Sword School - Ancestral Blossom
Aug 14, 2018 4:12:49 GMT -6
Post by GuardianTempest on Aug 14, 2018 4:12:49 GMT -6
What use are martial techniques if one's own self is ill-suited to performing them? The mind can only go so far if the body fails to catch up. There's a reason why they call it a martial discipline and this Sword School remembers why. Followers of the Ancestral Blossom focus on honing their body first before wielding weapons, undergoing strict training regimes and learn unarmed techniques that have been refined and passed down through generations.
The key skill of Ancestral Blossom is Perception, believing that a great warrior must be in tune with all of his senses so he can fight on any level. Although the practitioners are capable of wielding a variety of weaponry, hand-to-hand combat comes first and foremost as per the dogma. According to historians, this Sword School originated from a secret order of monks who have remained hidden for thousands of years up to this day.
Level 1: Apprentice
- Weapon (Brawl): Use Unarmed attacks with your martial maneuvers.
- Action (Shift): Use Shift actions in martial maneuvers. Any attack-related advantages you apply to the special attack apply to your next standard attack. That attack may not be a special attack of its own.
Level 2: Initiate
(-1) And I'll Use Others: This attack requires an advantage from another Sword School.
(2) Monkey Steals the Peach: This attack gains the Halting property.
Level 3: Journeyman
(-1) Skill (Perception): As a part of this attack, make a Perception test against the target's Static Defense. If it fails, the attack fails.
(2/4) Dragon Sweeps His Tail: If this attack hits, the target falls prone. For 4 points, the target is also pushed (Strength*3) meters away and is no longer engaged in melee with you.
Level 4: Master
- Mastery (Water Beetle): You can Shift after parrying or getting hit by a melee attack as a free action. If you have Combat Sense or Combat Insight, you may substitute Dexterity with the relevant characteristic for determining distance traveled with the Shift action and the Evasion feat.
(3) Shadowless Kick: If this attack would miss its target, you may immediately perform a new melee attack against the same target. This new attack may be a different Special Attack that does not have this advantage. Apply this only to Unarmed attacks.
Level 5: Grandmaster
(4) Horse Drinking Water: If this attack hits, you may perform an opposed Dexterity test. If you win, the target is thrown at a direction of your choice with a maximum distance of 2m plus three more for every raise on the test. If an obstacle is hit (e.g. another character, the wall, furniture), the attack deals +0k1 damage. Otherwise the target falls prone and gains a level of fatigue.