Sword School - Solar Science
Aug 8, 2018 23:16:36 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:16:36 GMT -6
In days long past, before the wars and the movable type and the kids' damned holovid games, the only way most bashers had to entertain themselves was hitting some mephit in the face and then laughing about it. Like most primitive forms of entertainment, this eventually formed the basis of actual fighting, and these techniques were eventually refined and codified into a system for learning how to punch people harder and more accurately. Thus, the Solar Science was born.
The Solar Science relies on the Athletics skill, improving the user's body condition so as to better endure the rigors and head trauma of a drawn-out slugfest. The traditional weapons of the style are one's bare hands, and a master's are said to shine like miniature suns.
Level 1: Initiate
-Weapon (Unarmed): Use Unarmed attacks with your martial maneuvers.
-Action (Called Shot): Use Called Shot actions in martial maneuvers.
Level 2: Apprentice
(-2)Below the Belt: This attack may not be a Called Shot. If it would hit the target's Legs or Gizzards, it misses instead.
(2)Flicker Jab: This attack takes no penalty when used as part of a Fight Defensively action, and your unarmed strikes gain the Balanced special quality until your next turn.
Level 3: Journeyman
(-1)Skill (Athletics): As part of this attack, make an Athletics check against the static defense of the target. If it fails, the attack fails.
(3)Grand Cross: This attack gains the BrĂ¼tal property.
Level 4: Master
-Mastery (Golden Gloves): Your weaponless unarmed strikes deal +1k1 damage, gain Penetration equal to your martial adept level, and are treated as if they were Orichalcum melee weapons.
(3)Radiant Hook: If this attack hits the target's Head or Body, it gains the Shocking special quality.
Level 5: Grandmaster
(4)Sunburst Uppercut: If this attack hits, your next Called Shot against the target takes no penalty on the attack roll. If it would hit the target's Head or Body, the target takes -2k1 to Dodge and Parry attempts until the end of your next turn.