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| Homebrew Sword School - Platinum Perfect; Non-stop Infinite Climax! | |
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| Tweet Topic Started: Oct 15 2015, 05:53 PM (1,280 Views) | |
| Methodia | Oct 15 2015, 05:53 PM Post #1 |
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Mediocre Overlord
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Platinum Perfect Sword School ![]() 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. ______________________________________________________________________________________________________ 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. ______________________________________________________________________________________________________ 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. ______________________________________________________________________________________________________ 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. ______________________________________________________________________________________________________ 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. ______________________________________________________________________________________________________ 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. ______________________________________________________________________________________________________ Edited by Methodia, Nov 25 2015, 10:10 PM.
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| Doc | Oct 17 2015, 12:53 PM Post #11 |
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Just a Guy
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Well, while I'd note that the gravity probably fluctuates between the many locations of the Great Wheel, I'll just concede the point.
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 | Oct 17 2015, 01:41 PM Post #12 |
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He Who Posts Too Much
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Speaking of gravity, are there rules for different gravity enviornments? |
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| Eisenritter | Oct 17 2015, 02:13 PM Post #13 |
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Old Iron Knight
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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 | Oct 17 2015, 02:30 PM Post #14 |
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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 | Oct 17 2015, 06:39 PM Post #15 |
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+8:00 GMT || Unlucky & Miserable
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Besides, this is D:tD not GURPS. Anything can happen. |
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| Methodia | Nov 25 2015, 10:03 PM Post #16 |
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Mediocre Overlord
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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 | Mar 4 2016, 04:37 PM Post #17 |
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Noneuclidean Polyhedron
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Edited by stellatedHexahedron, Mar 4 2016, 04:37 PM.
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