| Post/Author/DateTime | Post |
|---|---|
| Lt_Col_Pilgrim07-22-06, 10:12 AM | Brothers & Sisters ... As new recruits of the Blackwheel Company I want to welcome you. Perhaps you had family before you came here, but perhaps not. Regardless, that is what we are now ... brothers and sisters working together towards a common goal. I, like all 'forged, began my time with my comrades without family. We became brothers ... an odd family to be sure. Like a family, we may argue and disagree but in the end we will always take care of our own. It is with this in mind that I speak to you today. Your initial training is nearly complete. Before long you'll perform the functions and duties of a fully-vested member of the B.W.C. You will be engaging dangerous adversaries and be placed in difficult situations. Your training will serve you well, as will your brothers and sisters. We will, as always, attempt to make mission-teams as balanced and capable as possible. Still, the most dangerous missions will be assigned to volunteers only. In those situations you may not always enter the field of operations with an optimal mix of skills and abilities. But, I have faith in you. Ultimately the B.W.C. will succeed or fail on your individual performance. As you progress the challenges you face will become more difficult. Your brothers and sisters will help as they can, but there are some guidelines I'd like you each to consider during these final days of training. Perparation and planning ... knowing what you'll likely face ... these are the keys to victory. Consider them. No one can do each of these well ... but think how you might be able to contribute. Maybe some are things you can't really do but if you can requisitioned the proper equipment (a potion or cheap scroll even if you can't cast it) you'd be able to contribute in a tricky situation. [List to follow - I'll be adding items gradually - this represents the kinds of situations you're likely to encounter during your course of adventures and will hopefully help you when you're thinking about how to develop your character. Initially I expect you'll face a few of these, but as you obtain higher levels you'll see more and more of them ... fliers, paralysis, etc. Anyway, I hope it helps] Melee Combat - Each of you needs to be prepared to fight face-to-face with whatever enemies you may encounter. Even those less inclined to melee should consider this ... what do you do if you're back is to a wall and you can't get away? Ranged Targets - Do you have some way to affect someone you can't reach? Specialization in one form of combat or another is exceptionally useful, but don't let it cloud your judgement. I encourage each of you to have some plan for dealing with a foe or target beyond your reach. Grappling - Not every beast or creature we fight simply strikes. Many may try to simply impair or restrain you. Those skilled as escape artists or accomplished grapplers themselves may have little to fear. Those who do not may want to consider carrying light weapons (such as a dagger) or some alchemical/magical means of escape. - Some creatures are of such massive size that they could potentially swallow you or your comrades whole. When facing a creature, consider how you may prevent this or escape if caught. Entanglement - Similar to grappling there are known natural environs and magical effects that can entangle and entrap. Be wary of these, and consider how you may eventually deal with them. - The opposite is also true ... this may be a useful tactic for your team. Difficult Terrain - We do not always get to chose where we fight ... and if your plan of attack assumes perfect conditions then it is a plan for failure. Blindness - Vision is perhaps the most crucial of the senses for the work we do. Many accomplished spellcasters have ways of taking your vision from you. Do not rely solely on your luck ... plan for this and be prepared. Blindfighting training can be most useful. Darkness - Far more common than full blindness, limited vision due to the environment (such as an engagement at night) could be a regular occurence. Do not let this hamper you; instead embrace it and learn to be effective within the shadows yourself. Deafness/Silence - Silence makes spells hard to cast and you can't hear each other to coordinate attacks. Snipers - A foe striking at range from a position of concealment can be difficult to spot. Even Mach, our master swordsman, has a means of striking at range. Ability Loss / Drain - You can rely on your strength of will, body or resources ... but some times that will fail. Warforged with their enhanced constitutions are still subject to this weakness. Sneak attackers - Some skilled individuals are trained to attack your weakpoints. Vigilence and good tactical positioning can help immensely with this. Vision Obscuring Effects - Fog, night or magical effects can cause your vision to fail. Opponents are harder to strike, regardless of your native skills. If the field is level (a mist or fog that provides concealment to you as well as your enemy), perhaps this is not a problem. Training in blindfighting or other means can aid you immensely otherwise. Incorporeal - Foul undead are the most common incorporeal beings. Ghost Touch weapons are expensive and uncommon but there may be spells or abilities you or your comrades may employ. Against the undead themselves, often cure spells delivered via a touch are very useful as if you were to miss you would still have the spell to attempt another touch. This tactic was used with great success by my brother Akropolis. Fliers - Similar to ranged threats, fliers pose an interesting problem. Most can be dealt with using ranged means ... but sometimes it is useful to ground them. Can you deal with them, somehow? |