Sword School - Dust Eater
Aug 8, 2018 23:01:41 GMT -6
Post by Amanojyaku on Aug 8, 2018 23:01:41 GMT -6
When fighting for one's life, honor is very rarely a concern. Very few cutters have the wearwithal to deal with something sweeping low across the ground, and even fewer have the temerity to make use of that oversight. The Dust Eater style teaches the martial adept to stand on loose limbs, to drop to the ground and kip up to her feet as easily as a wooden puppet, whilst slinging her blade low to the ground where the opponent must make a terrible choice in how to respond.
Acrobatics is the key skill for the Dust Eater. Dust Eater adepts favor Ordinary weapons, simple straight tools that move easily where the martial adept wishes them to be. The original master of the Dust Eater school was a Symbiote warrior, who developed the ignoble style to better survive the death world she grew up on.
Level 1: Apprentice
-Weapon (Ordinary): Use Ordinary weapons with your martial maneuvers.
-Action (Called Shot): Use Called Shot actions in martial maneuvers.
Level 2: Initiate
(-2)Sand Spinner: This attack can only be used if an attack missed you during the previous round.
(2)Little Maker's Maelstrom: If the attack hits, the target must succeed on a Strength or Dexterity test (TN 15, their choice) or fall prone. If this attack hits the target's Legs, the TN of this test is equal to the result of your attack test.
Level 3: Journeyman
(-1)Skill (Acrobatics): As part of this attack, make an Acrobatics check against the Static Defense of the target. If it fails, the attack fails.
(3)Sand-Swallower's Lunge: You can Shift before making the attack, and ignore penalties for difficult terrain. If you are prone, gain a static bonus to the damage roll equal to twice your martial adept level, and if the attack would not hit the target's Legs, you Stand as part of the attack.
Level 4: Master
-Mastery (Perfected Shai-Hulud Sarira): You do not do not grant combat advantage or take penalties to melee attack Tests or Dodge Tests due to being prone.
(2*)Water-Is-Poison Absolution: The target takes -1k0 to Dodge or Parry this attack for each time this advantage is taken. If this attack would hit the target's Legs, the target also takes -0k1 for every two times this advantage is taken.
Level 5: Grandmaster
(4)Divine Beast Worm-Sign: You can Stand before taking any other actions as part of this attack. If you take any actions with the Movement keyword as part of this attack, you gain concealment until the end of the turn, and if you were Prone at the start of your turn, gain a static bonus to this attack roll equal to twice your martial adept level. If this attack hits the target's Legs, the target falls prone.