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Homebrew Sword School - Platinum Perfect; Non-stop Infinite Climax!
Topic Started: Oct 15 2015, 05:53 PM (1,280 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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Doc
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Just a Guy
Well, while I'd note that the gravity probably fluctuates between the many locations of the Great Wheel, I'll just concede the point.

Neveron
 
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.

Style and flavor, probably. As it is, none of those really mess with your action economy, unless you're using Ready without Quick Draw (which, if you've got Shadow Hand, you've probably got Quick Draw) or using Feint without trying to reap the benefits of Feint. But I digress.
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weredrago2
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He Who Posts Too Much
Speaking of gravity, are there rules for different gravity enviornments?
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Eisenritter
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Old Iron Knight
I believe the usual conceit on the tabletop is "you hit the ground immediately." High-gravity areas then double falling damage (or halve the interval for incrementing it) while low-gravity ones halve it.
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ReptileViking
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Even in extraordinary situations where hitting the ground instantly wouldn't make sense it's probably best not to define gravity too much. I'd really rather not have to try and figure out how long it would take to fall after being kicked out the airlock half way to orbit on a high G world.

Too much math. Cinematic time would be in full effect.
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GuardianTempest
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+8:00 GMT || Unlucky & Miserable
Besides, this is D:tD not GURPS. Anything can happen.
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Methodia
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Mediocre Overlord
Did some minor wording changes to Wonder Launcher and Aerial Rave. You SHOULD be able to juggle people now with this sword school.

EDIT: okay now it should work, forgot to allow you to remain in the air.
Edited by Methodia, Nov 25 2015, 10:10 PM.
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stellatedHexahedron
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Noneuclidean Polyhedron

  • Frame Perfect could be rephrased as "hit with no raises" to shorten it and make it's crunch smoother; you wouldn't get the advantage when you roll exactly SD+5, but I don't think that's a big deal
  • Is there a particular reason Skill (Deceive) is (-2) instead of (-1)?
  • I don't see any advantage to taking Wonder Launcher more than once.
  • This is just a suggestion that you can take or leave, whatever, but Platinum Step could be "If you successfully dodge an attack, the attacker provokes an opportunity attack from you."
  • For Platinum Step's it-cant-be-a-special-attack clause, you can omit "of it's own" since Platinum Step doesn't involve making a special attack before making the reaction attack.
  • At Grand Master level, you might as well just leave out a TN 10 test and just let them do it.
Edited by stellatedHexahedron, Mar 4 2016, 04:37 PM.
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