Primal Fealty - Unnatural Selection
Mar 3, 2019 17:58:48 GMT -6
Post by Traskus on Mar 3, 2019 17:58:48 GMT -6
Alternate for Devoted Spirit
Primal Fealty started as a covert way for a Cult of Druids to train their companions, disguising their activities as a sport. They did not expect it to expand into mainstream sport culture as it did. Sports leagues are common, pitting animal against animal, pet against pet. The Cult now is actually one of the main groups protesting the sport, claiming animal cruelty.
Animal Ken is the Key skill for Primal Fealty. You affinity for your pets gives you an advantage over those who stand alone. Strangely enough most practitioners of this Martial School don’t have many friends other than animals.
This School is available to the Druid and Deckmaster class chains at SM discretion.
Primal Fealty
Apprentice
Weapon (Ordinary): You can use Ordinary Weapons with your Martial Maneuvers.
Action (Aid Another): Use Aid Another actions in martial maneuvers. If you use this to aid another character's attack, any attack-related benefits from the special attack apply to the aided attack. That attack cannot be a special attack.
Initiate
I Choose You! (-1): This maneuver can only be used to aid an ally (though not necessarily an Ally).
Type Advantage (+2/4): This attack deals E, I, R, or X damage, chosen when making the attack. For 4 points, it also gains the properties of a mundane metal of your choice, chosen when making the martial technique.
Journeyman
Skill (Animal Ken) (-1): As part of this attack, make an Animal Ken check against the static defense of the target. If it fails, the attack fails.
Same Target Attack Boost (+2*X): This attack deals +5 damage times the number of allies that attacked the target since the end of your last turn, to a maximum of X.
Master
Mastery (Fainted in Action): You can prevent the death of a PC-bound creature (summoned spirit, bound monster, etc.) or non-PC ally (not necessarily an Ally) or that of a Minion by spending a Hero Point.
Call of the Wild (+2): The next attack made by a minion squad or non-PC ally against the target has 5 kept dice on their attack rolls until the end of your next turn. This benefit must be part of an Aid Another martial technique.
Grand Master
Lamarckist Attack (+3): The user of this attack may choose to gain either a +0k2 bonus to the attack roll or +10 to the damage roll. This benefit must be part of an Aid Another martial technique.