Sentinel Combat Abilities

(Version 1.00 - Last Modified: 08/30/2004)



Introduction

Two of the Sentinel's of the Dark abilities fall into the category of combat abilities. The first area, Attack Abilities, are used in conjunction with attacks and any one of these abilities can be added to each attack by the character. The second area, Defense Abilities, are used in when the Sentinel is defending against an incoming attack. None of these abilities require PPE to activate, but they all generate essence points, which if the Sentinel has too many of, can be very bad. With both types of abilities the essence points generated by the ability are applied only after the ability has been activated. For example, if an Attack Ability generated 3 essence points, they are added to the Sentinel's pool of essence points after the attack is made, not before. In addition, the essence points generated by these abilities occur even if the attack or defense fails and they are cumulative with any other essence points that the Sentinel may receive, such as from successfully hitting a target in combat.


Attack Abilities

As part of their training, Sentinels of the Dark learn techniques that combine both physical prowess and stolen energy from the demonic essence. These abilities provide the Sentinel with great flexibility, but they come at a high price. Each time one of these abilities are used, the Sentinel gains a set number of essence points. The attack abilities can be used as part of any attack where the Sentinel is striking something, such as with a weapon or a fist, but only one attack ability can be used at a time and offensive actions that are not direct strikes at the target cannot use attack abilities. For example, an Attack Ability could be used with a Leap Attack or a Simultaneous Attack, but it could not be used with a Choke or a Joint Lock; when attacking with more then one weapon simultaneously, such as with paired weapons, only one Attack Ability can be used and it only applies to one of the two weapons. The essence points gained from the use of these attacks are not included when determining any penalties until after the attack has occurred. Unlike a normal attack where essence points are gained only when an attack hits a target, the essence points gained from these abilities occur even if the Sentinel misses his target.

Aching Pain

Essence Focus

Essence Strike

Heavy Hit

Mind Assault

Mind Drain

Paralyzing Strike

Restoration

Restore Life

Restore Magic

Sap Agility

Sap Vigor

Shared Pain

Venom


Defense Abilities

By using the stolen energy from demonic essence, the Sentinels of the Dark learn techniques that protect them in combat. However, each time one of these abilities are used, the Sentinel gains a set number of essence points. The defense abilities can be used any time the Sentinel comes under attack, even if immobile or otherwise prevented from defending physically, as long as they know the attack is coming and are conscious. An attack can come in the form of a physical attack, a psionic attack, or even a magical spell where the Sentinel is a target or simply in the radius of effect. A defense ability can be used with any defensive action or in response to a Simultaneous Attack when the Sentinel was attacking, but only one defense ability can be used for each attack against the Sentinel. If the Sentinel is attacked simultaneously by multiple objects, such as a volley of missiles, only a single defense ability can be used but it is applied to the entire volley. The essence points gained from the use of these abilities are not included when determining any penalties until after the attack the Sentinel is defending against has occurred. Unless otherwise stated, the player can choose to activate one of these abilities after they know the nature of the attack, such as whether they are being attacked by a physical attack, by a magical spell without a visible result, or by a visible spell effect like a bolt of fire.

Absorb Damage

Absorb Magic

Acid Ward

Demon Guard

Energy Ward

Essence Shield

Fire Ward

Ice Ward

Reflect Damage

Reflect Magic

Syphon Magic

Ward