[Darkening Skits] Martial Arts

Grey

Dialectical Hermeticist
Eotran Martial Arts





A monk may take only one Martial Arts Style in addition to Wrath of the Ancient's Style.


Wrath of the Ancients Style:


Feel the blessing of the Old Gods flow through you, internalise and channel their favour, their ideals. To understand their words fully is to unlock the secrets of the universe, and there is no foe which can stand before such knowledge.


1st Bar: Tooth of the Dragon


Adds + 1 die to all attack rolls with a Blessed Dagger


2nd Bar: Hide of the Dragon


Adds + 1 die to all defensive rolls with a Blessed Dagger


3rd Bar: Heart of the Dragon


Adds 1 die per bar in this style to the previous levels.


4th Bar: Eye of the Dragon


Martial Artist automatically dodges ranged attacks that they can see.


5th Bar: Fury of the Dragon


The Martial Artist is sanctioned to use a Blessed Sword, and has learned to dual-wield it with their Dagger.


Vengeful Dragon Style – Counter Attacks, Spears & Glaives


A Dragon is regal in aspect and pure in purpose. To strike one is to invite its wrath, and to be deserving of such punishment. Their enemies are but buzzing flies, to be cast aside with simple motions, or destroyed utterly for their persistence.


1st Bar: Vengeful Dragon Form


Player must have a spear or glaive equipped, and assumes a fluid, reactive stance that seemingly leaves them open to attack, but allows them to strike back with ease. Stance allows reflexive counterattacks per round equal to bars in this style using a number of dice equal to bars in this style – this does not detract from Combat Pool.


2nd Bar: Dragon's Regal Presence


The Martial Artist assumes a defiant pose, daring the enemy to hit them.


Roll 3 CP. Forces one enemy per success to attack the Martial Artist at -1 to hit per success.


3rd Bar: Sweeping Dragon Tail


The Martial Artist sweeps his polearm in a low arc to take the feet from under his enemies.


Roll full CP, allows the Martial Artist to trip up to three enemies on three successes.


4th Bar: Contemptuous Flick


Sacrifice 2 CP Dice to make, on reflexive counterattack provided by Vengeful Dragon Form, a sweeping uppercut that knocks the enemy back, causing a one turn penalty of -2 Dexterity


5th Bar: Dragon's Righteous Fury


With a moment's concentration, the Martial Artist lunges forward and drives their polearm through the body of their enemy.


Rolls full CP to to impale a single opponent regardless of armour on four successes.


Iron Warrior Style – Defensive, bare handed


The Mountain is immovable and eternal. It relies on no other, on no crutch or support, for it is that upon which the world itself is built.


1st Bar: Iron Warrior Stance


The Martial Artist assumes a balanced, closed stance, prepared to dodge or to parry.


User must have no weapon in hand. Gains + 1 to Combat Pool per Bar in this style. + 1 die on defense rolls.


2nd Bar: Fist of Iron


Long hours of practice have taught the Martial Artist to make more punishing blows in more vulnerable locations.


Unarmed damage is doubled.


3rd Bar: Roots of the Mountain


The Martial Artist has cultivated flawless balance, and cannot be shaken from their stance.


Martial Artist cannot be knocked down, and can Parry without a weapon.


4th Bar: Fist of Steel


The Martial Artist has learned to channel their will into their strikes, allowing them to hit with supernatural force.


Unarmed attacks take the “Crushing” damage type.


5th Bar: Relentless Boulder Cascade


Martial Artist can deliver a punishing flurry of blows by reserving two dice for defence, and gaining two attacks per two dice used in attack. For example, with a CP of six – two to defend, two attacks on two dice, two more attacks using the other two.


Sword of Heaven Style – Offensive, sword style


Chosen weapon of Eotre, the sword is a symbol of nobility, justice, truth, and determination. The weapon rebels in the hands of the unworthy, and mocks the blades of lesser foes. There is no enemy which can stand before the wrath of Heaven.


1st Bar: Avatar of Justice Stance


The Martial Artist assumes a disciplined dueling stance, effective at fending off other swordsmen.


User gains + 1 die on attack rolls versus other swordsmen.


2nd Bar: King of Weapons Technique


The Martial Artist knows the best means to defeat opponents using inferior weapons.


User gains + 1 die against any enemy not using a sword.


3rd Bar: Humble The Enemy


Rolls 3 CP to disarm the enemy on 2 successes


4th Bar: Shatter the Fortress


The Martial Artist focusses, and unleashes a mighty blow against an enemy to destroy their armour.


Rolling four CP, destroy a target piece of armour per success.


5th Bar: Wrath of Heaven


Rolling full CP, the Martial Artist leaps into the air, and brings their sword down on the enemy in a powerful vertical slash dealing double damage.


Storm of Fire Style – Versatile, staff weapon, multiple opponent style


To overcome the horde, be as the storm, as the raging fire. Let them underestimate you, let them strike against you only to hit the wind. Let dread creep into their hearts and shake their will. Finally, consume them, burn them and shatter them, leave but ashes in your wake.


1st Bar: Gathering Storm Stance


The Martial Artist stands ready, watching the enemy, learning their motions and weaknesses.


Gains additional dice on attacks based on the number of enemies who have already taken their turn.


2nd Bar: Churning Clouds Technique


The Martial Artist is constantly moving, their motions unpredictable.


Gains +1 to Dodge


3rd Bar: Ominous Rain


The Martial Artist strikes his foes lightly, warning them off, a taste of what is to come.


Automatic hits at ¼ damage on up to three enemies, CP reduced by 2.


4th Bar: Tempestuous Wind


The Martial Artist spins and dodges, whirling their staff to keep the enemy back.


Sacrifice CP and Turn to automatically defend against every attack that round, as long as there are at least 3 enemies.


5th Bar: The Raging Conflagration


The Martial Artist explodes into a devastating flurry of attacks and sweeping blows.


Rolling full CP and requiring 3 absorbed successes by Gathering Storm Stance, unleashes a double damage attack on all enemies in range but causes the Martial Artist to miss their next two turns.


Mirthless Whistling Wind Style - Archery


Without loyalty, restraint, or affection, the wind twists and blows. It knows neither obstacle nor ally, self-sufficient and uncompromising. It is ephemeral to those foolish enough to strike it, yet strong enough to fell mighty oaks.


1st Bar: Eye of the Hurricane Meditation


With absolute focus and practice, the martial artist can strike any target with relative ease.


Reduces Called Shot penalties by 1 per level in this style.


2nd Bar: Twisting Wind Defense


The martial artist is able to twist away from enemies who attempt to attack in close combat, punishing them for their insolence with a close range shot.


The martial artist suffers no penalties to Dodge while readying a shot and can reflexively retaliate with a 3 dice shot following a successful dodge.


3rd Bar: Curving The Arrow


With focus and faith, the martial artist can call upon the Old Gods to guide her arrow, allowing it to avoid allies and strike at foes.


Each Turn the martial artist spends aiming at a target adds one automatic success to the shooting roll, and after the first turn eliminates the risk of hitting allies in combat.


4th Bar: Spiteful Jab


The archer stabs an enemy who dares approach with an arrow to ward them off.


The martial artist can apply their Ranged skill to determine Offence in close combat in order to make an attack roll with their arrow and immediately afterwards make a standard shooting roll with remaining CP.


5th Bar: Wind Through Locks


Following one turn of concentration the archer can fire an arrow to pierce multiple enemies. The archer can apply a successful attack roll to a number of enemies equal to the successes rolled.


Harmony of Creation Style – Sword and Buckler


All things exist with purpose and in harmony. See that pattern, hear that music, and move with the heartbeat of creation. Fight with the world at your side, and knowing the enemy ultimately moves with you.


1st Bar: Harmony of Creation Stance


The Martial Artist allows their mind and focus to expand, taking in every detail of their surroundings, standing ready to react to every subtle cue – especially those of the enemy.


The Martial Artist gains a +1 die bonus on to Defend rolls, + 2 to Dodge, and + 2 to attack following any successful dodge.


2nd Bar: Improvised Weapon Assault


The Martial Artist knows that all things can be weapons, and can make one 3 dice attack using any nearby object without detracting from their combat pool per Turn


3rd Bar: Elegant Dancer Defense


The Martial Artist uses the environment to enhance their defense – ducking behind cover quickly and easily, kicking off from walls, stepping over ledges and out of reach. At Historian's discretion, the Martial Artist may add up to three dice to defensive rolls provided they use the environment to aid them.


4th Bar: Feeling the Heartbeat of Creation


The Martial Artist learns the motions of his enemy with every strike. For each Rounds the Martial Artist spends in combat with an enemy, their rolls increase cumulatively by + 1 die.


5th Bar: Perfected Inner Eye


The Martial Artist is able to add their Intuition to their Combat Pool.


Fang & Talon Style


Nature is red in tooth and claw, and Jura's enlightenment teaches no differently. All things strive to be – not to some ideal, not to improve, but to survive and express their personal legend.


Rank 1: Quick Hunter Stance


The martial artist gains +2 to their Dodge Rating, +2 dice on Stealth rolls. Furthermore, they can move at full Speed while sneaking.


Rank 2: Merciless Sudden Bite


The martial artist hits with 2 automatic successes if a target is unable to roll their defense.


Rank 3: Furious Desperate Energy


The martial artist gains +1 die on all combat rolls per point of Health missing.


Rank 4: Triumphant Bestial Howl


The martial artist gains an extra attack at 2 dice, one per turn, when they successfully cause Health damage to an enemy.


Rank 5: Thousand Dragon Talons


The martial artist doubles their Dexterity for the purpose of determining attacks per Round.


TO BE ADDED:


Falling Star Style, using thrown knives


LOST ARTS, MAY BE REDISCOVERED


Eternal Silence Style


Divine Judgement Style


Inescapable Spiral Style


Soul-Blade Synchronicity Style
 
Infernal Martial Arts


The Path of Glory, the Lezekim Martial Art



The Tenet of Glory: Even darkness flees my passage.


The Lezekim know no foe, no barrier, no obstacle, nothing which can stand in their path. To fight them is to perish.


This style must be performed with a single or double handed sword, one of masterwork quality or better, preferably personalized to the Practitioner. Anything less than that applies penalties to the style, and improvised weapons will not allow the style to function at all.


Rank 1: Path of Glory


There is but one path to greatness. This rank allows the Practitioner to take "Path of Glory" stance. As long as they are in this stance, their offense and defense is counted as +1 above their actual numbers.


Scion Bonus: This turns to a +2 at 3rd Rank, and a +3 at 5th Rank*


Rank 2: None Before Me


Others are weak. They cannot stand before you. Whilst in "Path of Glory" stance, the practitioner may choose to attack with such blinding skill and ferocity that those that see it can only be cowed. The practitioner rolls this attack with half his full CP. Those that perceive it and lose an appropriate fear check will have their offense and defense lowered by -1 for 3 rounds. This ability cannot be stacked, but can be repeated.


Scion Bonus: The penalty is lowered by -2 at 3rd Rank and by -3 at 5th Rank.


Rank 3: None Behind Me


The weakness of others serves only to remind you of your own strength. Whilst in "Path of Glory" stance, the Practitioners of Glory may attack with a 1/4 of their full CP any opponent whose fails to hit them.These attacks must follow immediately after the defended attack or they cannot be used at all. These attacks do not detract from the Practitioner's remaining CP until the number of attacks exceeds their Dexterity. Scion Bonus: The practitioner may attack with 1/2 their full CP.


Rank 4: None Escape Me


Those not on the path walk to their own deaths. The Practitioner attacks with such skill, such precision and lethality, that even a true defense cannot stand against them. As long as the practitioner has a single success whilst attacking in "Path of Glory" stance, they will cause 1 Con damage to the opponent, or the opponents armor should they be wearing any, regardless of the success of the opponents defense roll. The armor damaged by this is chosen by the practitioner, with regards to the specifics of the attack they made.


Scion Bonus: This ignores armor, and causes 1 Con damage directly to the opponent.


Rank 5: Paved with Blades


The Path of Glory is paved with blades, and washed with the blood of the fallen. Utilizing the full extent of their mastery of the blade, the practitioner can decimate even the mightiest of opponents. Whilst in "Path of Glory" stance, the practitioner may make a single, full CP attack. If it succeeds, it ignores armor and does double damage.


Scion Bonus: If the opponent is killed by this attack, the Practitioners CP is fully refreshed.


Bitter Tide Style


Pain is Truth.


Like some foul tide, the Practitioners of Obsession wear away their opponents, each strike carving a little more away, until their victory is assured.


This style must be done with needles.


Rank 1: Gift of Pain


Like the tide brings in gifts of the ocean, so too does the Practitioner bring the gift of pain. For each successful attack, the Practitioner leaves a needle embedded in the opponent, causing (-1 Offence and Defence). Each successive needle stacks penalties, and take 4 CP to remove each one. *Scion bonus* The needles cause frostbite if left in for over three rounds, and cause 1 CON damage for each one removed.


Rank 2: Inescapable Currents


The Practitioner becomes like the riptide, catching the unwary. This style can be practiced at range, but retains the use of the melee skill. *Scion Bonus* Attacks that are not at range leave two needles instead of one.


Rank 3: Oceans Chill


The cold of the vast seas begins to flow through the Practitioners veins, each strike slowly freezing their opponents. If an opponent has three needles at one time, their Dex is reduced by 1 until the number of needles has been reduced to below three. This ability can only be stacked to a number equal to the Practitioners level. *Scion Bonus* This ability has no cap.


Rank 4: Erode the Body


Each wave takes little more out of the shores they crash upon. Little by little, they are shredded to nothing. When an opponent has five or more needles at one time, they begin to bleed, slowly losing one health per round until enough needles so that the number is once again under five. *Scion bonus* The opponent will slowly lose 1 Speed per round as well.


Rank 5: Cruelty of the Sea


The sea creates life, gives life, supports life. Ends life. The Practitioner may attack a targets Health stat directly. Damage is calculated 4:1. *Scion Bonus* This can also affect supernatural stats, such as Energy or Blood. The Practitioner may also, when dealing a killing blow, postpone it for a pre-determined length of time. The target will not suffer any penalties, difficulties to heal, or even knowledge that they will die. To them, it merely seemed that the attack was ineffectual. Once the allotted time has ended, the target will instantly die, appearing to have suddenly dropped dead of drowning related causes.


Dueling Shadows Style



I am alone.


To the Practitioners of Madness, they are truly alone. The world is just some horribly vivid dream. And while this might not necessarily be true, the force with which they believe it to be allows them act as if it is.


This style must be performed unarmed.


Rank 1: Impose thy Solitude


The Practitioner believes in their loneliness with such fervor that the world itself begins to believe it too, regardless of the people around them. The Practitioner gains a +1 bonus to stealth.


*Scion Bonus* Per rank in this style.


Rank 2: Ignore the Unreal


So convinced of their own solitude, the Practitioner can escape notice even in crowded areas. With a successful attack, the Practitioner can automatically jump into stealth in plain sight until the end of the next round, though the attack does half damage.


*Scion Bonus* Stealth lasts for as many rounds as the Practitioner has ranks in this style.


Rank 3: Dispel the Dream


Individuals that are noticed by the Practitioner can even be subject to the practitioners point of view, becoming fragile and dreamlike. The Practitioner can perform an attack for bonus damage (+5 Damage), bursting out of stealth.


*Scion Bonus* Attacks from stealth are calculated at (-4 Defence) and are treated as dealing Piercing damage.


Rank 4: Shape the World


Practitioners now so readily believe in their dream that the world itself begins to shape to their madness. With a successful defense roll, the Practitioner can choose to redirect an opponents attack towards any immediate nearby target. The attack rolls with a -2 to hit this target.


*Scion bonus* The Practitioner can do this with ranged attacks.


Rank 5: Spread the Madness


The Practitioner knows the truth. The world shifts to accommodate. And others WILL learn. By sacrificing their entire combat pool for a round, the Practitioner can choose an individual to subject completely to their worldview of isolation, temporarily blinding, deafening and eliminating all tactile sensation for three rounds, or until the subject succeeds on a will save. The opponent can still attack, but takes significant penalties and cannot chose a target or use special or targeted attacks. All attacks by the Practitioner to this opponent are counted as stealthed.


*Scion bonus* The isolation lasts until the subject succeeds on the will save.#


Growing Fury Style


Vengeance is Justice, there is no mercy.


The Practitioners of Destruction are engines of combat, powered by the attacks of their opponents. They store this anger within themselves, condensing it, utilizing it and finally, violently redirecting it at chosen targets.


This style must be performed by a practitioner utilizing a shield and short one handed weapon, preferably an axe or mace.


Rank 1: Suffer the Assault


Those that dare attack the Practitioners of Destruction, find that their attacks only are only fuel for their opponents fury. For every attack against the Practitioner, regardless of its success, the Practitioner gains 1 Rage point. These may be spent to add +2 each to the Combat Pool for the purposes of attack, though only for that turn. Rage Points last only until the end of combat as do their effects. *Scion Bonus* The Practitioner starts combat with 1 Rage Point per level in this style.


Rank 2: Weather the Conflict


To unleash destruction, one must be capable of surviving it first. The Practitioner gains +1 per level in this style to their combat pool for purposes of defense. *Scion Bonus* These bonuses may be used per attack against the Practitioner.


Rank 3: Channel the Rage


Practitioners of Destruction learn to channel the growing fury within them, focusing it at a single target with devastating results. By spending 1 Rage Point, the Practitioner may chose a opponent that previously attacked them within this combat. They now receive bonuses to hit and damage this opponent (+3 Offense, +3 Damage), and attacks received from this opponent give the Practitioner 2 Rage Points each. However, the Practitioner receives a penalty to hit and damage opponents who are not this opponent(-3 Offense, -3 Damage). The bonuses and penalties received from this chosen opponent revert to normal once the battle ends, or the opponent has been killed or otherwise rendered indisposed. *Scion Bonus* The Practitioner can sense the location of the chosen opponent with accuracy increasing with proximity. This lasts for hours equal to levels in this style.


Rank 4: Fuel the Fires


True rage cannot be contained. It spreads with each strike, a wildfire that consumes the weak. By spending three Rage Points, the Practitioner may attempt to force an opponent to strike him, infecting them with anger through a mocking strike. If they succeed, the opponent MUST attempt to strike back at their next chance. *Scion Bonus* The retaliation must use up no less than half the attackers Combat Pool.


Rank 5: Unleash the Fury


None shall escape the flames of your ire. By spending five Rage points, the Practitioner may spend their entire Combat Pool twice this turn. This includes temporary Combat Pool gained by spending further Rage points, but only ones spent during this turn.


*Scion Bonus* Damage dealt during this turn is increased (+4 fire/heat damage) and causes half splash damage rounded down, to those in the immediate vicinity. This splash damage is non-discriminate, harming everyone/thing in the damage zone capable of being harmed with the exception of the Practitioner. This includes the armor and weapon of the Practitioner if they are capable of being harmed by fire/heat damage.


Walking Armory Style


Control is survival, consumption is control. Give only death.


The Practitioners of Consumption take what they can from their opponents, using their own weapons and even their own strength against them.


This style can be performed with any weapon, even improvised and barehanded.


Rank 1: Strength through Control


Even the smallest advantage can be more than an edge for the Practitioners of Consumption. The Practitioner gains an additional +2 to their combat pool for each limb holding a single weapon.


*Scion Bonus* The Practitioners teeth also count for a +2 to the combat pool, but must be used in that round of combat.


Rank 2: Take the Advantage


It is not enough to have an advantage. The opponent must lose theirs to further your own. The Practitioner can disarm an enemy of a single weapon with a successful attack, so long as they are barehanded in at least one hand. This attack does half damage.


*Scion Bonus* The Practitioner can perform this even with weapons that are spiritually or even physically attached to an opponent, holding it for as many rounds as they have ranks in this style, after which they are returned to their original owner.


Rank 3: Give only Death


The Practitioner will give only one thing in their control of the battle. Death. The Practitioner may sacrifice a weapon for the duration of the combat to perform double damage with it, after which the weapon is embedded in the opponent or surroundings, or broken beyond immediate repair. This attack must be declared before rolling to hit, and if it is missed, the weapon is still rendered unusable for the rest of the combat. The weapon can still be used by any other combatant than the Practitioner during the combat, provided that they are capable of retrieving it.


*Scion Bonus* The weapon does continual damage to the opponent until removed, and until it is, the Practitioner can track the opponent until it is.


Rank 4: Ever more power


The more the Practitioner takes and consumes, the more strength it affords them. Each time the Practitioner obtains a new weapon, they gain a +1 to their combat pool for a number of rounds equal to their rank. This includes drawing weapons at any point during combat. These bonuses cap at the level of their style.


*Scion Bonus* These bonuses do not cap.


Rank 5: Consume


Take even the strength of the enemy for your own. For every successful disarm of an opponent, the Practitioner may also choose to steal a point of any of the opponents physical attributes for rounds equal to the Practitioners level in this style. They cannot reduce an opponents attributes below 1, and do not gain any points if they attempt it. The Practitioner can stack these bonuses up to a maximum of their natural cap of 5. If their attributes are already at 5, then the opponents stat is stolen for those rounds, but the Practitioner gains no bonus.


*Scion Bonus* There is no cap to the amount the Practitioner can stack, limited only by the amount they can hold per round basis.
 
Kromsian Martial Arts


Awakened Titan Style


Before the Great Work can begin, the world-canvas must be made clean. Thus Vasnok dons the mantle of Destroyer, being wholly unstoppable in cleansing that which offends and protecting what he finds pleasing.


1st Bar: Awakened Titan Stance


The Awakened Titan is destruction incarnate, without need of a weapon.


+ 1 Unarmed, Unarmed applies to Defence


2nd Bar: Earth-Shattering Blow


The Awakened Titan crushes utterly the heart of all resistance.Called shot penalties to the head and torso are reduced by 1 per level


3rd Bar: Sky-Supporting Mettle


The Awakened Titan is of such strength, it could hold up the heavens should they fall.


Adds +1 to overcome wound penalties, +1 per Rank to determine Fatigue.


4th Bar: Unstoppable Force


Nothing can stand before That Which Scours The World-Canvas


The Martial Artist can add dice to an attack roll the enemy has successfully defended against to provide up to 2 Successes and an automatic hit to the Torso


5th Bar: Divine Titan Fury


The Titan knows no fatigue, no obstabcle, no retreat.


The Martial Artist can roll the dice used in an attack for an immediate followup attack if they defeat the enemy's defense roll by at least 1 Success.


Flickering Shadow Style


Fear is the weapon of the downtrodden, cunning is the shield of oppressed. Those who hide behind walls of stone and steel and seek to strike down the chosen are not protected from a shadow. Shadows may slip around their armour, avoid their weapons, outpace their hunters, stalk their lost and foolish. A righteous man has nothing to fear; the unworthy must be wary of the dark.


1st Bar: Flickering Shadow Stance


The Martial Artist assumes a fluid, mobile stance, rarely standing still.+ 1 Dodge, +1 die to Dodge ranged attacks


2nd Bar: Spiteful Bite


The Savaan strikes at the enemy in passing, showing them the futility of hitting shadows


The Martial Artist can roll up to two dice after a successful Dodge to wound the enemy in passing


3rd Bar: Bloody Flight


A flickering shadow cannot be struck, ephemeral and quick.


The Martial Artist can attack while running to add +2 to rolls, but must keep mobile to retain this bonus.


4th Bar: Wicked Talon


An expansion of Spiteful Bite, the Martial Artist carefully positions themselves to truly punish an enemy for their hubris.


The Martial Artist can use all remaining CP after a successful dodge to attempt to cripple an enemy limb, against which the enemy cannot defend unless their speed is rated 2 higher than that of the Savaan.


5th Bar: Crow's Feast


With a graceful leap, the Savaan consigns his enemy to wander eternally in the dark.


The Martial Artist can roll all CP to leap onto an enemy and tear out their eyes. This leaves the Martial Artist unable to defend themselves until the end of the next turn.


Laughing Blade Style


The Savaan are the chosen of Vasnok and his finest warriors. Lesser fighters are fools to consider standing before them, as if they were equals. Those Closest to God teach a lesson in humility with their laughing blades.


1st Bar: Laughing Blade Form


The Savaan has no need to fight such pitiful enemies – let their foe tire.


The Martial Artist gains +1 to Defense and defensive rolls when using an Eviscerator


2nd Bar: Mocking Grin Deflection


Some brutes are relentless, and require extra incentive to simply give in.


The Martial Artist can inflict 1 Damage by rolling 1 die after a successful parry attempt.


3rd Bar: Mirthless Smile Infliction


Lacking the time to toy with foe, the Savaan seeks to break their resolve.


A Called Shot to the face without penalties, which cannot inflict more than 2 Damage. Causes the enemy to suffer -2 to rolls due to stricken morale.


4th Bar: The First Breath


Patiently, the Savaan waits and watches, learning flaws in their opponent's form.


The Martial Artist gains a further +1 to Defensive rolls, and accumulates Mockery Dice at a rate of 1 per success above the enemy's successes when they attack.


5th Bar: The Last Laugh


Tired of the charade, the Savaan puts an end to proceedings.


The Martial Artist unleashes a torrent of blows by rolling Mockery Dice instead of Combat Pool.


Each success delivers 2 Damage to a random point on the enemy – starting with exposed skin.


Loving Master Style


Vasnok is a benevolent master – but firm. Sometimes a stern hand is needed to discipline one's underlings, to protect them from themselves. But a loving master does not kill their flock, only directing and controlling them.


1st Bar: Loving Master Form


A loving master does not beat a spiteful subordinate, but takes their weapon from them before they can hurt themselves.


The Martial Artist can make an opposed Strength roll of difficulty 9 after a successful defense to disarm the enemy. Failure allows the enemy to disarm you.


2nd Bar: Stern Rebuke


A slap on the wrist is better than a cut to the face.


The Martial Artist can choose to forego damage greater than 2 to inflict a -2 to Attack Rolls


3rd Bar: Anklesnapper


The world beyond the master is unsafe; slaves are kept from fleeing for their own good.


The Martial Artist can forego dealing greater than 2 Damage to reduce enemy speed by -2


4th Bar: Appealing Lash


A slave can have no secrets from their master – this strike encourages them to open up.


The Martial Artist can forego dealing damage greater than 2 to apply -2 to defensive rolls


5th Bar: Manifest Dominion


Especially ungrateful, disgruntled underlings may need to be reminded of their place, from to time.


The Martial Artist can turn a successful attack into a Grapple, replacing Strength with Dexterity, and can use CP to Strangle each turn they control the Grapple.
 

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