Nomad
Sep 9 2004, 11:49 PM
This is an idea I've been kicking around for a while now. I came up with it after re-reading the Elves Handbook for D&D 2nd Ed. I decided to re-create the Elven Bladesinger in the Shadowrun setting, with far more limitations than the original archetype (which was far too broken). This concept is limited to adepts following the Path of the Magician (doesn't have to be elves) and uses a suggestion given by Steve Kenson on his website in which ally spirits can be summoned into objects other than a homunculus using the inhabitation power. All adept powers are geased using the talisman geas with the sword as the talisman. If anyone can give me a suggestion for the name of the martial arts style, I'd love one. I'd also like to hear any feedback on the idea.
The Society of the Blade
Type: Dedicated
Members: 20
Resources/Dues: High. Members pay no set dues but are expected to tithe
10% of their income to the Society. They maintain their Headquarters at [fill in] where they have a Rating 12 Hermetic Library in all areas as well as an Enchanting and Edged Weapons Shop. They also have sufficient basic housing for each member.
Customs: The Society of the Blade has foresworn all modes of combat except for the use of the sword, the body and magic. While they may seem antiquated in the martial realm, they are quite comfortable with almost all other aspects of modern life. Their primary goal is to defend the mundane world against magical threats. While not a requirement, most of the members also adopt a neo-chivalrous philosophy of fair combat and protecting the innocent. First Initiation must be Oath and includes the summoning of an ally spirit into their sword (using the gained magic point).
[Need Name of Style]
[] is a martial arts style emphasizing the use of the blade over all other forms of combat, while it can also be used for unarmed combat. It emphasizes speed over strength, giving the practitioner an almost dance-like grace when wielding a sword.
Advantages: Instead of choosing an [] maneuver, the character can choose to use an already learned [] maneuver when using the Edged Weapons (Sword) skill.
Disadvantages: The practitioner must take Edged Weapons (Sword) as the first maneuver to reflect the primacy of the sword in []. The practitioner also suffers a -1 die in enclosed spaces.
Maneuvers: Blind Fighting, Evasion, Focus Strength, Focus Will, Full Offense, Herding, Kick Attack, Whirling.
Kanada Ten
Sep 10 2004, 12:06 AM
Budoyarou - Bastard Style.
Shev
Sep 10 2004, 06:35 AM
Me likey!
However, you might want to include adepts in there somewhere. After all, close combat is kinda their thing. Maybe the group slpits into pairs, one mage and one adept?
Lindt
Sep 10 2004, 03:37 PM
Sounds fun. Make Oath a stricture to get into the group, it makes more sense. As a comment, why not require the ally sprit summon at first initation, and require that one of its forms 'be' a sword. For added fun,sprit force = force wepon foci. If only because a force 3 ally sprit is a truck load of karma. Might want this balance with a restiriction on what the sprit can do?
Consider changeing the enclosed spaces thing to -2 dice to deal stun (or something along this line. A short sword is fun and easy to use in a tight space.
Nomad
Sep 10 2004, 04:20 PM
QUOTE (Lindt @ Sep 10 2004, 10:37 AM) |
Sounds fun. Make Oath a stricture to get into the group, it makes more sense. As a comment, why not require the ally sprit summon at first initation, and require that one of its forms 'be' a sword. For added fun,sprit force = force wepon foci. If only because a force 3 ally sprit is a truck load of karma. Might want this balance with a restiriction on what the sprit can do?
Consider changeing the enclosed spaces thing to -2 dice to deal stun (or something along this line. A short sword is fun and easy to use in a tight space. |
The reason for the summoning into the sword is because the character really should use the same blade from the beginning. This allows for a the use of signature weapon rules. It also serves to further limit the character. They are so focused on their blades that they use really nothing outside them, even for the ally spirit. In this case, the blade truly does become an almost living entity.
As for the enclosed spaces, I initially envisioned the group using similar swords, and wanted a style to reflect problems using something of a long-sword length. But I'll consider your suggestion. I would need another disadvantage.
snowRaven
Sep 10 2004, 06:23 PM
The martial art needs a ninth maneuver - I'd suggest Zoning.
-3 dice for Subduing combat is enough as a disadvantage (mirroring Pentjak-Silat and Wildcat). You should give them some additional advantage, though. Maybe an extra die when using Zoning and/or Herding?
Not sure what you mean by picking Edged Weapons(Sword) as the first manuever... Care to explain that further? If you mean that they learn maneuvers for their Edged Weapons skill first I'd count that as an advantage instead...
I like the idea, though.
One way to include adepts would be to have the group (or the group's avatar maybe) have access to a special ritual that allows 'summoning' of an ally spirit by a metaplanar quest (the avatar uses the Astral Gateway power to send those unable to project onto the metaplane).
In the metaplanes the questor has to battle himself to prove worthy of having received the sword, and then he has to overcome the spirit to 'make' it enter the blade (maybe using Subduing combat, which they loose dice for?). The quest replaces the Conjuring roll.
Make it part of the second initiation, requiring the Familiar ordeal, or forego the Oath (that way, the avatar sends all initiates on the quest).
Also, you need to specify a Force of the swords, alternatively give the group access to some metamagical technique that lets them increase the Force of an existing focus. (Even in sword form, using Kenson's rules, the swords need to be homunculus foci)
Using a version of the Aid Power ally spirit power called Aid Combat(adds to skill) would be interesting too - or maybe allow them to have both? If so I'd charge 5 Karma (at least) for the Aid Combat power.
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