Sword School - Confused Turtle
Aug 15, 2018 18:37:40 GMT -6
Post by username on Aug 15, 2018 18:37:40 GMT -6
“The Best Offense is a Good Defense,” that is the logic behind the Sword School using Shields as their preferred weapon. Known as the Confused Turtle by its detractors, the practitioners took up the name and made it their own, with disciples able to turn their opponent’s strikes to their advantage. To attack is to open yourself for attack as well, so goes the line of thinking for the Confused Turtle Masters, who are said to be able to form such powerful defenses as to be able to knock a foe’s bullets out of the air or even back at the person who fired them.
Common Lore is the Key Skill for the Confused Turtle, a working knowledge of how people attack and how to stop attacks is crucial for combat. Shields, forming the metaphorical turtle shell, are the weapon classically associated with the style. It is said that the first users of the style were barbarians on a primitive world, using two shields instead of a weapon to block and batter their foes into submission.
A character entering the first level of any class progression that offers the Devoted Spirit sword school can choose instead to gain access to the Confused Turtle sword school from that class. The inversion holds true as well, with classes with the Confused Turtle style being able to substitute in Devoted Spirit 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 (Shields): Use Shield weapons with your Martial Maneuvers.
-Action (Parry): Use Parry actions in martial maneuvers. Any attack-related advantages you apply to the special attack are instead applied to your next standard attack against the enemy whose attack you parried. That attack may not be a Special Attack.
Level 2: Initiate
(-2)Stand your ground: You may not make any Movement actions until the end your next turn.
(1*/3*)Parry Parity: For 1 point, increase your next Parry attempt by +1k0 until the end of your next turn. For every 3 points, instead increase your next parry attempt by +0k1 until the end of your next turn. This ability does not stack with itself.
Level 3: Journeyman
(-1)Skill (Common Lore): As part of this attack, make a Common Lore test against the Static Defense of the target. If it fails, the attack fails.
(4)Overreaction: If you successfully parry your opponent’s attack against you, the next attack against that opponent this scene is considered to be under the effects of a successful Feint.
Level 4: Master
-Mastery (Bullet Blocker): You may use the Parry action against Ranged attacks.
(4)Confusion Fu: If your attack hits the enemy, they must make a Scrutiny + Composure save against your attack Damage roll. If they fail, they become Confused, as per the spell. This does not work on Mindless enemies.
Level 5: Grandmaster
(5)Deflection Redirection: If you successfully Parry the next attack targeting you, you may pick another target in the range of the attack. That target becomes the new target of the attack you parried.
Common Lore is the Key Skill for the Confused Turtle, a working knowledge of how people attack and how to stop attacks is crucial for combat. Shields, forming the metaphorical turtle shell, are the weapon classically associated with the style. It is said that the first users of the style were barbarians on a primitive world, using two shields instead of a weapon to block and batter their foes into submission.
A character entering the first level of any class progression that offers the Devoted Spirit sword school can choose instead to gain access to the Confused Turtle sword school from that class. The inversion holds true as well, with classes with the Confused Turtle style being able to substitute in Devoted Spirit 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 (Shields): Use Shield weapons with your Martial Maneuvers.
-Action (Parry): Use Parry actions in martial maneuvers. Any attack-related advantages you apply to the special attack are instead applied to your next standard attack against the enemy whose attack you parried. That attack may not be a Special Attack.
Level 2: Initiate
(-2)Stand your ground: You may not make any Movement actions until the end your next turn.
(1*/3*)Parry Parity: For 1 point, increase your next Parry attempt by +1k0 until the end of your next turn. For every 3 points, instead increase your next parry attempt by +0k1 until the end of your next turn. This ability does not stack with itself.
Level 3: Journeyman
(-1)Skill (Common Lore): As part of this attack, make a Common Lore test against the Static Defense of the target. If it fails, the attack fails.
(4)Overreaction: If you successfully parry your opponent’s attack against you, the next attack against that opponent this scene is considered to be under the effects of a successful Feint.
Level 4: Master
-Mastery (Bullet Blocker): You may use the Parry action against Ranged attacks.
(4)Confusion Fu: If your attack hits the enemy, they must make a Scrutiny + Composure save against your attack Damage roll. If they fail, they become Confused, as per the spell. This does not work on Mindless enemies.
Level 5: Grandmaster
(5)Deflection Redirection: If you successfully Parry the next attack targeting you, you may pick another target in the range of the attack. That target becomes the new target of the attack you parried.