Friday, April 1, 2011


I'm gonna post two of Lord Fluffy's Powers (or "Classes," as he calls them) this time- Warlord and Martial Mastery.

Warlord (Disciplined)
1. Improvised Armorer
2. Soul Sheath
3. Wall of Steel
4. Sunder
5. Spirit Sword
Warlords are gifted in the use of weaponry and are born to combat.

Improvised Armorer
Range: Self Time: Permanent Uses: Constant
To a warlord, the whole world is one big stockpile. With this ability, they may turn anything into a deadly weapon. If a Warlord uses a random found weapon, they may apply their skills to it as if it were a balanced, well made piece of weaponry. Damage is determined by the GM, but will usually be 1-6 or 1-10. If it fits a skill he has, the weapon is considered to have a skill maximum of 2.

In addition, the skill maximums listed in the weapons chart all go up by one. For instance, a Warlord may apply 7 ranks to his to hit bonus for unarmed, 2 for using a club or up to 6 using a rapier.

Soul Sheath
Range: Self Time: Permanent Uses: Constant
You may bind items to yourself such that they float in a small space outside of time and space, close at hand. The most you can store is about 1 cubic foot, or roughly the size of a two handed sword or shotgun.

Nothing living can be stored in this space. The space is invisible to anyone besides you, though beings with True sight will see a faint outline of the item floating near you. Only one item may be kept in the soul sheath, though if that item contains other items (like a box with many items in it or a gun with bullets in it), that is fine.
Putting an item in or out takes an action. This cannot be hurried. The item is only accessible by you and if you die (permanently) it is lost forever. If you fall unconscious, the item will remain hidden.

Wall of Steel
Range: Self Time: 1 turn per 2 Power Uses: 3/day
You are so quick with melee weapons that you may use them to deflect attacks. While using wall of steel, you may use your skill in a melee weapon that you are holding as if it were Dodge. This is effective against both melee and ranged attacks and the bonus stacks with your normal Dodge skill (still maxing out at -20).

Note, wood weapons work against regular damage. Metal will protect from regular and ballistic. Energy weapons protect against those two and Energy. Magical attacks are not effected unless you are using a magic weapon.

Range: Self Time: 1 turn Uses: 1/Day
You may charge yourself and one melee weapon (or unarmed attacks) with might, such that your attacks with it become nigh unstoppable. You may ignore Dodge and non-magical armor for 1 turn. If you lose the weapon during that turn, you may use unarmed attacks but the weapon instantly reverts back to normal.

Spirit Sword
Range: Self Time: 1 Turn/Power Uses: 3/Day
You may draw from within yourself a weapon that is made of your will and essence. It may take on the form of any melee weapon, but always has a skill of 5, a damage of 3-18+2 and is considered magical for purposes of armor. If you are disarmed during while using this weapon, it instantly dissolves and reappears in your hands.

Martial Mastery

1. Rice Paper Walk
2. Chi Blast
3. Look of the Master
4. Deadly Palm
5. Dim Mak
Rice Paper Walk
Range: Self Time: 1 turn for every 2 Power Uses: 2/Day
While this power is in effect, the Martial Master may move with blinding speed. The character’s Dodge is doubled for the duration. If the character has no Dodge skill, he gains Dodge 2 for the duration.

Also during this time, the character’s ability to move becomes much more impressive. They may leap up to 4 times their height, gain an extra 20’ of movement (leaving no footprints) and may balance on a bent bamboo tree or on the top of a flagpole and similar feats with a successful Athletics roll.

Chi Blast
Range: 25’ +25’ for every rank of Unarmed Time: Instantaneous Uses: 1/Day
The Martial Master may focus his power into a blast of energy. This allows him to make an unarmed attack on a foe at a distance. The attack is made normally and does damage as if it were a normal unarmed attack, +1d6 for every 5 Power the Martial Master has, rounded up. The attack is visible and appears as a bright ray of energy coming from his hands.

Look of the Master
Range: Self Time: 1 turn per power Uses: 2/Day
The Martial Master is so calm in himself that he may end fights before they with just his Chi. When activated, any Reaction rolls made during the duration of the power because of the Martial Master or his party are at +1 for every 2 power the Martial Master has.
During fights, a use of this power may also be used to force a morale roll on the part of the foes, modified as above. This power has no effect on creatures that are of a greater power than the user or that would not normally make morale rolls.

Deadly Palm
Range: Touch Time: 1 Attack Uses: 2/Day
A Martial Master with this ability may make an attack, focusing his power into a devastating strike.
Deadly Palm attacks ignore armor (except magic) and Dodge. It also adds 1 point of damage for every points of Power the Martial Master has. In addition, if the target is less than twice the Martial Master’s weight (estimated), then they must make a luck roll or be propelled 2-16 feet backward and fall down.

Dim Mak
Range: Touch Time: See Below Uses: 1/day
The Death Touch. Using this attack, a Martial Master makes an unarmed attack normally. If it connects, it does no damage, but the target must make a luck roll. If they fail, they die within 1 year (the actual point is decided by the Martial Master).

The martial master must make skin to skin contact (at least no thicker covering than cloth) to make this attack. It has no effect on creatures that are magically reanimated, already dead or have no internal organs. It has no effect on robots, but will effect androids and cyborgs. It also has no effect on creatures with a Personal Force than the Martial Artist’s by at least one half (i.e. if the Martial Artist has a Personal Force of 40, others with a Personal Force of 60 or greater are unaffected.)
If the recipient of the Dim Mak is not killed instantly, there is rumored to be an alchemical cure. Some cruel Martial Masters have learned it, it’s said, and kept victims enslaved for years by setting them up to die and curing them if they obey.

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