Not
since the rise of the Hylemxylem has gestural combat been so forwardly
pronounced by all warriors and glove-lathers alike. While the dark
minions of Gibby shall make use of these techniques, those who watch
the televisions and learn the proscribed gestures, while equipped
with the proper handware, can too make use of their ancient and
forgotten majesty.
In
order to perform a gesture, you must first be trained in the arts of
gesture based combat. Once you learn the art you shall know the
gestures of Snap and Slap freely, but most learn the others by
seeking the ancient monitors. All gestures have a range of about
within throwing distance, though you must be able to see and
concentrate on your target for a combat round. The time it takes to
cast a gesture is less then a spell, but longer then an attack. In
order to perform a gesture one must be wearing the proper hand
attire. Magic gloves or gauntlets of +1 or better in power will work,
as well as gloves made from the leather of any 6 HD creature or higher can
work. Purple Worm leather is exceedingly popular for its colored
aesthetic as well as comfort.
Additionally;
once you learn the basics of gestural combat, you gain a new
resource called Will.
Everyone starts with 3 points of maximum Will. You can regain Will by
slapping bugs (from another dimension) or drinking their inner
juices, cultivated by juice ranchers. If you slap your glove against
someone (off your hand- like a gentleman) you will gain 1 bonus point
of Will to be spent in the first round of combat- this is the proto
gesture known as the “Slap”. It may also be possible to
permanently increase one's maximum Will- though it will require rare
treasures such as PAPER CUPS and associated COOLERS.
The
most basic gesture. It requires no Will, and can be done by simply
snapping your finger at a target. The target takes a hit of
concussive force that rips them internally- a small but effective
burst of damage. It deals 1d6 + POW damage.
[2]
Dissolution – 1
Will
Breaks
down the target's structure. This gesture has two effects. First, it
begins to liquidate the target and deals 1d4 damage per round.
Second, all of the target's attacks deal a die size less in damage-
this gesture weakens the opponent so their attacks and gestures are
less effective. So a 1d6 damage attack turns into a 1d4 damage
attack, and so on. This gesture's effects last for three rounds.
[3]
Foam Armor – 2 Will
Probably
one of the most powerful gestures. It is defensive and cast upon your
allies or yourself. When used, the target is covered in a layer of
foam. This gesture restores 3d6 + POW hit points to the target AND
covers them in foam. The foam prevents them from both bleeding and
being lit on fire while it is stuck to them. The foam armor lasts for
three combat rounds.
[4]
Lightning – 1 Will
This
gesture releases deadly lightning from the hand. When cast, this
powerful gesture deals 1d8 + double your POW in damage. However, it
stuns the user for one round after it is used.
[5]
Wave Artifice – 3
Will
This
precise and exacting gesture is costly for your Will, but powerful in
its use. This gesture conjures a wave of created matter to pound your
opponents. It hits all opponents within its distance, but the
conjured objects are low to the ground and could be flown over by
flying opponents. It deals 1d6 + half of your POW to all opponents.
[6]
Poromer Bleb – 1
Will
When
cast on yourself or an ally; recovers 1d6 hit points and ends
bleeding effects- your body is patched up. Additionally, the bleb
grants the target of this gesture some additional protection. They
count as “Defended”. When defended, the next attack OR spell that
hits them deals the minimum possible
roll of damage. So a 3d6 Fireball will deal 3 damage to them.
[7]
Soul Crisper – 2
Will
Lights
the enemy on fire. Flaming enemies recover their flesh at half the
rate they would normally- healing is reduced when it comes to
burning. Deals 1d6 damage per round and halves healing, lasts for
three rounds.
[8]
Fate Sandbox – 2
Will
Select
an ally or yourself. It creates an invisible screen of gesturing
force that makes them immune to all negative status effects. Leaking,
vulnerability, poison, lagginess, all protected from. Lasts for three
rounds or for three status effects deflected- whichever comes first.
[9]
Link Mollusc – 3
Will
This
gesture must be cast with the proper skill. When motioned; this
gesture spreads whatever status effect is harming the user to all
opponents within range. For instance, if the user is afflicted with a
spell or poison, then all the opponents will be afflicted by the same
spell or poison. These are not merely copies of the first status
effects; they are new. If the gesturer then clears their own status
effects, the enemies remain as they have already been mirrored over.
[10] Teledenuate
– 2 Will
This
gesture can be cast on allies or enemies. When used, the target loses
all negative status effects if they are allied to the gesturer or
loses all positive status effects if they are an opponent. Because of
the selective nature of this gesture, it is thought to be an advanced
technique.
[11]
Charge-Up – 1 Will
The
user of this gesture becomes temporarily empowered. They gain +1d4
points of POW, which are expended the very next time they use a
gesture. Charge Up is unique, in that it empowers some gestures in
additional ways, but this can only be done by a gesturers specialty.
For example, if a gesture user has specialized in Foam Armor, then
all of their allies are affected by the Foam if they use it when
charged up. Characters may only specialize in a single gesture.
Charged
up is unique because the actual power for the charge comes from a
location- the Television Temple, which may not even exist in your
home dimension. By taking antennae to the temple and allowing the
monitor priests to install them, you can increase the power of Charge
Up- simply increase the size of the die rolled to determine Charge Up's temporary POW bonus.
[12] Bombo - Genesis
– All Will
The
forbidden gesture. This gesture is a secret, lost long ago after the
great accretion. Only those who prove themselves to the Sages by
recovering their Sage Tokens and staring into the hidden terminal can
learn the secrets of Bombo – Genesis.
In order to use Bombo – Genesis, you must be charged up. Then, all of your Will is expended. You deal Xd10 damage to all opponents in a massive blast, with X being your POW + Your total expended Will.
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