Sword School - Golden Riverside
Aug 8, 2018 23:06:14 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:06:14 GMT -6
Among the fractured planetoids surrounding Khin-Oin is one that is particularly curious, for it has long been hollowed out, its surface smooth and nearly featureless but for a locked trapdoor of unknown alloys. Within the floating vault is a most curious scene... mounds of gold and platinum coins, staggering numbers of precious gems, artifacts of every pedigree... and a single, gigantic humanoid mummy, tethered by the neck to one of the vault's walls, its empty eye sockets replaced with fat golden coins. This, it is said, is the remains of the first mortal to ever learn the sword school now known as Golden Riverside, the first to succumb to the raw avarice that the style requires.
While traditionally associated with watercraft, the key skill for Golden Riverside is Larceny... the basest expression of greed, to gain by taking what another has worked hard to obtain for yourself. Ancient, precious Syrneth weapons are the preferred tools for this style, though Neogi biters work just as well.
Level 1: Apprentice
-Weapon (Syrneth): Use Syrneth weapons with your martial maneuvers.
-Action (Disarm): Use Disarm actions with your martial maneuvers. Any attack-related advantages you apply to the special attack apply instead to the opposed Weaponry test to Disarm the target.
Level 2: Initiate
(-2)Death's Due: This attack causes you Wealth Strain. Treat the target's Static Defense as the TN for determining the result.
(2/5)Grave Coin: For 2 points, if this attack kills the target, treat your Wealth as 1 higher the next time you check for Wealth Strain. For 5 points, treat your Wealth as 2 higher.
Level 3: Journeyman
(-1)Skill (Larceny): As part of this attack, make a Larceny test against the Static Defense of the target. If it fails, the attack fails.
(3)Money from Yesterday: Apply this only to Disarm actions. If you get three or more raises on the opposed test, the opponent's weapon immediately lands among your possessions, or in your hand if you have one free.
Level 4: Master
-Mastery (MINE!): Gain one free raise to oppose a Disarm action or any other attempt to take an item away from you when you are not the active character.
(4)Can't Take It with You: Reduce the AP of the struck location by your Wealth rating. If applied to a Disarm action, you can steal the outermost layer of armor off your opponent's back, opposed by their Dexterity + Acrobatics.
Level 5: Grandmaster
(1)Just One More: This attack can be used as a Reaction to being killed, passing out due to Fatigue, or otherwise becoming unconscious, before those conditions are applied.