Thursday, February 11, 2016

Magical Style: Seven Staffs of Death

Here's a school I wrote up as a rival for one of the martial styles in Martial Arts.  Death Fist strikes me as a style that could use a Magical Styles writeup, but as it predates the Thaumatology book it's listed as a Martial Style.  This one is a hybrid, so I figure it gets the benefits and drawbacks of both a martial and magical style.

Seven Staffs of Death

13 points

Style Prerequisites: Magery 2.

The Seven Staffs of Death is the great rival school of Death Fist, and was founded centuries ago by a former Death Fist student who had been shamed, shorn, and expelled from their secret fortress.  Seven Staffs of Death is a practical and brutal style that combines the martial and magical arts to great effect.  The (unnamed) founder traveled the world studying different forms of stick-fighting and rounding out his spell selection until he was personally satisfied that he had developed the ultimate mage’s fighting style.

Its practitioners have a very distinct mode of dress, wearing long, flowing, colorful robes.  All students shave their hair and beards and wear tattoos over much of their head, in memory of their founder. Martial skill is as prized as magical skill in this style, so students taken are usually fit, strong, and nimble. Those with general Magery are preferred to those with One-College or Aspected versions.

Seven Staffs assumes that a student will be fighting armed and armored opponents in a battle situation.  Defensive Attacks, Feints, and Deceptive Attacks form the basis of attack, to maximize the stylist’s defenses and sneak past a target’s guard to deliver a light blow of surprising deadliness.  Mundane attacks include Disarming and Sweep attacks to disable an opponent without spending precious Mana.

A practitioner is a full-fledged master of the school and able to take on his own students when his teacher grants him his first staff.  There are no formal ranks, belt systems, or structure, but the masters of the school do feel a certain obligation to one another.

Required Skills: Judo, Karate, Meditation, Staff.
Required Spells: Deathtouch, Itch, Resist Pain, Pain, Paralyze Limb, Spasm, Strike Numb, and Wither Limb.
Techniques: Arm Lock (Staff); Armed Grapple (Staff); Back Strike (Staff); Choke Hold (Staff); Disarming (Staff); Feint (Staff); Sweep (Staff); Targeted Attack (Staff Swing/Arm); Targeted Attack (Staff Swing/Foot); Targeted Attack (Staff Swing/Hand); Targeted Attack (Staff Swing/Skull); Targeted Attack (Staff Swing/Leg).
Magic Perks: Blood Magic; Brute-Force Spell; Cast and Strike (Any); Flexible Ritual (Any); Huge Subjects (Any); Intimidating Curses; Melee Spell Mastery (Any); Mighty Spell (Deathtouch); Named Possession (Staff); Power Casting 1 (Deathtouch); Secret Spell (Heart Attack); Spell Hardiness (Deathtouch); Staff Bond.
Secret Spells: Heart Attack.
Perks: Grip Mastery (Staff); Weapon Bond.
Cinematic Skills: Blind Fighting; Power Blow; Pressure Points; Push.
Cinematic Techniques: Dual-Weapon Defense (Staff); Pressure-Point Strike (Staff); Timed Defense (Staff).

Optional Traits

Advantages: Combat Reflexes; Enhanced Parry (Staff); Fit or Very Fit; High Pain Threshold; Recover Energy.
Disadvantages: Compulsive Wandering; Disciplines of Faith (Meditation); Overconfidence; Vow (Own no more than I can carry).
Skills: Polearm; Spear; Staff Art.

Spell List

Spell
Prerequisites
Agonize
Magery 2 and Sensitize
Armor
Shield
Beast Speech
Beast Summoning
Beast Summoning
Beast-Soother
Beast-Soother
None
Borrow Language
Lend Language
Clumsiness
Spasm
Cook
Test Food and Create Fire
Counterspell
Magery 1
Deflect Missile
Apportation
Detect Magic
None
Enchant
Magery 2 and 10 spells of the Seven Staffs of Death
Fool’s Banquet
Magery 1, Cook, and Foolishness
Foolishness
IQ 12
Frailty
Lend Energy
Fumble
Clumsiness
Gift of Tongues
Borrow Language plus 3 Spoken Languages at Accented
Grace
Clumsiness
Great Haste
Magery 1, IQ 11, and Haste
Great Ward
Magery 2 and Ward
Haste
None
Heart Attack*
Magery 2 and at least five Body Control spells, including Spasm
Ignite Fire
None
Iron Arm
DX  11 and Resist Pain
Lend Energy
Magery 1
Lend Language
Beast Speech or 3 Communication & Empathy
Light
None
Might
Lend Energy
Missile Shield
Deflect Missile, Shield
Monk’s Banquet
Fool's Banquet and Resist Pain
Powerstone
Enchant
Purify Air
None
Quick March
Magery 1 and Haste
Reflect
Ward
Seek Animal
IQ 12+, Perception 13+, Magery 1, and Beast Summoning
Seek Earth
None
Seek Water
None
Seeker
Magery 1, IQ 12, and 2 Seek Spells
Sense  Foes
None
Sensitize
Magery 1 and Stun
Shield
Magery 2
Staff
Enchant
Stop Spasm
Spasm or Lend Vitality
Stun
Pain
Tanglefoot
Clumsiness
Test Food
None
Vigor
Lend Vitality or Frailty
Ward
Magery 1
Weakness
None

New Perks

Cast and Strike (Spell)
1 point

You may cast a Melee spell that takes you  no more than one second of Concentration in the same motion as you attack.  This counts as a Rapid Strike; both the spell and the attack are at -6.  You may spend FP in a Flurry of Blows to halve the penalty. Note that this is physical exertion, not an expenditure of magic so it can't come from a Powerstone.  Either of Trained by a Master or Weapon Master halve the attack penalty; Trained by an Archmage halves the spellcasting penalty.

3 comments:

  1. I really dig this style (and all your other stuff as well!)
    Where is the Trained by an Archmage from? I have something similar that I use in my game but I'm curious about what you are using.

    ReplyDelete
    Replies
    1. It's something I wrote up, I'll post it (maybe tomorrow.)

      Delete
    2. Cool. Thanks. Curious to see how close to mine it is.

      Delete