Weapon Masters

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Summary

Weapons Masters, as their name suggests, are all about Weapon Mastery and the usage of Weapons for Deadly Techniques and precision.

High Level Weapons Masters learn to not only use their favorite weapon, but multiple weapons and styles to form an effective and flexible fighting style that can become appropriate for any encounter.

History

The Weapon Masters are the ultimate in Wanderer combatants, and whenever a Wanderer city needs guards to help keep the city safe from Pirates and Ninjas, the Weapon Masters are usually the first on the job.

The history of the Weapon Masters is as old as the Wanderers themselves. When the Wanderers split off from the Pirates and the Ninjas they sought a new way of life. They brought their combat expertise over from both sides and applied it to making sure the Pirates and Ninjas would respect their way of life.

Eventually, as the Pirates and Ninjas learned to leave the Wanderers alone, the other Wanderer factions began to emerge to provide goods and services to the city. This lead to the Wanderers eventually managing to culturally integrate themselves into Pirate and Ninjas societies alike.

However, the Weapon Masters did not disappear. They still exist and in large numbers. Just like their other Wanderers brethren, they have also melded decently into Pirate and Ninja society. Their techniques have been sought by both sides for their power and both sides hire them as mercenaries and teachers. Some even say that the Hitinja flat out ripped off a number of the Weapon Masters' skills. The Hintinja would never admit this though.

Nowadays, the majority of Weapon Masters are Wanderer kids that got tired of a peaceful life and sought adventure. This is not true of all Weapon Masters though. Polite Weapon Master society is currently split between two warring factions, The Sword and The Shield.

The Sword is a guild of Weapon Master mercenaries for hire that enjoy the thrills of war and wish to see the current conflict between Pirates and Ninjas continue.

The Shield, conversely, is a society of peaceful Weapon Masters that wish to see the war end and have been working behind the scenes to continually ease peaceful relations between the Pirates and Ninjas.

The Sword and The Shield are constantly in conflict with each other and while they don't actively fight in the streets, it's safe to say that a Weapon Master belonging to either would be careful to watch his back, lest it have a sword through it.

The Sword is led a man known only as The Dragon. The Shield is led by a peaceful man known as The Unstoppable Spirit. Not much is known about these mysterious men or the company they keep, but it is known that they have fought before. No one knows how these fights have ended, but should one ever seal permanent victory over the other, it would drastically change the face of the world.


Attribute Scores

Weapon Masters use a lot of attack abilities that require a good precision to ensure a hit. However, Weapon Masters also have a number of abilities that use their body score. Both of these are valuable.

Abilities

Level 1

The Master's Signature
Wanderer 1
Cost: Passive
The Weapon Master knows the handling of his weapon in and out. A well-trained master can even carve his or her initials into the clothes of his opponent without them noticing. The Weapon Master with this ability gains a +2 to checks to use his or her weapon for small flourishes or stunts with his or her weapons.


Zen Archer
Wanderer 1
Cost: Passive
While it's less common, some Weapon Masters do choose to master the art of the bow. There's a certain grace and speed about it that strikes fear in the hearts of many. With this ability, any ability that uses a gun or thrown weapon can be done with a bow.


Steadfast and Never Moving
Wanderer 1
Cost: Passive
The Weapon Masters frequently have to face down terrors that would make other men quake. Whenever a Weapon Master fails a Will check to avoid being intimidated or frightened, his physical state will not show it. His voice will still stutter if he chooses to talk, and the Weapon Master may still choose to run in fear, but he will do so with grace, dignity, and a steady hand.


How do you carry all of those?
Wanderer 1
Cost: Passive
The question most asked of Weapons Masters with a lot of weapons on hand. The Weapon Master with this ability has a +2 to body checks for the sake of carrying weapons without dropping them or slowing down.


Level 2

Legendary Status
Wanderer 2
Cost: Passive
Weapons Masters are known far and wide for their great deeds and skill. A Weapon Master with this skill has earned their reputation and gains a +2 on Will to use their notoriety to get others to notice them. Furthermore, whenever said Weapon Master is in combat with a monster, the monster will sense their true nature and attack. Unless there is a more obvious target to the monster, the monster will always attack the Weapon Master first. Weapon Masters with this ability and Just a Guy can voluntarily switch between Legendary Status and Just a Guy, but must have one on at all times, and can't negate the penalties (ie. No using Just a Guy to not get attacked, but using Legendary Status for everyone to recognize you while you fight).


Eye for Quality
Wanderer 2
Cost: Passive
Weapon Masters know weapons in and out. They can spot quality from a distance, and they can even see a weapon's true potential. The Weapon Master with this skill can tell if a weapon is indestructible quality just by a glance. Furthermore, he or she can instantly tell if a weapon has any powers, abilities, or curses locked inside of it just by looking at it.


Absolute Precision Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master a +1 to all to hit rolls and a -1 to all dodges for the round as long as the Weapon Master is using a Weapon. Only one stance may be used a turn.


Cautious Parry Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master a +1 to all dodge rolls and a -1 to all to hit rolls for the round as long as the Weapon Master is using a Weapon. Only one stance may be used a turn.


Steadfast Bull Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master a -1 to all dodge and to hit rolls for the round, but gives a +2 to all rolls to resist body and will effects as he stands his ground. Requires Weapon Master to be wielding a Weapon. Only one stance may be used a turn.


Reckless Assault Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master +5 to the damage to weapon attacks for that round but also gives a -2 dodges for the turn as long as the Weapon Master is using a Weapon and the Weapon Master attacks. Only one stance may be used a turn.


Overwhelming Power Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master a +5 to the damage of his weapon attacks for the round but also gives a -2 to hit for his attacks during that turn as long as the Weapon Master is using a Weapon and the Weapon Master attacks. Only one stance may be used a turn.


Cautious Turtle Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master a -5 to the damage on his attacks for the round, but gives a +2 to dodge as long as the Weapon Master is using a Weapon and the Weapon Master attacks. Only one stance may be used a turn.


Graceful Strike Stance
Wanderer 2
Cost: 1
Weapon Masters know a variety of stances to alter their combat tactics in subtle ways. By paying the cost and switching into this stance at the beginning of a combat round, the Weapon Master changes their own capabilities to meet the fight ahead. This stance gives the Weapon Master a -5 to the damage on his attacks for the round, but gives a +2 to hit for all attacks in the round as long as the Weapon Master is using a Weapon and the Weapon Master attacks. Only one stance may be used a turn.


Never Unarmed
Wanderer 2
Cost: Passive
The smart Weapon Master is never without back-up weapons or a weapon in hand. The Weapon Master that has this technique can switch between individual weapons on their person or within reach without any kind of action or movement required. This means that unless all of the Weapon Master's weapons are stolen, broken, or lost, then the Weapon Master is never truly unarmed. This also means that the Weapon Master can switch weapons in mid-action seamlessly for any benefit this might give.

Level 3

Fists Don't Cut
Wanderer 3
Cost: 3
The name of this technique is a reminder that no matter how talented a warrior is without a weapon, a weapon will inevitably do more damage in the right hands. Weapon Masters know how to make their strikes count. When a Weapon Master uses this ability to augment a weapon attack, that attack does 5 more damage.


Flying Beam Slice
Wanderer 3
Cost: 5
Weapon Masters are one with their weapons. Since the vast majority of Weapon Masters prefer melee weapons, many of them have learned how to channel their life force into a powerful projectile slash. When a Weapon Master uses this technique, they let out a projectile, beam, or slash of light from their weapon that has 10 range and does 15 damage.


Shockwave Slam
Wanderer 3
Cost: Passive
Some Weapon Masters have an inhuman power about them that can knock the wind out of their opponents. Anytime a Weapon Master knocks off at least a quarter of a target's maximum life (round up) in one hit, the Weapon Master can choose to knock said target back a number of squares away from the original attack equal to the Weapon Master's body score.


Shockwave Launcher
Wanderer 3
Cost: Passive
Some Weapon Master have the power to use their massive strength to know only knock their opponents back, but in the air as well. The Weapon Master with this ability can choose to knock a target a number of squares vertically in the air equal to the Weapon Master's body score when the target takes more than a quarter of their maximum life in one hit.


Ground Quake
Wanderer 3
Cost: 8
The Weapon Master can channel their powerful strikes at the ground. Whenever a Weapon Master uses this attack, he slams his weapon into the ground and gives everyone a frightening quake. Roll an opposed body check against the body score against everyone within 4 squares of the attack's agility. This does not effect people that are not on the ground. If they fail, they take 10 damage and fall down. They must spend a move action to get back up.


Soul Saber
Wanderer 3
Cost: 1 Awesome Point
The Weapon Master himself is a weapon of great power, and from within his own soul, he can summon a weapon of great power to crush his foes. When the Weapon Master uses this ability, he summons a weapon made of pure energy that cannot be stolen or broken. This weapon otherwise has no unusual powers or ability and meets the basic requirements of the weapon it imitates.


Weapon of Choice
Wanderer 3
Cost: 3
Some Weapon Masters have one specific weapon that they've trained forever with. This Weapon is special, and the Weapon Master has a bond with it. As such, the character knows the ins and outs of this weapon and puts it to excellent use. The Weapon Master can use this ability to gain a +1 on a dodge or to hit roll. This ability must be activated for every attack. If said weapon is lost or broken, the character must trained with another weapon for a month before gaining back the benefits of this ability.


Once Cut, Never Shy
Wanderer 3
Cost: Passive
Weapon Masters know pain. Every Weapon Master's suffered a lethal wound at some point. Some Weapon Masters come back from it stronger and harder to kill. The Weapon Master picks a category of weapons (such as swords, clubs, arrows, etc.) and gains a permenant +3 Damage Reduction from any attacks made with this category of weapons.


Incredibly Awkward Weapon Stance
Wanderer 3
Cost: Passive
The Weapon Master has learned to hold his weapons in unusual stance and poses. Whether it be his mouth or an the fold of an elbow, everything is a potential way to hold his weapon. This ability comes with three advantages. The first is that this allows the Weapon Master to hold his weapon in any way that is still physically possible. In cases where the Weapon Master is crippled or restricted in movement, this can mean the difference between using an attack and not being able to. Secondly, the Weapon Master can hold a number of Weapons equal to half his agility (rounded up) + 2 at a time. Finally, whenever anyone misses the Weapon Master with a melee attack, they take 1 damage as they're grazed by one of the Weapon Master's more unusually placed weapons. However, if the Weapon Master ever rolls a natural roll of a 2 on an attack roll, he also takes 1 damage as he pokes himself with one of his weapons by accident. The damage from this grazing is not an attack as such cannot be buffed by abilities to enhance damage.


Return to Me, My Loyal Steel!
Wanderer 3
Cost: 10
Weapon Masters know how to trick their foes with their weapon attacks. Whether it's by curving the weapon or a hidden string, the Weapon master can make their weapons return to them. When a Weapon Master uses this thrown weapon attack with 6 range, roll precision to hit. If it hits, nothing special happens and the attack does 15 damage. However, if the attack misses, it comes back the next turn with the same bonuses as the previous turn and attacks the target again if he or she is still in range. At this point, the target takes a -1 on their dodge against the attack. This second attack is automatic and does not take life cost for the second attack or an attack action.


Level 4

Dance of the Twin Blades
Wanderer 4
Cost: 5
Charreographers aren't the only ones that know how to dance. The Weapon Master knows the grace and fluid motions of combat all too well. The Weapon Master with this ability pulls out 2 weapons and gives a rapid fire flurry of spinning attacks that tear the foe apart. When a Weapon Master lands with this attack, the Weapon Master can choose to immediately attack again with the same attack at a -1 to hit. After each successful hit, the Weapon Master can attack again at a cumulative -1 for each new attack. If any attack misses, the chain ends. Each attack does 10 damage.


Desperate Struggle
Wanderer 4
Cost: 10
The Weapon Master often finds herself in a desperate situation that calls for all of the Weapon Master's focus. Thankfully, the Weapon Master is best at the end of the fight. Whenever a Weapon Master is below a quarter of her maximum life total, the Weapon Master may use this weapon melee attack and summon all of her reserves to deal 30 damage.


Heart-Crushing Bludgeon
Wanderer 4
Cost: 15
The Weapon Masters needed a way to cripple their foes with their powerful strikes. So, they mastered this techniques. This basic melee attack does 20 damage as the weapon master hits the foe with a blunt weapon or the blunt side of their weapon, but if the Weapon Master has a higher body score than the target, this attack inflicts a -1 to the target's body score as it crushes their physical form with the force of the blow.


Naginata Whirlwind
Wanderer 4
Cost: 15
Sometimes, a Weapon Master just needs as much reach as possible. This technique allows a Weapon Master to extend her reach to its limit. The Weapon Master unleashes a rapid and devastating swing of her weapon to strike down multiple foes at once. This melee AOE hits all enemies within 3 squares of the user for 20 damage.


Shuriken Eclipse
Wanderer 4
Cost: 12
A weapon attack for Masters of thrown weapons. This attack is named because of its fabled ability to block out the sun to those that are unlucky enough to be targeted by it. The Weapon Master jumps in the air and unleashes a seemingly endless barrage of thrown weapons. This attack has a range of 10 squares and does 30 damage. This attack does have the problem of completely disarming the Weapon master of all their thrown weapons. The Weapon Master will need to go to the effected square and spend a turn in it picking up the weapons before this attack or any other thrown weapon attack can be used again.


Falling Sky Drop
Wanderer 4
Cost: 15
Gravity is your friend. The Weapon Master has learned to use momentum and gravity to their advantage. When the Weapon Master uses this aerial weapon technique, she launches herself skyward into the air with a jump action and comes crashing down for 25 damage + 1 damage per vertical square she fell from (capped at 25 squares). If this attack misses, the Weapon Master takes damage equal to the number of squares she fell and must spend a turn removing her weapon from the ground. If the vertical drop is longer than the Weapon Master can move in a turn, this attack will take multiple turns.


Level 5

Gather the Forces
Wanderer 5
Cost: 1 Awesome Point and 20 Life
The Weapon Masters are not all loners. They can also be great generals that lead troops into battle. The Weapon Master with this ability calls all of his allies together for a powerful charge. When the Weapon Master uses this attack equivalent action, all of his named allies gain +5 damage on their attacks every round until the end of battle.


Unstoppable Spirit
Wanderer 5
Cost: 1 Awesome Point
The Weapon Master's attacks are so powerful and potent that they can actually hit multiple targets in one powerful swipe of the sword. Whenever a weapon attack finishes an opponent, the Weapon Master with this ability can immediately spend 1 awesome point and the cost of the original attack to take 1 step and attack another target. If the Weapon Master takes out another target, they may keep using this ability so long as they have awesome points to spare.


Endless Bloodlust
Wanderer 5
Cost: Passive
Not all Weapon Masters are calm and collected. Some fight to satiate a deep and bottomless bloodlust that would otherwise drive them mad. The sight of blood in battle drives the Weapon Master into a frenzy. For every target the Weapon Master takes down in a combat, the Weapon Master gains a +2 damage to weapon attacks. This bonus caps at +10 damage after 5 targets taken down.


Fight Like a Demon
Wanderer 5
Cost: 5 Life per 5 damage
The Weapon's Master does whatever must be done to take down powerful foes. Sometimes, the only option is to fight like a demon and finish the fight in one strike. When a Weapon Master uses this ability to augment a weapon attack's damage, the Weapon Master's next weapon attack does 5 extra damage for every 5 damage the Weapon Master chooses to take. This damage is capped at half of the Weapon Master's maximum life total.


Even God Will Be Cut
Wanderer 5
Cost: 25
The Weapon Master is a master of overcoming overwhelming odds as well. When the impossible looms in front of the Weapon Master, the only option is to push on through with conviction and dedication. This melee weapon attack normally does 30 damage. However, if the opponent is at least 20 character points (before flaws) more experienced that the Weapon Master or the Weapon Master is fighting alone/the last member of their party standing, add 10 damage to the attack for 50 damage total for fighting a more experienced foe while alone. If both conditions are met, and the opponent also has over 60 more character points than the character, this attack does 75 damage instead. If all those conditions are met and the character has more than double the Weapon Master's character points (before flaws), then this attack does 100 damage. For Monsters treat Boss Tier monsters (or reasonably powerful Encounter tier monsters) as 20 character points higher unless the monster is obviously significantly more powerful, then the attack does 75 damage. One of a kind monsters like the Kraken take 100 damage attack.


The Dragon Emerges
Wanderer 5
Cost: 3 Awesome Points
The Weapon Master can call forth great power, but it comes at great cost. Forcing the body to cause more damage also means it becomes more prone to damage itself. When this buff is activated, all weapon attacks made by the weapon master do 15 more damage until the end of battle. However, the Weapon Master himself also takes 10 more damage from any attack in the process.