Living Weapons are aptly named. They are less common that tech mages, but not so rare as war mages. This is because most war mages are part of a Kamiza, while the living weapon is a temple unto themselves. They practice the way of the fist, and quest for perfection through combat.
The last nineteen championship teams in the annual Arena tourney have all included at least one living weapon. Living weapons are masters of dealing death, and will not stop coming. Ever.
Living Weapons spend their lives honing their bodies and minds for combat, which generally means the arena, or whatever the next fight that will test them to their very limits.
They are not as tough as a tech mage, nor as versatile as a war mage, but they make up for it in their specialty. Living Weapons are restricted to melee attacks, but you do not want to be the target. That doesn't mean that you're safe at range. The manifest spell allows living weapons to strike well beyond melee range.
The core of what makes them dangerous, though, is their style. Living Weapons are well versed in martial arts, and those styles provide all sorts of unfair advantages.
Mastery
The living weapon gains Melee and Athletics as Masteries.
Martial Arts Style
Each Living Weapon selects, or creates, their own martial arts style. These styles grant fixed bonuses that are available whenever the weapon is in that stance. Shifting stances requires an action. Bonuses only apply to melee attacks.
In addition each style allows the purchase of maneuvers, which function much like spells, but with a more limited combat application. Select one stance from the following, and two maneuvers from the list below. Additional stances can be purchased as path abilities.
Drakkon Stance is balanced and awards the following: +2 accuracy, +2 Damage, +1 Dodge, +1 Brace
Tuat Stance is aggressive and awards: +2 accuracy, +4 Damage
Marid Stance is defensive: +2 Brace, +2 Dodge, +2 Skepticism
Maneuvers
The Living Weapon may select two maneuvers from the following list. Additional maneuvers may be purchased for 3 xp each, and require eight hours of training under the guidance of a master. Note that this guidance can be done remotely through Quantum or missive.
Using a maneuver requires all a characters actions for that round, and maneuvers cannot have their dice pools split.
Strafing Wyrm - The weapon leaps into the air, and unleashes a devastating line of dragon breath. The functions as a bolt spell from any aspect the weapon knows, and can have its magnitude increased as per the spell. All targets within ten meters (5 squares) are struck by a strength + 5 melee attack, plus the bolt spell. The living weapon must spend the pool to cast a single bolt at whatever magnitude they have selected, up to their magic.
Contemptuous Defense - The living weapon makes no attacks, instead punishing their opponents. Each time they are attacked they make a melee attack against the attacker. The living weapon gains +1 dodge, +1 Brace, +1 Skepticism while using this maneuver.
Penetrating Strike - The living weapon may make a standard move action before or after the penetrating strike. Penetrating strike ignores 3 armor per magic the living weapon possesses. If they choose not to move the living weapon may make a second penetrating strike.
Disarm & Disable - The living weapon makes a melee attack against the target's brace. If they succeed, then they strip the target's weapon, and knock them prone. Note that both disarm and disable are separate combat actions that anyone can attempt. The living weapon may make a move action before or after the disarm & disable.
Skirmishing Strike - The living weapon makes a move action, then a standard melee attack, then another move action. This allows them to dart out of cover, beat someone down, and then get clear before other enemies can get a shot off.
Innate Spells
A living weapon may channel their magic directly through their bodies instead of hard casting. Note that unless a character has spellcasting, or innate spells, then they cannot cast without the aid of a spellweapon or similar focus.
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