | |||
+ | Now, if the target is in Hero’s Stand and they have no other attacks available to them outside of a melee boffer strike, the Hero’s Stander should attempt to close the distance, even though it would cause them to drop to zero Health Levels. | ||
+ | |||
+ | This is not that different from other mentals that can break Hero’s Stand, and Taunt is a spell that is, at its core, magically forcing the target to want to hit the caster above all else, not sit there and wait. | ||
+ | |||
+ | It might be worth noting that you can still resist mentals with willpower while Hero’s Standing. | ||
+ | }} | ||
+ | [[Category:Self]] |
Latest revision as of 20:48, 11 July 2015
HERO’S STAND (SELF) | |
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Cost: | None |
Call: | “Hero’s Stand” |
The caster plants one foot in place. For 10 minutes, he is immune to damage attacks and may resist status attacks for 1 energy. Once the 10 minutes is over, or if the caster lifts his foot for any reason, he will immediately drop to 0 health. |
Effect Type[edit]
As per the Core Rules..
SELF | |
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Powers that only affect the user, or the user and other voluntary targets. You may have as many self powers active at a time as you wish. |
FAQ[edit]
How does Taunt interact with Hero’s Stand? Do ranged, mental, or status attacks also fulfill the requirement of Taunt? What if the Hero’s Stander has nothing beyond melee?
Mental attacks, status attacks and damage attacks (melee or packet delivery) are all valid responses to Taunt.
Now, if the target is in Hero’s Stand and they have no other attacks available to them outside of a melee boffer strike, the Hero’s Stander should attempt to close the distance, even though it would cause them to drop to zero Health Levels.
This is not that different from other mentals that can break Hero’s Stand, and Taunt is a spell that is, at its core, magically forcing the target to want to hit the caster above all else, not sit there and wait.
It might be worth noting that you can still resist mentals with willpower while Hero’s Standing.