Sword School - Scarlet Bravura
Aug 8, 2018 23:13:39 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:13:39 GMT -6
As with all things, in order to obtain victory one must be willing to sacrifice everything. None understands this better than the Scarlet Bravura commander. While originally rooted in the White Raven's teachings, this style teaches that the commander is the least valuable member of the army, not an anchor to move the line around but the key to opening the gates of victory... one that can, if necessary, be discarded to do so. The Scarlet Bravura adept does not shout and maneuver, but rushes the strongest opponent he can find, tying up the enemy's power so that his allies can bring victory.
Performer is the key skill of the Scarlet Bravura school, to play the part of commander and soldier to the hilt, and occasionally to play the part of someone who doesn't have several inches of sharpened metal shoved through their spleen. Like its counterpart, the Scarlet Bravura school focuses on Cavalry weapons, particularly the noisy, unwieldy, attention-demanding Drill Spear.
Level 1: Apprentice
-Weapon (Cavalry): Use Cavalry weapons with your martial maneuvers.
-Action (Charge): Use Charge actions in martial maneuvers.
Level 2: Initiate
(-2)Risky Gambit: After making this attack, you are Helpless until your next turn.
(2*)Commander's Aegis: Allies gain +1k0 to their attacks against any enemy that causes wounds to you until your next turn for each time this advantage is taken.
Level 3: Journeyman
(-1)Skill (Performer): As part of this attack, make a Performer check against the Static Defense of the target. If it fails, the attack fails.
(2)Scarlet Duelist Strike: The target cannot make an attack that doesn't target you until your next turn.
Level 4: Master
-Mastery (Scarlet Banner of Triumph): Opponents within melee range of you get +1k0 on melee attacks against you. Melee attacks against you gain the Provokes keyword.
(3)Resounding Iron: As part of this attack, you and the target make opposed Constitution tests. The loser is Stunned until after their next turn.
Level 5: Grandmaster
(7)Certain Victory: Apply this only to an attack modified by Risky Gambit. Double the damage dealt by this attack, and your allies gain a free raise on attacks and saving throws until your next turn. Your Armor and Aura become 0 until your next turn. If you die before your next turn, the free raises your allies receive from this advantage apply until the end of the scene.