Sword School - Roller Mobster
Sept 3, 2022 13:51:31 GMT -6
Post by chippo on Sept 3, 2022 13:51:31 GMT -6
Alternate for White Raven
The Roller Mobster style of combat isn’t a precisely honed and codified art passed along at some dojo, but a common sense way of bringing the pain picked up by young hoodlums and juvegangers making their way in urban slums. After all, it doesn’t take a genius to know a fast moving object - such as a sports bat swung from atop skates or a bike - hitting another, fleshier object hurts a ton. This basic principle just so happens to carry over nicely into adulthood, as YoGangers graduate into GoGangers, with access to faster rides and nastier weapons.
The key skill for Roller Mobster is Athletics, as many practitioners start young learning the style on person powered rides, requiring a fair level of physical prowess to build up sufficient speed. Ordinary weapons are typical for the style, being common, simple beatsticks any enterprising street tough can reliably get their hands on.
Level 1: Apprentice
-Weapon (Ordinary): Use Ordinary weapons in martial techniques.
-Action (Punch It): Use Punch It actions in martial techniques. Any attack-related advantages are applied to the next normal attack made after the Punch It action.
Level 2: Initiate
-Strike Out (-2): Make a Control test, treating the result of your attack roll as the TN. If you fail, your vehicle goes out of control.
-Mailboxer (2*): For each time this advantage is taken (max. 3) you may perform one Opportunity Attack against any target you pass within melee range of this round, benefiting from any attack related advantages. For each Opportunity Attack made this way lose 1 momentum (min. 0). If your momentum is or is reduced to 0, you cannot take any additional Opportunity Attacks with this technique. You may only make one attack on a given target per pass, and cannot gain additional attacks from other advantages.
Level 3: Journeyman
-Skill (Athletics)(-1): As part of this maneuver, make an Athletics test against the Static Defense of the target. If it fails, the attack fails.
-Downhill Jam (1): Gain a free raise to Control Tests made moving in the direction of gravity this round.
Level 4: Master
-Mastery (Jet Set): You may increase your momentum by 1 for every raise you earn on Punch It actions, to a maximum of your adept level.
-Gangway! (3): As part of this attack, make an opposed Strength Test against the target, adding your current momentum as a static bonus. If you succeed, you move the target 2m back, plus another 2 meters for every raise, and they are knocked prone.
Level 5: Grandmaster
-Grand Slam (5): Add one fifth of your Momentum, rounded up, as kept dice when determining damage with your melee attacks. Add 0k1 for 1-5 Momentum, 0k2 for 6-10 Momentum, or 0k3 for 11+ Momentum.
The Roller Mobster style of combat isn’t a precisely honed and codified art passed along at some dojo, but a common sense way of bringing the pain picked up by young hoodlums and juvegangers making their way in urban slums. After all, it doesn’t take a genius to know a fast moving object - such as a sports bat swung from atop skates or a bike - hitting another, fleshier object hurts a ton. This basic principle just so happens to carry over nicely into adulthood, as YoGangers graduate into GoGangers, with access to faster rides and nastier weapons.
The key skill for Roller Mobster is Athletics, as many practitioners start young learning the style on person powered rides, requiring a fair level of physical prowess to build up sufficient speed. Ordinary weapons are typical for the style, being common, simple beatsticks any enterprising street tough can reliably get their hands on.
Level 1: Apprentice
-Weapon (Ordinary): Use Ordinary weapons in martial techniques.
-Action (Punch It): Use Punch It actions in martial techniques. Any attack-related advantages are applied to the next normal attack made after the Punch It action.
Level 2: Initiate
-Strike Out (-2): Make a Control test, treating the result of your attack roll as the TN. If you fail, your vehicle goes out of control.
-Mailboxer (2*): For each time this advantage is taken (max. 3) you may perform one Opportunity Attack against any target you pass within melee range of this round, benefiting from any attack related advantages. For each Opportunity Attack made this way lose 1 momentum (min. 0). If your momentum is or is reduced to 0, you cannot take any additional Opportunity Attacks with this technique. You may only make one attack on a given target per pass, and cannot gain additional attacks from other advantages.
Level 3: Journeyman
-Skill (Athletics)(-1): As part of this maneuver, make an Athletics test against the Static Defense of the target. If it fails, the attack fails.
-Downhill Jam (1): Gain a free raise to Control Tests made moving in the direction of gravity this round.
Level 4: Master
-Mastery (Jet Set): You may increase your momentum by 1 for every raise you earn on Punch It actions, to a maximum of your adept level.
-Gangway! (3): As part of this attack, make an opposed Strength Test against the target, adding your current momentum as a static bonus. If you succeed, you move the target 2m back, plus another 2 meters for every raise, and they are knocked prone.
Level 5: Grandmaster
-Grand Slam (5): Add one fifth of your Momentum, rounded up, as kept dice when determining damage with your melee attacks. Add 0k1 for 1-5 Momentum, 0k2 for 6-10 Momentum, or 0k3 for 11+ Momentum.