Sword School - Thousand-Wounds Gear
Aug 8, 2018 23:17:55 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:17:55 GMT -6
It is no secret that martial arts are often developed by observing the dangers of one's home world, often in imitation of predatory animals or through meditation on more esoteric environments. In the crystal sphere of Autochthon, among the greatest dangers is that of being caught in the machinery, limbs rent by clashing gears or crushed between uncaring plates or wheels. The local Warforged know this danger too well, and so their local martial discipline, the Thousand-Wounds Gear, was developed based on these manifold machines.
The key skill for the Thousand-Wounds Gear is Tech-Use, representing the knowledge and skill to maintain the grinding, tearing Chain weapons used with it. Adepts of this style are often likened to spinning gears in combat, easily finding their place and rhythm in battle.
Level 1: Apprentice
-Weapon (Chain): Use Chain weapons with martial maneuvers.
-Action (Fight Defensively): Use Fight Defensively actions in martial maneuvers.
Level 2: Initiate
(-2)Gnashing Gear Teeth: The target of this attack is determined randomly among yourself and all characters engaged in melee and within your weapon's reach.
(2)Cutting Shield Technique: After making this attack, your next Parry attempt against a melee attack is also treated as an opposed test against the triggering attack. If you succeed on this opposed test, you deal damage as if you had attacked with the weapon used to Parry.
Level 3: Journeyman
(-1)Skill (Tech-Use): As part of this attack, make a Tech-Use check against the Static Defense of the target. If it fails, the attack fails.
(1)Many Wounds Meditation: This attack deals R damage instead of the weapon's normal damage type.
Level 4: Master
-Mastery (Razor Soul Wisdom): Add your martial adept level as a static bonus to the damage rolls of your special attacks.
(3)Many-Toothed Maw: This attack gains an additional meter of reach. If it hits, you pull the target in and force it to become engaged in melee with you.
Level 5: Grandmaster
(4)Thousand Razors Prana: This attack always deals at least one wound if it would hit the target's base Static Defense (that is, before applying the results of a Dodge or Parry attempt), regardless of the target's Resilience.
The key skill for the Thousand-Wounds Gear is Tech-Use, representing the knowledge and skill to maintain the grinding, tearing Chain weapons used with it. Adepts of this style are often likened to spinning gears in combat, easily finding their place and rhythm in battle.
Level 1: Apprentice
-Weapon (Chain): Use Chain weapons with martial maneuvers.
-Action (Fight Defensively): Use Fight Defensively actions in martial maneuvers.
Level 2: Initiate
(-2)Gnashing Gear Teeth: The target of this attack is determined randomly among yourself and all characters engaged in melee and within your weapon's reach.
(2)Cutting Shield Technique: After making this attack, your next Parry attempt against a melee attack is also treated as an opposed test against the triggering attack. If you succeed on this opposed test, you deal damage as if you had attacked with the weapon used to Parry.
Level 3: Journeyman
(-1)Skill (Tech-Use): As part of this attack, make a Tech-Use check against the Static Defense of the target. If it fails, the attack fails.
(1)Many Wounds Meditation: This attack deals R damage instead of the weapon's normal damage type.
Level 4: Master
-Mastery (Razor Soul Wisdom): Add your martial adept level as a static bonus to the damage rolls of your special attacks.
(3)Many-Toothed Maw: This attack gains an additional meter of reach. If it hits, you pull the target in and force it to become engaged in melee with you.
Level 5: Grandmaster
(4)Thousand Razors Prana: This attack always deals at least one wound if it would hit the target's base Static Defense (that is, before applying the results of a Dodge or Parry attempt), regardless of the target's Resilience.