Sword School - Black Bane
May 9, 2022 16:08:18 GMT -6
Post by ScrapyardDragon on May 9, 2022 16:08:18 GMT -6
Black Bane
Alternate school for tiger claw
To live, to die. To know one without the other would be maddening. That is the thesis of the Black Bane discipline. Its adherents exist on the precipice between life and death, burning away even their own flesh and blood in the name of destroying their enemies, riding a wave of adrenaline as they tear through the battlefield, and far too often, eventually themselves. Black Bane techniques push the body beyond its limits in the name of victory, its users often cloaked in an all-consuming darkness, many religious orders claiming the school was first taught to mortals by Malal himself. Scholars warn aspiring students to dig two graves before they begin their training; the students retort they're going to kill way more people than two.
Athletics is the key skill for Black Bane; keeping the body in as good a shape as possible is essential to endure the destruction the school inflicts upon it in battle. Two-Handed weapons are the dominant tool of the trade, heavy and brutal implements that throw aside all concepts of defense in the name of killing in a single blow.
Level 1: Apprentice
Weapon - Two handed: Use Two handed weapons with your Martial Maneuvers
Action - All out attack: Use all out attack actions in Martial Maneuvers
Level 2: Initiate
Wrath (3): While you are at or below half of your maximum hit points, this attack's damage die explode on either a 9 or a 10. If you have zero hit points, they also explode on an 8
Dark artes (-1*) : when you use this attack, you first take two wounds (E, body) for every time this disadvantage was taken
Level 3: Adept
Skill (Athletics) (-1): As part of this attack, make an Athletics test against the Static Defense of the target. If it fails, the attack fails.
Vengeance (2): This attack gains a static damage bonus equal to the amount of wounds you have taken from enemies since your last turn.
Level 4: Master
Mastery (Vantage): Melee attacks that target you while you are at or below half of your maximum hit points (round up), gain the Provokes keyword.
See you in hell (3): Double the damage dealt by this attack. You take the same amount of wounds that this attack dealt.
Level 5: Grandmaster
Dark wave (5): When you use this attack, you first take wounds equal the the amount of style points this attack has (X, gizzards), and this attack targets all enemies within 5 meters, regardless of the weapon's range. If using this special attack would kill you, you do not die until the special attack has resolved, it hits all targets automatically even if the attack roll would otherwise miss, and any damage this special attack deals is doubled.
Alternate school for tiger claw
To live, to die. To know one without the other would be maddening. That is the thesis of the Black Bane discipline. Its adherents exist on the precipice between life and death, burning away even their own flesh and blood in the name of destroying their enemies, riding a wave of adrenaline as they tear through the battlefield, and far too often, eventually themselves. Black Bane techniques push the body beyond its limits in the name of victory, its users often cloaked in an all-consuming darkness, many religious orders claiming the school was first taught to mortals by Malal himself. Scholars warn aspiring students to dig two graves before they begin their training; the students retort they're going to kill way more people than two.
Athletics is the key skill for Black Bane; keeping the body in as good a shape as possible is essential to endure the destruction the school inflicts upon it in battle. Two-Handed weapons are the dominant tool of the trade, heavy and brutal implements that throw aside all concepts of defense in the name of killing in a single blow.
Level 1: Apprentice
Weapon - Two handed: Use Two handed weapons with your Martial Maneuvers
Action - All out attack: Use all out attack actions in Martial Maneuvers
Level 2: Initiate
Wrath (3): While you are at or below half of your maximum hit points, this attack's damage die explode on either a 9 or a 10. If you have zero hit points, they also explode on an 8
Dark artes (-1*) : when you use this attack, you first take two wounds (E, body) for every time this disadvantage was taken
Level 3: Adept
Skill (Athletics) (-1): As part of this attack, make an Athletics test against the Static Defense of the target. If it fails, the attack fails.
Vengeance (2): This attack gains a static damage bonus equal to the amount of wounds you have taken from enemies since your last turn.
Level 4: Master
Mastery (Vantage): Melee attacks that target you while you are at or below half of your maximum hit points (round up), gain the Provokes keyword.
See you in hell (3): Double the damage dealt by this attack. You take the same amount of wounds that this attack dealt.
Level 5: Grandmaster
Dark wave (5): When you use this attack, you first take wounds equal the the amount of style points this attack has (X, gizzards), and this attack targets all enemies within 5 meters, regardless of the weapon's range. If using this special attack would kill you, you do not die until the special attack has resolved, it hits all targets automatically even if the attack roll would otherwise miss, and any damage this special attack deals is doubled.