Sword School - Royal Flush
Aug 9, 2018 16:38:48 GMT -6
Post by Amanojyaku on Aug 9, 2018 16:38:48 GMT -6
When your opponent is vastly stronger and more skilled than you are, your recourse should be to stare death in the face and ask, "do I feel lucky?" Well, do you? If you do, the Royal Flush discipline might be your style of choice. Based primarily on mental exercises rather than physical ones, this style believes that there is something to the superstitions practiced at casinos and gaming tables across the Wheel. Luck is a powerful force, one that comes with great risk and yet greater rewards.
The key skill of the Royal Flush style is Arcana, the understanding of gambling superstitions and how to apply them as easily to combat as to the roulette wheel. As such, Dicekind weapons are the traditional tools of choice for the Royal Flush adept, though the style has since expanded to be used with various other implements torn from the gaming table. Exactly where this style first sprang up is a mystery for the ages, though many contend that Alternians, Dusklings, or Humans are most likely to be responsible.
As with gun kata, this sword school cannot be used with weapons that have the Blast quality.
Level 1: Apprentice
-Weapon (Thrown): Use Thrown melee weapons with your martial maneuvers.
-Action (Feint): Use Feint actions in martial maneuvers. Any attack-related advantages you apply to the special attack apply to the normal attack made after a feint. That attack may not be a Special Attack of its own.
Level 2: Initiate
(-2)Knave's Luck: Keep all dice added to this attack as a result of advantages or spent resource points separate (using different colored dice is a good way to handle it). These dice can be kept only if you roll an odd number on them, and if you do so they must be kept if possible.
(2)High Card: This attack gains additional Penetration equal to the highest (non-exploded) die result kept on the attack roll.
Level 3: Journeyman
(-1)Skill (Arcana): As part of this attack, make an Arcana test against the Static Defense of the target. If it fails, the attack fails.
(1/3)Full House: For 1 point, you can take the largest set of multiples kept on the attack roll and gain a static bonus to that attack roll equal to the number of those multiples. For 3 points, you also do the same with the second-largest set of multiples, but add it to the damage roll.
Level 4: Master
-Mastery (Joker's Wild): Your attacks with thrown weapons gain the Orgone Array property. If they already had this property, you can add 5 to the result of the Psychic Phenomena roll for each 10 rolled in the attack roll, and subtract 5 from the result for each 1 rolled.
(2)Straight Flush: When you keep at least three consecutive (non-exploded) numbers (i.e. 3, 4, 5) on the attack roll, treat the target's Resilience as 1 less for each consecutive number past the second, to a minimum of 1 Resilience.
Level 5: Grandmaster
(1)Five of a Kind: This advantage can only be applied to an attack that has at least five kept dice of damage. If five kept damage dice show the same natural result without exploding, this attack reduces the target to 0 Hit Points.