Advanced School: Heaven's Gaurd

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Return to Minor Clan Schools or Dragon Clan Schools.

Advanced School: Heaven's Guard[edit]

Written by the web-entity known as Kankywompous aka RogueMoon
Requirements:
Rings/Traits: Water 4, Air 4, Void 4
Skills: Battle 5, Kyujutsu 5, Spears 5
Other: Must be Dragonfly Clan; Must have recieved first technique from the Tonbo Shugenja School (Four Winds: Lotus Edition version, not version appearing on this site)

Rank One: The Rainbow's Glory
You gain an Affinity for Air and a Deficency for Earth. Your wings have become stronger. Your flight speed when using your wings is now cut in half by winds of 20mph, and flying is impossible at winds of 30mph or more. Your flight speed is now calculated by your Water Ring, Advantages and Disagvantages do not apply. You add your Air Ring to your TN to Be Hit at all times.

Rank Two: The Cloud's Breath
You gain a Free Raise on all attacks against any target you are at least 10 feet above, so long as you have line of sight to the target. As long as you are using your Crystal Wings, you are immune to all spell effects that restrict your movement, with the exception of gale force winds. You add your Water Ring to your TN to Be Hit at all times.

Rank Three: From the Sky
Your flight speed when using your wings is now cut in half by winds of 35mph and flying is impossible in winds of 50mph or more. With your wings active, as a Full Attack action, you may dive at and attack a single target so long as you have line of sight and a corridor of movement at least 2ft wide by 10ft long and 5ft off the ground immedietly behind the target to get back in the air. You must start at least 30 feet above the target, and will automaticly end 10 feet away (thus the required corridor). Attacking in this manner grants you two free raises to attack, in addition to the free raises from the Full Attack. You do not gain the raise from "The Cloud's Breath", as your attack will not be from at least 10 feet above. Anyone targeting you for an attack this round adds +15 to their TN as you are moving (falling) too fast to be targeted accurately. You must spend the round following this attack rising back into the air and cannot declare Full Defense or Full Attack.

Alternately, you may choose to kamikaze attack a single target in the same manner, foregoing the neccisary corridor of movement behind the target. Attacking in this manner grants you the same attack bonuses, plus two free raises that may only be used to increase damage. However, since you are not intending to pull up at the last minute, you take 2x the normal falling damage when you hit the ground. Should you fail your Attack roll: If your target is a person or thing that can fight back and hasn't taken his action this round, he may choose to take a number of dice in damage equal to half your strength rounded down in order to gain an attack against you that automatticly hits. This attack can only benefit from free raises. Otherwise, you slam into the ground next to him and (assuming you're still alive) if he wants to attack you, he must attack as normal. This option is mostly so the opponent can attempt to claim the kill. This counts as the targets action for the round.