2.2.3 Earth School
This is style is all about strength and toughness, and
unlike the others favors blades wielded with two hands, often in large strokes.
Earth Stance
While in Earth stance damage done to you by people with a
Body greater than yours (or, for guns attacks, a Mind lower than your Body) is
reduced by 2 per strike. Each Shtick past the first reduces your effective Body
for this calculation by 1.
Earth Strike
This is a heavy swing designed to crush through armor. It
is a 4 shot attack that ignores the targets armor and light cover. Your sword
can cleave through ceramic armor, wood, and even the thin metal of spaceship
walls. If the base damage of the attack is 12+ it drops Mooks on an outcome of
4+. A second shtick means you can penetrate heavy cover, and a base damage of
11+ lets you drops Mooks more easily.
Earth Mastery:
This is the ultimate attack in the Earth style, a total
focusing of strength on an opponent. It is a 6 shot attack which, if
successful, both ignores Armor and means your opponent cannot use Toughness to
reduce the damage. Given how long this takes to do it is best to use it at the
end of a sequence and hope that it ends the fight.
2.2.4 Water School
This style works best against groups, turning the
opponents’ numbers against them.
Water Stance:
While in Water Stance add one to your Defense for each
opponent attacking you in Martial Arts, with a minimum of +1. The more foes
attacking you, the harder you are to hit.
Water Strike
This circular form lets you redirect opponent’s attacks.
As a 2 shot active dodge you can make an Martial Arts attack roll at -2 for any
attack that misses you. The damage done is based on that attacker’s Body. If
they are the only target in range the attack hits them as you slam them to the
ground or into walls. If there is someone else nearby you can target that foe
for damage based on the opponents Body plus the damage for their weapon. Each
shtick past the first reduces the penalty, till at 4 shticks the redirects are
at +0.
Water Mastery
When you make a successful Martial Arts attack against an
opponent you can, on your next shot, make an attack against a different foe.
This continues as long as you keep hitting people, have new foes to hit or
reach the end of the sequence. Start your next sequence at -3 initiative.
2.2.5 Void Style
This style is about movement and momentum, and keeping an
unpredictable, acrobatic profile.
Void Stance
Each Shtick in Void Stance gives you a +1 Martial Arts
for any movement related stunt, and also a +1 on defense against Guns attacks.
You become a fast, acrobatic, impossible to predict target.
Void Strike
Those inside the Void can arm themselves from others. If
you make a 3 shot martial arts attack specifically disarm someone a successful
attack means you take their weapon and have a +3 to attacks made with it
against that foe. Alternately a 2 shot Martial Arts maneuver will let you
impressively reach and grab something you can use as weapon that gives you +1
to all attacks with it for the fight.
Void Mastery
This is a fast, momentum based attack that sends the
opponent flying, or wrenches them into a painful or deadly contortion. Make a 4
shot attack that, if successful, sends both you and your opponent flying a
number of meters equal to the outcome of the attack in addition to the damage
done. The GM determines where you end up when you go flying, and we guarantee
it will be inconvenient. Alternately both of you slam to the floor and both
take additional damage equal to the Outcome.
2.2.6 Melee Attack Damage
·
Punch, chop, small club: Body +1
·
Kick, Knife: Body +2
·
Staff, Club, BodyBlade: Body +3
·
Sword, Spear: Body +4
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