Changing Future - Seize your destiny
Feb 2, 2021 22:12:36 GMT -6
Post by ScrapyardDragon on Feb 2, 2021 22:12:36 GMT -6
Alternate for white raven
Changing Future.
There are times when unstoppable forces rise up, when immovable objects are in the way, when man loses control of his destiny to a higher power. It was in these times that techniques were developed to stand tall and shake the heavens themselves, knock down even the mightiest of beings. These techniques were eventually codified together into the school known as Changing Future, a set of maneuvers designed to cut away the power and defenses that separate man from those who would seek to take their futures, and those who master the school are those who possess the will to fell even a god and seize their destinies.
The key skill for Changing Future is arcana, an understanding of the flow of the magics they must both channel and cut away. Artifact weapons are primarily used as the weapon of choice; Changing future is less about the form of one's swing, and rather the draining magic channeled through the blade, the magical properties of artifact weapons making them perfect conductors, able to both channel and withstand the power.
Level 1: Apprentice
-Weapon (artifact): Use artifact melee weapons with your special attacks
-Action (aim): Use Aim actions in martial maneuvers. Any attack-related advantages applied to this special attack are applied to the attack that benefits from the aim bonus.
That attack may not be a Special Attack.
Level 2: Initiate
-Binding Shackles (-2): The techniques of changing future were designed first and foremost to strike down the warp-spawned and the exalted. This attack has no effect on mortals.
-Armor Enchant (3/6): If this attack hits, the AP and Aura of the target is halved until the end of your next turn. This effect applies after you calculate wounds. For 6 points the target's AP and Aura is fully negated instead of halved.
Level 3: Journeyman
-Skill (Arcana) (-1): As part of this attack, make an Arcana check against the static defense of the target. If it fails, the attack fails
-Spell Eater (4/8): If this attack hits, negate the ongoing effects of one random spell that has been cast on the target. For 8 style points, negate the ongoing effects of all spells that have been cast on the target.
Level 4: Master
-Mastery (Mortal Cyclone): When using a special attack using advantages or disadvantages from this school, you may choose to make the effects of all the advantages and disadvantages from this school used in the special attack also apply to all enemies within 5 meters of the target
-Soul Jail (4/8): If this attack hits, the target cannot spend resource points or hero points until the end of your next turn. For 8 style points, activated powers and effects on the target that required spending resource points to trigger are also negated.
Level 5: Grandmaster
-Spirit Purge (6): If this attack hits, the target's level and power stat are reduced by one for the purposes of stat calculation, feats, and abilities (both active and available) until the end of your next turn.
Changing Future.
There are times when unstoppable forces rise up, when immovable objects are in the way, when man loses control of his destiny to a higher power. It was in these times that techniques were developed to stand tall and shake the heavens themselves, knock down even the mightiest of beings. These techniques were eventually codified together into the school known as Changing Future, a set of maneuvers designed to cut away the power and defenses that separate man from those who would seek to take their futures, and those who master the school are those who possess the will to fell even a god and seize their destinies.
The key skill for Changing Future is arcana, an understanding of the flow of the magics they must both channel and cut away. Artifact weapons are primarily used as the weapon of choice; Changing future is less about the form of one's swing, and rather the draining magic channeled through the blade, the magical properties of artifact weapons making them perfect conductors, able to both channel and withstand the power.
Level 1: Apprentice
-Weapon (artifact): Use artifact melee weapons with your special attacks
-Action (aim): Use Aim actions in martial maneuvers. Any attack-related advantages applied to this special attack are applied to the attack that benefits from the aim bonus.
That attack may not be a Special Attack.
Level 2: Initiate
-Binding Shackles (-2): The techniques of changing future were designed first and foremost to strike down the warp-spawned and the exalted. This attack has no effect on mortals.
-Armor Enchant (3/6): If this attack hits, the AP and Aura of the target is halved until the end of your next turn. This effect applies after you calculate wounds. For 6 points the target's AP and Aura is fully negated instead of halved.
Level 3: Journeyman
-Skill (Arcana) (-1): As part of this attack, make an Arcana check against the static defense of the target. If it fails, the attack fails
-Spell Eater (4/8): If this attack hits, negate the ongoing effects of one random spell that has been cast on the target. For 8 style points, negate the ongoing effects of all spells that have been cast on the target.
Level 4: Master
-Mastery (Mortal Cyclone): When using a special attack using advantages or disadvantages from this school, you may choose to make the effects of all the advantages and disadvantages from this school used in the special attack also apply to all enemies within 5 meters of the target
-Soul Jail (4/8): If this attack hits, the target cannot spend resource points or hero points until the end of your next turn. For 8 style points, activated powers and effects on the target that required spending resource points to trigger are also negated.
Level 5: Grandmaster
-Spirit Purge (6): If this attack hits, the target's level and power stat are reduced by one for the purposes of stat calculation, feats, and abilities (both active and available) until the end of your next turn.