Platinum Perfect - Fashion Over Function
Aug 12, 2018 12:48:20 GMT -6
Post by Traskus on Aug 12, 2018 12:48:20 GMT -6
Being deadly is important in a fight. But almost as important and arguably more worthwhile is looking good in a fight. Showing off is the central concept behind Platinum Perfect, a school of martial arts for those that care just as much about the audience as their target. It looks out of place, odd, even stupid, but it makes practitioners no less deadly. Platinum Perfectionists don’t care, they know what they’re going for.
Platinum Perfect is the art of bullshittery in combat. When asked how these flips, kicks, and twirls are useful in a real combat scenario, the correct answer is always, “Uhhh... it just is.” That’s why deceive is the key skill to Platinum Perfect.
Platinum Perfect is an alternate for Desert Wind.
Level 1: Apprentice
Weapon (Syrneth): You may use Syrneth weapons with your martial maneuvers.
Action (Dodge): You may use the Dodge action with your martial maneuvers. The benefit from this special attack applies to your next standard attack unless stated otherwise; that attack may not be a special attack.
Level 2: Initiate
Taunt Enabled (-1): You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene.
Frame Perfect (3): Ignore AP on the target equal to the difference that the attack roll is higher than the static defense of the target after attempts to dodge or parry.
Level 3: Journeyman
Skill (Deceive) (-1): As part of this attack, make a Deceive test against the Static Defense of the target. If it fails, the attack fails.
Wonder Launcher (3*): If hit, the target must make an opposed Strength roll against the attack roll. If failed, this attack launches the target one meter into the air for each time this advantage is taken. They remain at the apex of their height for 1 round before falling the round after.
Level 4: Master
Mastery (Platinum Step): You may spend a reaction to make a Standard Attack against a target within melee range after you have dodged their attack successfully. This may not be a special attack of its own.
Recovery Animation (4): Targets successfully hit by your attack lose a half action on their next turn.
Level 5: Grand Master
Aerial Rave (1*) You may jump one meter into the air per time this advantage is taken after the attack is made. Airborne targets hit by attacks with this advantage maintain their vertical position for 1 round. You may make a TN 10 Acrobatics test to remain in the air for 1 round as a free action after the attack.