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Homebrew Sword School - Platinum Perfect; Non-stop Infinite Climax!
Topic Started: Oct 15 2015, 05:53 PM (1,281 Views)
Methodia
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Mediocre Overlord
Platinum Perfect Sword School
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Sometimes in life things just aren't crazy enough, and that's where the origin of the Platinum Perfect discipline comes from. Discontent with the common fighting styles of the Great Wheel, the original Grand Masters sought and perfected a fighting style based on stylish action and mobility. The discipline emphasizes grace and taunting your enemies before launching them into the sky and finishing them off.

Platinum Perfect teaches that a few well placed words can make an enemy bend to your whims, as such Deceive is the key skill. Making people second guess themselves or your intentions is the best way to get the upper hand in combat. Using Syrneth Weapons with Platinum Perfect is the most effective way, as the exotic and strange designs allow for the over the top movements needed.

A character entering the first level of any class progression that offers the Desert Wind sword school can choose instead to gain access to the Platinum Perfect sword school from that class. This choice applies only when entering the first level of a class, and applies to all levels in that class's progression afterward.

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Level 1: Apprentice

Weapon ( Syrneth ) ( - ) You may use Syrneth weapons with your martial maneuvers.

Action ( Dodge ) ( - ) You may use the Dodge action with your martial maneuvers. The benefit from this special attack applies to your next standard attack unless stated otherwise; that attack may not be a special attack.
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Level 2: Initiate

Taunt Enabled ( -1 ) You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene.

Frame Perfect ( 4 ) If you hit the target within 5 points of your target's Static Defense, you gain bonus Penetration equal to your Martial Adept level x 2. If you hit their Static Defense exactly, you ignore their armor.
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Level 3: Journeyman

Skill ( Deceive ) ( -2 ) As part of this attack, make a Deceive test against the Static Defense of the target. If it fails, the attack fails.

Wonder Launcher ( 3* ) This attack launches the target one meter into the air for each time this advantage is taken if they fail an opposed Strength check. They remain at the apex of their height for 1 round before falling the round after.
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Level 4: Master

Mastery ( Platinum Step ) ( - ) You may spend a reaction to make a Standard Attack against a target within melee range after you have dodged their attack successfully. This may not be a special attack of it's own.

Recovery Animation ( 4 ) Targets successfully hit by your attack lose a half action on their next turn.
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Level 5: Grand Master

Aerial Rave ( 4 ) You may make a jumping check as a free action as part of this attack, and are considered to have a running start even if you have not moved. Targets hit by attacks with this advantage maintain their vertical position for 1 round. You may make a TN 10 Acrobatics test to remain in the air for 1 round as a free action after the attack.
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Edited by Methodia, Nov 25 2015, 10:10 PM.
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Eisenritter
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Old Iron Knight
...I have no words... :'(
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Methodia
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Mediocre Overlord
Apparently you have four words, though.

Is it so good it brings you to tears? Or is it dogshit?
Nue Houjuu is best touhou
Edited by Methodia, Oct 15 2015, 06:18 PM.
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Eisenritter
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Old Iron Knight
Methodia
Oct 15 2015, 05:53 PM
Level 1: Apprentice

Weapon ( Syrneth ) ( - ) You may use Syrneth weapons with your martial maneuvers.

Action ( Dodge ) ( - ) You may use the Dodge action with your martial maneuvers. The benefit from this special attack applies to your next standard attack unless stated otherwise; that attack may not be a special attack.
This puts me in mind of Maka, to Dark Messiah's Zasalamel? More dance-like, this theme.

Quote:
 
Level 2: Initiate

Taunt Enabled ( -1 ) You cannot use this attack unless you have used a Social Attack or Deceive Test against the target within the same scene.

Frame Perfect ( 2 ) If you hit the target within 5 points of your target's Static Defense, you gain bonus Penetration equal to your Martial Adept level x 2.

Taunt Enabled feels just a bit off, to me. Can't really say way.

I feel like Frame Perfect should have a "Just Frame" effect too. Maybe ignore Armor entirely if you hit the Static Defense on the nose?

Quote:
 
Level 3: Journeyman

Skill ( Deceive ) ( -1 ) As part of this attack, make a Deceive test against the Static Defense of the target. If it fails, the attack fails.

Aerial Rave ( 3 ) If you successfully hit a target while you are in the air, you and your target remain in the air for 1 round.

Just FYI, a launcher advantage should probably come before the air combo one.

Quote:
 
Level 4: Master

Mastery ( Platinum Step ) ( - ) You may spend a reaction to make a Standard Attack against a target within melee range after you have dodged their attack successfully.

Recovery Animation ( 3 ) Targets successfully hit by your attack lose a half action on their next turn.

Mastery might need idiot-proofing, don't know if it's intended to enable a fresh special attack (i.e. not one riding on the triggering Dodge action).

Recovery Animation might be a bit undercosted, but I don't think I can really eyeball action denial.

Quote:
 
Level 5: Grand Master

Wonder Launcher ( 2* ) For every time you purchase this advantage, targets successfully hit by your attacks are launched 1 meter into the air.

"This attack launches the target one meter into the air for each time this advantage is taken." Should probably come before Aerial Rave; sending a target flying is easier than going into the air after it.
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Methodia
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Mediocre Overlord
I'm currently on a phone so putting the fixes in might take a while. Good point about Maka though, that would be a good picture too. My original picture was Bayonetta with Chernobog, but I decided Dead Master fits well and I wanted to pull from more sources.
Any suggestions for Taunt Enabled? Originally it didn't have the deceive test part, would removing it be better?
Frame Perfect could have that yeah, but it should probably get a price increase if that gets put on. I'm thinking one point more should be good.
I'll switch up Wonder Launcher and Aerial Rave later when i can get to a computer. Should their prices be adjusted?

Also names, I'm not sure on them, I'm up for suggestions.

EDIT: Mastery is supposed tokey off of the action type from level 1. Like how Diamond Mind gets special attack counters at level 4.

Should Recovery Animation be bumped up one?
Edited by Methodia, Oct 15 2015, 08:51 PM.
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GuardianTempest
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+8:00 GMT || Unlucky & Miserable
I thought this was the CUHRAYZEE counterpart to Daemon Trigger, missed an image opportunity.
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Eisenritter
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Old Iron Knight
Methodia
Oct 15 2015, 08:46 PM
Mastery is supposed tokey off of the action type from level 1. Like how Diamond Mind gets special attack counters at level 4.
Yeah, that's why I said "idiot-proof it." Just a line reminding people that no, you can't use a special attack off of it should suffice, assuming that's the intent.
Edited by Eisenritter, Oct 16 2015, 03:00 PM.
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Neveron

Aerial Rave seems hard to pull off, and Wonder Launcher also has issues - mostly because I can't find any rules for falling speed in a quick skim and the IRL distance you'll fall in five seconds is somewhere in the vicinity of 122 meters.

Wonder Launcher will knock someone 5 meters into the air, maybe, at which point you need a way to get yourself into the air and attacking them before the start of their next turn.

Then again, I guess Aerial Rave doesn't actually care about your opponent being in the air? Feel free to jump at guys with your Market Gardener polearm made out of arms and combo them into the air so they stay there. At level 5.

Aerial Rave also seems somewhat limited in use? It's good for locking down melee foes and forcing them to fight you specifically, yeah, but since you won't have many way to get them up in the air to begin with short of Bull Rushing them off a cliff...

Really, what the Wonder Launcher needs is a way to get yourself up there as well. And auto-floating the target for a round.


By the way, Taunts Enabled kind of seems like it's worth the full -2? It pretty much requires you to start the scene with social combat then start a fight, which seems like it'd be hard to do consistently. (Unless you're using the Skill(Deceive) restriction, in which case you need to combo into it from a second, moderately-expensive special attack.)
Also, I'm pretty sure all the other Sword Skills have -2 for their first restriction.
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Doc
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Neveron
 
Aerial Rave seems hard to pull off, and Wonder Launcher also has issues - mostly because I can't find any rules for falling speed in a quick skim and the IRL distance you'll fall in five seconds is somewhere in the vicinity of 122 meters.

Falling damage is tucked into page 253 of Book 1.

Quote:
 
Falling
Characters can fall off things for any
number of reasons, though the results are usually the same. A character takes one wound for
every two meters they fall - even with a high
resilience, the bigger you are, the harder you
fall. A character may Test Acrobatics against
TN 15 to reduce falling damage. On a success,
they take one fewer wound, and every raise
further reduces damage taken by a wound. If
a character intentionally drops down, they
may fall 2m per dot of their Acrobatics rating
before taking damage.


Assuming they don't make the test, they'd take two unsoakable points of damage. Of course, a TN 15 test is trivial at level 5.

Neveron
 
Wonder Launcher will knock someone 5 meters into the air, maybe, at which point you need a way to get yourself into the air and attacking them before the start of their next turn.

Expanding on this, you'd literally have to stuff all of your points into Wonder Launcher for it to launch them 5 meters. And, while I'm under the impression such an act is also super-easy at this point, you'd still need to get up there.

Personally, I think Wonder Launcher should come earlier in the School, but I digress. More appropriately, I think it could do with launching yourself up with them - possibly noting that this counts as 'intentionally dropping down' if falling damage comes up - and could do with just costing 1* instead of 2*, so you could at least do more meaningful stuff with the attack.

Neveron
 
By the way, Taunts Enabled kind of seems like it's worth the full -2? It pretty much requires you to start the scene with social combat then start a fight, which seems like it'd be hard to do consistently. (Unless you're using the Skill(Deceive) restriction, in which case you need to combo into it from a second, moderately-expensive special attack.)

Well, being a Duelist lets you make Social Attacks in combat-time, so there's that. Still.

Methodia
 
Mastery ( Platinum Step ) ( - ) You may spend a reaction to make a Standard Attack against a target within melee range after you have dodged their attack successfully.

I don't know if that's your intention, but the current wording allows that to be a Special Attack. Fun times to be had, assuredly.
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Neveron

Doc
Oct 16 2015, 09:06 PM
Neveron
 
Aerial Rave seems hard to pull off, and Wonder Launcher also has issues - mostly because I can't find any rules for falling speed in a quick skim and the IRL distance you'll fall in five seconds is somewhere in the vicinity of 122 meters.

Falling damage is tucked into page 253 of Book 1.

Quote:
 
Falling
Characters can fall off things for any
number of reasons, though the results are usually the same. A character takes one wound for
every two meters they fall - even with a high
resilience, the bigger you are, the harder you
fall. A character may Test Acrobatics against
TN 15 to reduce falling damage. On a success,
they take one fewer wound, and every raise
further reduces damage taken by a wound. If
a character intentionally drops down, they
may fall 2m per dot of their Acrobatics rating
before taking damage.


Assuming they don't make the test, they'd take two unsoakable points of damage. Of course, a TN 15 test is trivial at level 5.
Yeah, but how fast do they fall? As-is it seems like if you knock them up into the air then you won't be able to follow up with Aerial Rave since they'll hit the ground before you do so! The launcher really needs to be earlier, I think, since it's pretty much a requirement for the other one.

At level 3, the only way that you'll actually be able to juggle someone is if both of you are in the air to begin with. In the case of your opponent, that means that they need to have been launched up in the air during someone else's turn - I'm unsure how that would happen, to be honest. If they're made airborne during their turn, they'll probably be on the ground by the end of it. (If they're flying, all Platinum Step does is let you stay up there with them. It doesn't stop their movement, beyond Opportunity Attacks.)



Also, thinking further on it I feel like the current Dodge action is kind of worthless? It applies the effects to your next Standard Attack, but you can make a Standard Attack Special Attack anyway.
...Then again the same goes for Shadow Hand's Ready action and Diamond Mind's Feint so I dunno.
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