Sword School - Shattered Mirror
Aug 8, 2018 23:15:14 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:15:14 GMT -6
The best way to learn how to fight is by copying a master fighter. Initiates of the Shattered Mirror sword school learn their techniques by imitating their masters; it's a style best taught one to one, or else in a hall of mirrors. Shattered Mirror maneuvers prey on temper and superstition, starting with simple mimicry and through that the curses of broken glass.
The key skill of the Shattered Mirror is Crafts. Light blades like shards and slivers of glass are the school's favored weapons. A common theory is that the school originated among Werewolves or Dusklings who were trapped on one side of the Umbral veil when the mirror they'd used to travel it was broken, and shards of it were used as improvised Parrying weapons to protect themselves in search of a way back.
Level 1: Apprentice
-Weapon (Parrying): Use Parrying weapons with your martial maneuvers.
-Action (Fight Defensively): Use Fight Defensively actions in martial maneuvers.
Level 2: Initiate
(-2)Copycat Cut: This attack can only be used if the target took the same action as the attack during their last turn.
(2)Doppelgänger Dance: Until your next turn, whenever the target takes an action with the Movement keyword that would result in them moving away from you without provoking an Opportunity Attack, you can move the same distance toward them as a Reaction.
Level 3: Journeyman
(-1)Skill (Crafts): As part of this attack, make a Crafts check against the Static Defense of the target. If it fails, the attack fails.
(2*)Shattered Glass Smite: This attack deals R damage, and gains the Cone property with a range of 5m for each time this advantage is taken and a rating equal to the number of times this advantage is taken.
Level 4: Master
-Mastery (Infinite Reflections): You can cast Mirror Image using Shattered Mirror + Intelligence instead of the normal magic test.
(3)Curse of the Smoking Mirror: The next attack that hits you before your next turn hits the target of this attack instead.
Level 5: Grandmaster
(7)Septennial Seal: If this attack hits, its final Penetration value becomes 7, the target of this attack takes at least 7 wounds regardless of Resilience, and they take a -7 penalty to their next seven tests or until seven rounds have passed, whichever comes first.
The key skill of the Shattered Mirror is Crafts. Light blades like shards and slivers of glass are the school's favored weapons. A common theory is that the school originated among Werewolves or Dusklings who were trapped on one side of the Umbral veil when the mirror they'd used to travel it was broken, and shards of it were used as improvised Parrying weapons to protect themselves in search of a way back.
Level 1: Apprentice
-Weapon (Parrying): Use Parrying weapons with your martial maneuvers.
-Action (Fight Defensively): Use Fight Defensively actions in martial maneuvers.
Level 2: Initiate
(-2)Copycat Cut: This attack can only be used if the target took the same action as the attack during their last turn.
(2)Doppelgänger Dance: Until your next turn, whenever the target takes an action with the Movement keyword that would result in them moving away from you without provoking an Opportunity Attack, you can move the same distance toward them as a Reaction.
Level 3: Journeyman
(-1)Skill (Crafts): As part of this attack, make a Crafts check against the Static Defense of the target. If it fails, the attack fails.
(2*)Shattered Glass Smite: This attack deals R damage, and gains the Cone property with a range of 5m for each time this advantage is taken and a rating equal to the number of times this advantage is taken.
Level 4: Master
-Mastery (Infinite Reflections): You can cast Mirror Image using Shattered Mirror + Intelligence instead of the normal magic test.
(3)Curse of the Smoking Mirror: The next attack that hits you before your next turn hits the target of this attack instead.
Level 5: Grandmaster
(7)Septennial Seal: If this attack hits, its final Penetration value becomes 7, the target of this attack takes at least 7 wounds regardless of Resilience, and they take a -7 penalty to their next seven tests or until seven rounds have passed, whichever comes first.