Sword School - Raging Locomotive
Oct 20, 2018 22:32:27 GMT -6
Post by Amanojyaku on Oct 20, 2018 22:32:27 GMT -6
A Sword School that eschews any sort of discipline or grace, Raging Locomotive channels the raw force of a pissed off war machine to get you from Point A to Point B in the fastest way possible: a straight line. Though there are much subtler means of roaring into the heat of battle, nothing is as effective at striking terror into the hearts of your foes as seeing a Raging Locomotive practitioner mow through their conscript ranks and deliver a fatal blow to their commanding officer.
The key skill of the Raging Locomotive school is Athletics, as the demands of constant running and hitting things require peak physical ability. The ideal Raging Locomotive weapons are Brawling weapons, but a thick pair of gauntlets might do in a pinch. It should be no surprise that this Sword School has roots in the hilariously violent sport of Blood Bowl.
Level 1: Apprentice
Weapon (Brawl): Use unarmed weapons with your special attacks.
Action (Charge): Use Charge actions in martial maneuvers.
Level 2: Initiate
(-1*)Long Run: Every time this Disadvantage is taken, increase the distance you must charge before making this attack by 4 meters.
(1/3)Gentle Shove: At 1 point, your attack knocks your opponent back 1 meter for every wound dealt. At 3 points, your attack knocks your opponent back 2 meters for every wound dealt.
Level 3: Journeyman
(-1)Skill (Athletics): As part of this attack, make an Athletics test against the Static Defense of the target. If it fails, the attack fails.
(1*)Speed Booster: Every time you take this advantage, you gain +(half your Strength + Dexterity) Speed until your next turn.
Level 4: Master
Mastery (Unstoppable Juggernaut): You can charge through a number of obstacles equal to your Strength + Constitution without being slowed down or stopped, and add your Speed as a static bonus to all Bull Rush actions.
(3)Hard Landing: Your opponent falls after being hit by your attack. Add the number of meters you charged this round to the effective height of their fall, to a limit of twice your Martial Level in meters.
Level 5: Grandmaster
(3)Shinespark: You can move in three dimensions while charging. If your charge ends in the air, you start to fall unless you have a means of keeping yourself in the air.