Homebrew Sword School - Broken Home
Aug 10, 2018 16:00:47 GMT -6
Post by username on Aug 10, 2018 16:00:47 GMT -6
Broken Home
Everything in its place, every tool for its trade. But who is to say what is the right tool for a Job and where things belong? That is the purview of the disciples of the Broken Home style, who master the keen abilities that allow them to reorganize and remodel the combatants they fight with and against. Through ingenuity and skill their strikes serve to ensure the very battle itself is changed to suit their needs and liking.
Craft is the primary skill for Homewreckers, knowing perfectly how a weapon is made lets you know how it is best to be used. Adepts of the school do not allow themselves to be tied to any one tool, rather drawing from the battlefield itself to find the right weapon for the job at hand. It is said that the School was first practiced by a young human left to defend a fortress from bandits by himself, and turned the fortress itself into his most potent weapon to defeat them.
A character entering the first level of any class progression that offers the Setting Sun sword school can choose instead to gain access to the Broken Home sword school from that class. The inversion holds true as well, with classes with the Broken Home style being able to substitute in Setting Sun instead. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward.
Level 1: Apprentice
-Weapon (Improvised): Use Improvised weapons with your Martial Maneuvers.
-Action (Ready): Use Ready actions with your martial maneuvers. The benefit from this special attack applies to your next standard attack unless stated otherwise; that attack may not be a special attack.
Level 2: Initiate
(-2)It only works once: If this Special Attack hits the target, you may not attack with the weapon used again during the scene.
(2)Deconstruction: If this attack hits the enemy, reduce the Quality of their weapon and armor by 1 step for the rest of the scene.
Level 3: Journeyman
(-1)Skill (Craft): As part of this attack, make a Craft test against the Static Defense of the target. If it fails, the attack fails.
(2/4) Catch: If this attack hits your target, they must make a weaponry test to oppose yours. If they fail, the weapon you were holding replaces the one they were using/holding, while the one they were using falls to the floor. For 4 advantage points, instead of falling to the floor, whatever they were using ends up in your hands instead.
Level 4: Master
-Mastery (Feng Shui): Improvisational Weapons are always considered to be Best Quality when you fight using them.
(3)Timeshare: When you strike a target with this attack, you may sacrifice a half action on this turn or the next to allow an Ally of your choice to immediately take a half action, as per the Boost spell.
Level 5: Grandmaster
(4)Remodeling: If this special attack kills the enemy, for the rest of the scene you may use their corpse as an Improvised Weapon, with a base damage of XkY, where X is the enemy’s size and Y is the enemy’s Level.
Everything in its place, every tool for its trade. But who is to say what is the right tool for a Job and where things belong? That is the purview of the disciples of the Broken Home style, who master the keen abilities that allow them to reorganize and remodel the combatants they fight with and against. Through ingenuity and skill their strikes serve to ensure the very battle itself is changed to suit their needs and liking.
Craft is the primary skill for Homewreckers, knowing perfectly how a weapon is made lets you know how it is best to be used. Adepts of the school do not allow themselves to be tied to any one tool, rather drawing from the battlefield itself to find the right weapon for the job at hand. It is said that the School was first practiced by a young human left to defend a fortress from bandits by himself, and turned the fortress itself into his most potent weapon to defeat them.
A character entering the first level of any class progression that offers the Setting Sun sword school can choose instead to gain access to the Broken Home sword school from that class. The inversion holds true as well, with classes with the Broken Home style being able to substitute in Setting Sun instead. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward.
Level 1: Apprentice
-Weapon (Improvised): Use Improvised weapons with your Martial Maneuvers.
-Action (Ready): Use Ready actions with your martial maneuvers. The benefit from this special attack applies to your next standard attack unless stated otherwise; that attack may not be a special attack.
Level 2: Initiate
(-2)It only works once: If this Special Attack hits the target, you may not attack with the weapon used again during the scene.
(2)Deconstruction: If this attack hits the enemy, reduce the Quality of their weapon and armor by 1 step for the rest of the scene.
Level 3: Journeyman
(-1)Skill (Craft): As part of this attack, make a Craft test against the Static Defense of the target. If it fails, the attack fails.
(2/4) Catch: If this attack hits your target, they must make a weaponry test to oppose yours. If they fail, the weapon you were holding replaces the one they were using/holding, while the one they were using falls to the floor. For 4 advantage points, instead of falling to the floor, whatever they were using ends up in your hands instead.
Level 4: Master
-Mastery (Feng Shui): Improvisational Weapons are always considered to be Best Quality when you fight using them.
(3)Timeshare: When you strike a target with this attack, you may sacrifice a half action on this turn or the next to allow an Ally of your choice to immediately take a half action, as per the Boost spell.
Level 5: Grandmaster
(4)Remodeling: If this special attack kills the enemy, for the rest of the scene you may use their corpse as an Improvised Weapon, with a base damage of XkY, where X is the enemy’s size and Y is the enemy’s Level.