Scabmettler: Scabs & Shields
Mar 16, 2020 12:50:26 GMT -6
Post by yackronin on Mar 16, 2020 12:50:26 GMT -6
“The Best Offence”
Characteristics: Constitution, Willpower, Strength
Skills: Arcana, Athletics, Brawl, Crafts, Command, Intimidation, Medicae, Perception, Weaponry,
Sword Schools: Iron Heart, Confused Turtle
Magic Schools: Biomancy, Healing
Bonus for Completion: +1 to all body parts natural AP
Thrombophiliac
Level: 1
Prerequisites: Crafts 1, Medicae 1
Feats:
Fast Reflexes
Armor Prof (Light)
Blood Guard
Power Attack OR Spell Might
*Powerful Charge OR Tested
Sound Constitution
*Sound Constitution
Clot Apprentice
Level: 2
Prerequisites: Medicae 2, Crafts 2, Blood Guard
Feats:
Evasion
Armor Prof (Medium)
*Blood Guard
Mortu-crutt I
Spell Focus (any) OR Furious Assault OR Corpus Conversion
Sound Constitution
*Sound Constitution
Scabmettler
Level: 3
Prerequisites: Medicae 3, Crafts 3, Mortu-crutt I, Sound Constitution
Feats:
Ki Strike
Guardian OR Spell Focus (any)
Sound Constitution
*Sound Constitution
Armor Prof (Heavy)
Touch Spell Specialisation OR Defensive Mobility OR Blood Sacrifice
*Blood Guard
Mortu-crutt II
Scarred Knight
Level: 4
Prerequisites: Medicae 4, Crafts 4, Mortu-crutt II, Sound Constitution
Feats:
Blademaster OR Mental Fortress
Fearless
Combat Master OR Greater Spell Focus
Sound Constitution
*Sound Constitution
*Blood Guard
Mortu-crutt III
Sanguine Master
Level: 5
Prerequisites: Medicae 5, Crafts 5, Mortu-crutt IV
Feats:
Cleave OR Spell Focus (School)
Death before Defeat OR Armor Prof (Power)
Iron Curtain
Spell Mastery OR Counter Attack OR Blood Tracery
*Sound constitution
*Blood Guard
Mortu-crutt II
New Feats:
Blood Guard:
By making tactical cuts along your body, your over coagulating blood hardens into armored plates. For 1HP per cut you gain 1AP per instance of Blood Guard taken over each body location. This effect reaches 4AP per location before conventional armor is unable to be worn. This armor is of poor quality. In combat this is a Full Action, and all AP gained this way is lost at the start of the next day.
At 1-5 AP it is considered Light armor.
At 5 &6 AP it is considered Medium armor.
At 7 & 8 AP it is considered Heavy armor.
At 9 AP it is considered Power armor.
>5 AP caps dexterity at 6
>6 AP caps dexterity at 5
>7 AP caps dexterity at 4
>8 AP caps dexterity at 3
>9 AP caps dexterity at 2
>10 AP caps dexterity at 1
Mortu-crutt I:
An apprentice of Mortu-crutt learns to specialize their own methods of utilizing Mortu-crutt. The Apprentice chooses one of three Paths: The Sanguine Fury, The Clot-Knight, or The Red Mendicant. Selecting Mortu-crutt I more than once allows you to select an additional path.
Sanguine Fury:
The Sanguine Fury balances offense and defense. While they are unable to create Scab Armor beyond 4 AP, they can create Spiked Scab Armor. These spikes deal 1k1 damage to a melee attacker that misses their attack against you.
Clot Knight:
The Clot-Knight vastly increases the defensive power of their Scab Armor. You can increase AP per HP to 3AP per HP lost. Additionally, you may spend 1HP to, in 1 round, create a poor quality shield.
Red Medicant:
The Red Mendicant sacrifices defense to focus entirely on offense. You can create needles on your knuckles from your scab tissues for 1HP. Your unarmed attacks gain 1k1 I and the Toxic quality.
Mortu-crutt II:
Each path has the prerequisite of following the path in Mortu-crutt I.
Sanguine Fury:
Your abnormally high blood pressure allows you to fire the rapidly clotting blood as projectile shards for 1HP per shot dealing 2k2 I with 0 PEN. this acts as a Full Action.
Clot Knight:
Your greater mastery of your clots allows you a sort of reflexive armor. After taking HP damage from a weapon you gain 1AP from the same source, eg. Autogun, revolver, scyth and rapier are different sources, but 2 boltguns would count as the same source. This acts as a reactive action.
Red Medicant:
On a successful strike with the Medicant’s needles, the needles are broken off and must be reformed. A target struck by the Red Mendicant must succeed vs the Toxicity check or be injected with a small portion of the Scabmettler's quick clotting blood. Failure results in an effect from below. A single target may only be affected once per combat.
Head | Stroke: Blinded or Deafened |
Body | Heart Attack: Deal 2k1 damage |
Gizzards | Halves static defense |
Arm | Increases TN of attacks made by the target by 5 |
Leg | Halves movement |
Mortu-crutt III:
Each path has the prerequisite of following the path in Mortu-crutt II.
Sanguine Fury:
Spending 1HP immediately sprays a dramatic fountain of blood, crystalising mid-flight dealing 3k2 R damage with 3 PEN.
Clot Knight:
No penalties to Dexterity from scab armor and always acts as unarmored for non-damage purposes. Additionally, it now acts as Average quality armor.
Red Medicant:
The Red Mendicant manipulates the iron in their blood to create explosive shrapnel with their Scab Gauntlets. With a punch, you may sacrifice any amount of HP in order to deal it as X1.5kX damage in a cone in front of them. This destroys the Scab Gauntlets on their hands, which must be reformed.