Special
moves, secret techniques, or “blade arts” are the names of
special fighting techniques that characters can learn or develop.
They act as a in-universe rule or justification for supernatural
fighting prowess. Note that no special move should be able to grant a
character a new power that should already be available to everyone;
you don't need a special feat to swing on a rope while fighting with
the pirates.
Each
Technique has a difficulty. This is the minimum to hit bonus a
character must have from their class in order to learn this
skill. For example, a Fighter with +4 to hit total and has +1
Strength modifier would be able to learn difficulty 3 or less blade
arts, as their Strength bonus does not reflect their martial mastery.
To
learn a technique takes a number of Seasons of downtime equal to its
difficulty -1. Difficulty 1 Blade Arts can be learned with just a few
days or lessons of practice. Blade Arts also cost coins to learn, but
this cost may be in addition to or supplemented by a minor or major
quest, especially for higher level blade arts, which are only taught
be reclusive masters in misty mountain dojos.
Every
character can learn a number of Special Moves up to their class HD's
highest possible roll. The exception are Monks, who can learn as many
as they want.
Most
techniques require a simple attack roll to execute, or have their own
requirements listed. This list also assumes that unarmed attack
damage begins at 1d2 or 1d3 for untrained characters without natural
weapons; if this is not the case, then slide up the die sizes of
moves that improve unarmed combat damage.
-Training
Cost by Difficulty-
Difficulty 1
: 1,000c
Difficulty 2
: 4,000c
Difficulty 3
: 9,000c
Difficulty 4
: 16,000c
Difficulty 5
: 25,000c
Difficulty
1
[1] Dragon's
Sheathe
This
move lets you draw your blade in such a way to create a shower of
sparks without causing damage to the blade or needing a special
sheathe. You can only use this move with a bladed weapon, like a
sword, dagger, or glaive. You can also draw your sword or dagger at a
different angle, which does not create the sparks. The sparks fly out
at anyone standing within melee striking range, dealing no damage,
but allowing you to go first or temporarily blind those with
sensitive eyesight. If the opponent is flammable, such as being
covered in oil or wine, then this move instead ignites them and deals
1d4 or 1d6 damage from the quick burn. This move is mostly a
dishonorable parlor trick.
[2]
Blind Oracle's Touch
This
special move isn't used in combat. Instead, it allows a simple touch
from one character to potentially learn what skills and abilities of
another creature has by studying their muscles and skin. Running a
hand along theirs can sense their skills in archery or close combat,
touching their legs can feel their stealth or speed, and touching
their chest and back can sense if they are used to wearing heavy
armor. The target of this ability doesn't get a saving throw, but
unwilling targets will usually be restrained anyway or secretly being
felt up to learn their combat prowess. If the character knows any
specific powerful 5th
difficulty blade arts then specific clues can be found in their body,
such as light vibrations in their muscles for Quivering
Palm.
[3]
Sting of the Master's Blade
You
never inflict real damage from your weapon unless you intend to. You
can spar with full force and always stop short before dealing any
real damage to your partner. Additionally, you can use this to change
the damage type of a sword to blunt of one die size less without
risking damage to the blade. Magic weapon bonus still applies but at
a ½ rate, rounding down. +1 Magic swords therefore do not confer any
magic bonus, as most of their magic is in the sharpness of their
blade.
[4]
The Falling Butterfly
Allows
you to catch something sharp, dangerous,or explosive without hurting
yourself. If the object is burning hot or acidic you will only be
able to hold it for a single round before it start to harm you. This
is “catch” from above, such as a oil lamp falling to the ground,
not “thrown” such as an attack from an enemy. You do not need to
roll or use a save to perform this skill, unlike other characters who
may need to save to avoid the negative effects of whatever they're
catching.
[5]
Plug up the Dragon's Nose
If
you put a finger in the barrel of a black powder weapon, it cannot
fire. You cannot attack or perform any other action with that hand,
and it only works if your finger totally blocks the hole, meaning you
could not block up a cannon this way. If your setting doesn't use
black powder, instead make it the tip of a crossbow bolt.
[6] The
Lobster sheds its Skin
With
a single combat round of precise movements, you can jump out of any
suit of armor. This move will let you escape from armor that is
burning or slowly crushing you from a spell or effect, but won't
necessarily grant any protection from cursed armor unless taking it
off this quickly would defend from the effects of its curse. You can
treat the doff time of armor as essentially zero.
[7]
Gears with Oil, Red as Blood
By
learning this technique, you can now perform all of your martial arts
pressure point and special moves on machines as well as people, with
an appropriate level of effect and damage. This only works if you
have an Intelligence of at least +1, or have special training in how
complex machines like automatons and clockwork-men work.
[8]
Way of the Open Palm
You
get +1 to hit with unarmed melee attacks. While useful as a self
defense tool, professional warriors can use much more sophisticated
and powerful martial arts techniques to make their punches, kicks,
and slaps as deadly as forged weapons of iron and steel.
[9]
The Merchant's Only Friend
You
can fling coins as deadly projectile weapons. They are flicked from
between your fingers, and impact with almost the force of a sling.
You deal 1d3 damage from the improvised weapons. Crushed and impacted
coins lose surprisingly little value; gold is still gold.
[10]
Nineteen Legged Stool
You
can use a stool, farming mat or basket, metal bucket, a ladder, or
other improvised item as a shield. Gain the normal AC bonus of a
shield while using these items, though they will be destroyed from
blocking powerful attacks such as axes or beast bites, since they
were never meant to defend against weapons as a shield was. You still
have to use up a hand to use the item.
Difficulty
2
[1]
The Drunken Master
This
special move lets you fight with your normal skill (normal To-Hit,
AC, movement, saves, etc.) while under the effects of an intoxicating
drug like alcohol or mad salts.
[2]
Wick the Wax from the Scorpion's Tail
This
move allows a character to remove the poison coated on a blade or
other material by spending their turn dodging instead, granting +2 AC
from no aggressive action. They will use their sleeve, scarf, or fur
to remove the poison, thus no longer having an effect on the next
successful attack roll, as long as this attack roll missed. You can
also make a stealth roll to see if the enemy is aware of your
trickery. Rogues can add their stealth bonus/sneak chance to this
ability.
[3] Fists of
Fury
Increase
your unarmed attack damage to 1d4. If you had a natural weapon that
already gave you 1d4 unarmed attack damage, such as cat claws, then
just add +1 to your unarmed damage rolls. You can train this
technique multiple times, but each time you must train it at the
higher cost and difficulty of one higher, needing a new and better
master to learn from, and each time you finish your training you gain
a die size higher unarmed damage die; up to a maximum of d10 for a
Difficulty 5 martial arts technique. Additionally, each martial arts
school has their own name and style- some are based on animals, some
on gemstones, some on elements, and so on. If an enemy combatant
knows your martial arts school, they may be able to counter it,
gaining a bonus against you in combat. Learning a different martial
arts school may let you disrupt an enemy; it costs ½ the normal
training costs of Fists of Fury, but you get to keep your highest
possible damage die from your highest level technique.
[4]
Broom in the Old Study
You
can spin your arms around and spend a combat turn to push away gas,
dust, or floating particles or even a swarm of small insects that
aren't too aggressive or powerful. This creates a small radius of
15ft where the cloud will be absent from for at least two combat
turns, and slowly fill back in or continue disappaiting depending on
the source. If you use a staff with this move, then can be integrated
into your normal attack and doesn't requires a round, plus the radius
is doubled in size to 30 ft.
[5]
I am but a Straw Mannequin
If
you are at full hit points and are hit by a non-magic attack, you can
roll a d20 + your to-hit bonus to make a very hard saving throw to
avoid the damage instead; tucking the weapon under your armpit, allow
the arrows to pin your bags and miss you by inches, etc. You can
pretend to fall over or be in pain, but will require a stealth roll
to fool anybody too close or clever to be easily deceived by this
trick.
[6]
Wanderer Digs for Water
You
can go an extra day without water and an extra week without food. If
you are a Fighter and have a Constitution score of at least +1, you
can also learn a special technique where you sit absolutely still
while awaiting rescue, conserving all your energy but allowing any
attacker to get surprise against you in your deep stasis. While in
that state, you can last up to a week without water or an entire
month without food.
[7]
Two Finger Steel Defense
If
you are using unarmed combat while fighting an opponent that has a roughly human-like physiology and is also unarmed- you add +2 AC against their attacks. This doesn't work against anyone who knows a martial arts style; you stop clumsily thrown fists with just two fingers.
[8] Rigid
Spine counters Earthquake
You
can resist stun effects on a hard saving throw. If the stun effect
already gave a saving throw to avoid or mitigate, then you just get
+2 to that saving throw. Additionally, if you are capable of learning
5th
Difficulty special moves, you can learn this move again at the 5th
Difficulty cost and become totally immune to all stun effects outside
of the ultimate magical or divine effects. Any stun effect that can
force itself upon you only lasts a single turn.
[9]
Falling Comet smites a Bird
When
you are falling, you can grapple an opponent that is also falling to
transfer the damage of your fall into them. If they die from the fall
damage, you have to soak the remainder of your own fall damage.
Additionally, you can jump from a high fall onto an enemy to transfer
the speed of your fall into a powerful attack, dealing your fall
damage into the enemy instead, but the enemy gets a saving throw to
step out of the way and it requires stealth and positioning to use
this move.
[10]
Acupuncture
You
are as skilled in the body for combat as you are for healing. As long
as you use a proper acupuncture kit that costs at least 500c, you can
employ it while healing other characters with spells or first aid,
granting +2 to healing. Additionally, if anybody you heal has a
damaged attribute that is one
point away from the next
ability modifier up, you can restore just enough functionality to
that body's system to recover that one point.
Difficulty
3
[1] The
Monkey's Tail
Using
this move, the character can use a long rope or cord of fabric as a
method to control a weapon at a distance. This allows for short
ranged weapons to be used with reach as though they were a spear or
whip. The long cord requires both hands to use, and can only make
basic attacks with the weapon, meaning it cannot be combined with
most other blade arts. Secondly, the cord can be cut as it must be
made out of something flexible and soft. The enemy combatant may make
an attack with a sharp weapon against the AC 10 cord and on a hit, it
is severed, ending the control you have over the extended weapon and
dropping it at their feat. If you are a Fighter with at least +4 to
hit from your class bonus, then you may spend 50% of the training
cost again to learn how to use this blade art with metal chains
instead, raising the AC of the “monkey tail” to 18.
[2]
Drinking Rain from a Falling Leaf
This
move is similar to Wick the Wax from the Scorpion's Tail and
requires that move to learn this one. This ability instead removes a
temporary enchantment or power from a blade in the same method as
poison; by dodging the lightning-infused sword so closely, you can
cause it to fire off harmlessly next to you. This move only works on
Blade Arts of an equal difficulty or less, and only works on spells
of an equal level or less.
[3]
Eagle's Cry
You
can focus your voice into a powerful weapon. With intense training,
your voice becomes powerful and shrill enough to deal damage;
whenever you use this power you deal 1d6 damage to enemies directly
in front of you in a small cone. All normal glass within a 50 ft
radius shatter from the loud noise. If you use this power more then
once in a single day, you lose your voice and cannot speak, cast
spells, or use this ability for 1d3 days afterwards.
[4]
Dancing Dagger
You
can only use this move on a dagger, ninja star, or other small,
concealable throwing weapon. Once you learn it, any dagger you throw
will ricochet back to your hand on a missed ranged throwing attack,
allowing you to use it in melee the next round or throw it again.
[5]
Locklimb Chop
By
hitting an unarmed attack, you can chose to deal no damage and
instead lock an enemy's limb in place. If their arm is straight, then
they cannot bend it. If it is bent, then they cannot straighten it
out, etc. Saving throws are given to flexible enemies or those using
weapons to still retain use of them, but some tools like shields or
magic staves for spells may still be used even when the limb is
locked in place. The creature has their limb locked like that for 1d6
combat rounds.
[6]
My Body is Mountain
Once
per day, your character can meditate for an exploration turn to stop
their bleeding and close up wounds. This restores 1d6 hit points and
requires no first aid or medical supplies to perform. You also get a
second saving throw to resist a poison in your system.
[7]
Speak no Spells
This
move requires an unarmed attack roll to be made against an opponent
and successfully hit. The attack deals no damage, but strikes a
pressure point in their throat that prevents them from speaking.
Using this prevents magic users from speaking a spell incantation;
thus silencing their magic. This lasts for 1d4 combat rounds.
[8]
Rawhide is my Flesh
By
concentrating on defense for a combat round instead of attacking, you
can lower all the damage you take from acid spells, attacks, or other
sources by -2 damage per hit. Attacks that deal 2 or less damage are
totally ignored, as you wipe them off your skin before they can burn
into you, but any secondary effect of the acid or spell still occurs.
Additionally, this move raises your AC by +1 whenever you use another
defensive combat action or use up your combat round to defend
yourself.
[9]
This Blade I So Name
You
can name a weapon using the ancient arts. You must also impact the
weapon with some tradition and mark; such as a rune, a bright tassel,
or a notch for each life it has taken. This weapon counts as magic
for the purposes of hitting enemies immune to normal weapons, but has
no special magical properties. If you can learn 4th
Difficulty moves then you can spend ½ the training cost again, you
can make any weapon you have named have an ego score of 1. This means
laymen cannot use it without fumbling the weapon, as it refuses to
serve lesser warriors. You can only name one weapon a year.
[10]
The Shadow Cuts at Noon
You
can make an extended attack with a spear, rapier, or other mostly
piercing weapon melee weapon. This requires you not to move and
charging your balance. The weapon is thrust forward, but the piercing
energy of the attack is carried forward- piercing through all enemies
in a line in front of the weapon, extending up for a maximum of 25
ft. This ability is more tiring then standard attacks and as such can
only be used a few times before the character will be too tired to
continue using it in a fight. Make a saving throw to avoid fatigue if
you use it more then twice in any combat encounter, or if you use it
too many times once per day.
Difficulty
4
[1]
Hand of the Typhoon
This
move allows for the transfer of force through the medium of water.
The slash of a sword or punch of a fist transfers through water and
can strike your foe at a distance, dealing 1d4 damage of the
appropriate type. By paying ½ the training cost again, you can learn
to do this through all other similar mediums, such as through sheets
and blankets in the Sultan's palace, sand and gravel along a beach,
or long grass in a field.
[2]
Dragon's Blade
By
cultivating an inner fire and practicing lightning-fast movements
with a sword, you may engulf your blade in fire by spending a combat
round waving it around to gather the heat and ignite the metal. The
scorching heat of the blade deals +1d6 fire damage on any successful
hit. Weapons that use this technique that are not magical are singed
and corroded with soot, giving -1 to hit with that weapon until it is
properly cleaned and polished. Magic weapons or weapons made of super
heat-resistant material ignore this effect. The Dragon's Blade lasts
up to an exploration turn and can be used as a makeshift torch. Those
who cultivate this ability use an inner flame, and as such it can
only be used once per day until the spark is rekindled.
[3] The
Hidden Knife
You
can redirect the force of your fists and feet into cutting damage
instead of blunt damage. You can do this to either deal damage to an
enemy immune to slicing damage, or to cut through something
vulnerable to cutting like a rope or vines. This does not change the
damage of your unarmed attacks, just the type of damage it deals.
Additionally, you can use just a single finger as a penetrating or
piercing type damage attack as well, if your game is so specific with
damage types.
[4] Clawing
Tiger
If
an enemy you are facing has AC of 10 or lower, you don't have to roll
to hit, you hit automatically. This applies to standard weapons and
unarmed combat attacks, but not ranged weapons.
[5]
River God's Skin & Scale
Your
body is toughened and hardened by this technique. The training time
for this technique is doubled, as your body must be constantly
subjected to light scratches and wounds as well as beaten and rinsed
with special oils and salts. After the training is over, your skin is
much tougher. You gain +2 maximum hit points and no longer take
damage from caltrops, light needle traps, or being trapped in an iron
maiden. This also means you cannot be poisoned by a blowgun or
similar, as the needle lacks the depth and strength to reach your
bloodstream.
[6]
Death After October
When
you die, your character can instead have their blood and body
instantly freeze with ice, going totally stiff. This prevents any
healing spells or medical attention from being used on them until
they thaw, but also prevents their body from being further ravaged or
rotten or turned into an undead slave by an evil necromancer. Their
body thaws in typical summer weather and if they are placed next to a
fire, but can stay frozen essentially forever if placed in a cold,
damp place. This spell can be used to preserve a corpse for a
resurrection spell, or to protect a vital treasure held close to the
corpse's breast, since nothing they are wearing or carrying can be
taken until they thaw.
[7] Hold
Fast against Death's Specter
You
can project your life energy into a barrier that protects you against
the terrible effects of negative energy. You get +2 to saves vs
death. This power is passive, and is always on as long as you are
capable of fighting. When against ghosts or level-draining undead,
your skin glows a white sheen, and black smoke rises whenever they
touch you and you succeed your saves against them.
[8] Strike
the Hidden Point
By
studying one race's biology, you can learn their secret pressure
points. Whenever you defeat a foe with an unarmed melee strike, or
are attacking an otherwise helpless or near-death victim, you can
choose to instead paralyze them temporarily or deal 1d6 damage to any
stat of your choice from disrupting their bodies own channels. You
have to pay the training cost again each time you want to learn a new
race's biological systems. Some races, such as High Elves, may be too
supernatural or superior biologically for them to have pressure
points you can exploit in the first place.
[9]
Shear-Steel
Anyone
can attempt to break armor or weapons of significantly weaker quality
or material then the type they are using; even a layman without this move can damage
iron weapons with steel, or destroy iron with mithril. This power
lets a warrior channel their own toughness into their blade or armor,
treating it as one level of material strength higher. Wooden weapons
become as tough as iron, iron is as steel, steel is as mithril, and
so on.
[10]
Dream of the Slave
When
you are bound and tied, you may attempt to burst free. Roll a saving
throw, and on a success you can rip apart ropes, leather muzzles and
leashes, and wooden bindings. If your Strength score is at least +3,
you can also do this to iron chains. If you are trapped by magical
shackles or locked in place or in a prison made of magic, you can
also attempt this but instead use your Wisdom score as a limit on how
powerful an enchantment you can break free from.
Difficulty
5
[1]
The Flying Swordsman
This
ability teaches the fighter to be able to balance and hold their
weight on things too weak to do so normally, run across light
surfaces like fabric or water without falling through, and balance on
precarious places. Learning this ability requires at least +2 from
your Dexterity from natural talent, training, or magic items. While
this ability is similar to the ninjitsu Rogues gain through leveling
up, yours is always a bit more brutish and less agile then theirs.
[2]
The Spirit in the Sword
Using
this power, you can evoke a magic weapon's ability at a range to
create a single spell-like effect. Blades with an ice enchantment
could throw out a blast of ice, dealing the damage of the ice
enchantment as a ranged attack. Swords with incredible sharpness
instead could cut something at a distance instead, or do a simple
ranged attack. Magic blasts caused by this power deal the
enchantment/special damage plus the magic value of the weapon, such
as +2 to the damage for a +2 magic sword, etc. Magic weapons with a
more powerful, intelligent spirit are actually manifested as a real
spirit entity, with stats and abilities befitting of what the sword's
spirit is. After using this power, the sword loses its magic
enchantment (but remains as durable) for the rest of the day. Weapons
with intelligent spirits can last for up to 1d4 exploration turns
before disappearing and falling silent for the rest of the day, until
the sword has had time to recuperate.
[3]
The Pit of Death
You
must use a blunt weapon or the blunt end of a specialized weapon to
use this power. When you strike the ground with all your might, you
can create a small crack in the floor, rocky earth, or soft soil to
create a small pit. The pit is filled with spikes, including the
bones of dead animals, cave stalagmites, and bits of buried wood all
pointing up. Anyone pushed into this pit or thrown down there would
take massive damage from the fall and being impaled; equal to 3d10
piercing damage. You can also choose to hit the ground a little less
hard to make the pit just flat instead, which could be used to trap
people or make an impromptu arena for you to fight something 1 on 1.
This power has no daily limit but if abused to dig trenches or
latrines it still tires you out as though you had dug the pit
yourself; it's a powerful martial arts move, not a magic shovel.
[4]
Quivering Palm
This
ability lets you channel the vital energy of a foe into a deadly
weapon. Creatures killed by this move have their blood boil and
explode like a bomb, their eyes pop out, muscles spasm and break
their spine or any number of other of gruesome fates. You can do this
whenever you kill a living creature with an unarmed attack if you so
choose. Additionally, if you hit a foe with low enough hit points
that your attack could
have killed them, but your damage roll was too low, you can instead
strike their pressure points and make them into a ticking time bomb.
They get one final round to act, either to make an attack or blurt
something out, and then their body rips apart in a manner described
above. If they manage to heal enough hit points that your strongest
attack couldn't kill them anymore in their final round, then they get
a save vs death. On a failure, they die anyway. On a success, they
survive but take 2d6 damage in a random stat or lose -1 HD from the
internal damage.
[5] Flawless
Thoughts of Crystal
You
are immune to mind control and mind-effecting powers. You can always
sense illusions, and your roll to disbelieve is an easy saving throw.
If something absolutely has to still mess with your brain, or if you
are hit by a spell or move that is god-like in power, then just
resist 90% of the effect. For example, if you were to see a
Lovecraftian horror that kills you just by seeing it, just take a
maximum of 1d6 damage instead. Additionally, you may tap someone on
the head to give them a bonus saving throw against any mind effecting
ability that is harming them.
[6]
Limitless Breath within your Breast
You
cannot be paralyzed. Any spell or effect that would paralyze you is
ignored, saves automatically succeed against paralysis. If an effect
is so powerful as you cannot resist it, such as a curse by the Gods,
then you are half paralyzed instead. Additionally, this power lets
you break out of being petrified or turned to stone after 1
exploration turn of being trapped- this works even on permanent
changes into stone.
[7] Suffer
thy Sorcery
This
move requires an unarmed attack roll against a target, which must
hit- you deal normal damage. If you already know Speak
no Spells,
then you get +2 to hit with this move. This ability penetrates the
aura of a magic user and disjoints their magical powers; reversing
the effect of their next spell or a current spell and sending it back
to them. Additionally, this move ignores magical shields and barrier
3rd
level and lower in strength. Magic users get the same saves against
their own spell effects, but at -2 if you know Speak
no Spells.
[8]
Power Within
By concentrating and spending your combat round
channeling your energy, you can temporarily enter a state of increased
power. The character's muscles bulge and clothes rip, and subtle
energy collects around their frame. After channeling this power, the
character gains temporary bonuses of +1 HD and treat their level as
one higher. Additionally, they get +2 to hit, damage, AC, saves, and
treat all stat modifiers as +1 higher, and get an extra attack per
round. This state lasts an entire combat, but is very draining and
causes extreme fatigue once it wears off. It cannot be used again
until the character has gained several thousand XP or has had a long
recovery period with ancient remedies.
[9]
Enlightened Master
God Defense
This move is one of the most powerful and rare of the
martial arts moves. Increase training cost by an additional +10% and
requires a very special tutor. Additionally, once this move is
learned you gain +1 AC permanently from this ancient wisdom.
You stand still in absolute concentration, and focus the
perfect flawless defense of the Gods into your stance. No matter what
attack strikes at you, they are blocked, parried, dodged, or absorbed
without taking any damage. This applies to melee attacks, ranged
attacks, direct damage spells, and supernatural attacks such as dragon breath or the
damaging bolts from magic rods- however this protection does not
apply to cursing spells or spells that cause damage indirectly. While using the Enlightened
Master God Defense stance, you are restricted by several factors.
- You cannot advance forwards even a single step. You can only step back, thus ceding ground to the enemy.
- You cannot attack while using this move.
- You cannot use this move while under the effect of a poison or disease strong enough to make you feel sick or feeble.
- Your equipment takes damage; your armor and weapon will start to chip, crack, and break from the strain and absorbing all the damage of the attacks.
If you are struck in combat, you lose the ability to use
the perfect defense move for the rest of that combat- the technique
requires a certain focus and esoteric energy reserves in the body
that take time to replenish. It is said this move is so perfect it
can even block a single attack from a divine weapon, but this
only works once.
[10]
Enlightened Master God Assault
This move is one of the most powerful and rare of the
martial arts moves. Increase training cost by an additional +10% and
requires a very special tutor. Additionally, once this move is
learned you gain +1 to-hit permanently from this ancient wisdom.
You concentrate, then jump at any foe you choose with
supernatural vigor and ferocity. Every attack you hit will strike.
The opponent will always take the hit, and you will always deal the
maximum possible damage that your attack can deal. Next round, you
can attack the same foe again and automatically hit, dealing maximum
damage each and every time. If your character has multiple attacks,
then all of them do the same thing as long as you focus them on your
one opponent.
- You cannot change targets or shift focus. As in; you cannot change weapons, use other fighting moves, drink a potion, etc.
- If an enemy successfully grapples, blocks your path, or restrains you, the effect will end early.
- You cannot use this move if the enemy is a friend or if you do not wish to truly kill them. This is a mostly flavor restriction, and unlikely to come up in actual play.
- If your weapon is broken, you must cease the assault.
Once the assault ends, you cannot perform another this
combat. The Master-God attack requires a sort of mental state that
cannot be reused so quickly after the first one, and relies on
esoteric energy reserves in the body that take time to replenish.
This move is so powerful that no blade art or magic armor could stop
it, with only the exception of a divine level defense. However, this
move can still get one strike in against such a defense, even
where a normal attack would have no chance, but you can only pull it
off once versus a divine defense.
Heck yes I've had these sorts of things in my campaign forever but I've always needed more and better ones
ReplyDeleteAnd these are more and better
Thanks!
Delete