The Black Arrow School
Allies: The Church of Belam (God of Thieves).
The Black Arrow School was founded by former
apprentices of the Mage Zumzack, who had taken over the course of his long life
a series of seven apprentices. These
founders met for the first time at his funeral, held in 726 after Zumzack’s
death at the astonishing age of 107.
They formalized the style and its teachings at a series of meetings
arranged following the funeral.
The Black Arrow is an informal school, taught in
a traditional master-apprentice relationship.
There are two ranks, Student and Master. A master of Black Arrow only
has one apprentice at a time, and will not teach another until the current
student has passed whatever tests the master devises. A student automatically becomes a Master when
he passes his master’s tests, and is then permitted to take on students of his
own. The tests can be quite difficult to
pass. This mirrors Zumzack’s teaching style, which was learned from his masters
Grimzack the Green and Etrius the Blue.
The Black Arrow School is not a formal member of
the Brotherhood, and as such often lacks official sanction. Stylists traditionally have good
relationships with the Church of Belam, since Zumzack was his Champion for a
time. They aren’t required to worship
him, but most will drop a coin or two at his shrines. This can lead to suspicion in those places
where Belam’s worship is illegal or discouraged.
There is a literal Black Arrow, an artifact the
school is named for. It’s normally held by the school’s most prestigious
Master. It has never been controlled since Zumzack’s death. School traditions hold the arrow will only
fire in the hands of its true, awaited master.
Black Arrow of Zumzack 13 points
Style Prerequisites:
Magery 2.
Black Arrow requires a considerable degree of
talent, as most of its masters lack the patience needed to raise a student to
the necessary degree of Magery before teaching the spells. Thus, the normal student is either born with
Magery 2 or has acquired it on his own before learning the style.
This is primarily a combat style. Zumzack was an adventurer, and many of his
heirs have followed the same profession. Thus, many skills useful to the adventurer’s
life can also be picked up by a student of the school.
Required
Skills: Aerobatics; Body Sense; Flight; Innate Attack (Projectile);
Teaching; Thaumatology.
Required
Spells: Apportation; Flight (VH); Levitation; Poltergeist; Slow Fall; Winged
Knife.
Perks:
Enhanced Spell (Guided Winged Knife); Enhanced Spell (Increased Range Winged
Knife); Fast Casting (Any); Gate Experience; Kill Switch (Any); Mighty Spell
(Winged Knife); Missile Spell Mastery (Winged Knife); Reduced Footprint (Any).
Optional Traits
Attributes:
Improved DX and HT.
Secondary
Characteristic Modifiers: Improved FP.
Advantages:
Combat Reflexes; Fit or Very Fit; High Pain Threshold; Night Vision.
Disadvantages:
Impulsiveness; Overconfidence; Reputation (Belam cultist).
Skills: Gesture,
Pickpocket; Shortsword; Smallsword; Stealth, Two-Handed Sword.
Spell List
For the most part, the Black Arrow School follows the
standard prerequisite list. There are
some minor changes, listed below. The
style is very martial in focus, so there is a selection of excellent defensive
spells and a few offensive ones.
Spell
|
Prerequisites
|
Apportation
|
Magery 1
|
Armor
|
Shield
|
Blink
|
Teleport
|
Clumsiness
|
Spasm
|
Conceal Magic
|
Magery 1, Detect Magic
|
Counterspell
|
Magery 1
|
Deflect Missile
|
Apportation
|
Detect Magic
|
None
|
Flight
|
Magery 2, Levitation
|
Frailty
|
Lend Energy
|
Glue
|
Haste
|
Grace
|
Clumsiness
|
Grease
|
Haste
|
Great Haste
|
IQ 11, Magery 1, and Haste
|
Haste
|
None
|
Hawk Flight
|
Flight
|
Hinder
|
Haste or Clumsiness
|
Iron Arm
|
DX 11 and Resist Pain
|
Lend Energy
|
Magery 1
|
Levitation
|
Apportation
|
Lighten Burden
|
Apportation
|
Might
|
Lend Energy
|
Missile Shield
|
Deflect Missile and Shield
|
Pain
|
Spasm
|
Poltergeist
|
Apportation
|
Reflexes
|
Grace and Haste
|
Resist Pain
|
Magery 2 and Pain
|
Rooted Feet
|
Hinder
|
Share Energy
|
Lend Energy
|
Shield
|
Magery 2
|
Slow Fall
|
Apportation
|
Spasm
|
Itch
|
Stun
|
Pain
|
Teleport†
|
Hawk Flight
|
Trace Teleport
|
Teleport
|
Vigor
|
Frailty
|
Wallwalker
|
Apportation
|
Ward
|
Magery 1
|
Weakness
|
None
|
Winged Knife
|
Poltergeist
|
Notes
If the prerequisites seem a bit off, I've made some changes to the standard list in my houserules so they're consistent with that. The Hawk Flight path for Teleport isn't really in there any more, but that's the path Zumzack used for it so it still exists for his heirs.
This is a school inspired by an ex-PC. The real story here is I screwed up when I wrote it: the character Zumzack actually had an artifact-level arrow, but it was "The BRONZE Arrow", inspired by the Bronze Arrow of Law from the Elric books, not the Black Arrow. That ended up working out: Steve (his player) reminded me Zumzack was a Trickster, so it would make sense for him to leave his students a no-mana arrow and say "Only a true master can magic this!" He probably died laughing.
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