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*
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Magery 2 and at least five Body
Control spells, including Spasm
|
Ignite Fire
|
None
|
Iron Arm
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DX 11 and Resist Pain
|
Lend Energy
|
Magery 1
|
Lend Language
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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
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None
|
Seek Water
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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.
I really dig this style (and all your other stuff as well!)
ReplyDeleteWhere 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.
It's something I wrote up, I'll post it (maybe tomorrow.)
DeleteCool. Thanks. Curious to see how close to mine it is.
Delete