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The Way of the Dancing Knife is school of fighting that specializes in the use of dagger, knives and defensive fighting. Members of this guild do not fight with weapons larger than a dagger or knife. While this may seem a tremendous limitation, Dancing Knife members become deadly with their specialization in these weapons. They do not wear heavy armor and are limited to either leather or the mesh armor that is popular with acrobats, nor do they use a shield once they have achieved rank 4.
Members of the Guild are true to the Way. Once a member you are always a member and must remain in the Way of the Dancing Knife until death. You are also expected to donate 25% of your wealth, both in terms of coin and magical items to the Guild, failure to do so will result in your black listing and being hunted by Guild members. The Guild rewards you for such loyalty and generosity by offering you free room & board and free training. Members may also present missions to the Guild to be voted upon in a general sessions. General Sessions can determine if the Guild will become involved in the affairs of members and offer assistance to threatened members.
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The Dancing Knife: Members of the Way are taught a special form of fighting that involves bobbing and weaving that makes the person more difficult to hit. Members of the Way add 6% per rank to their defense as long as they are armed with at least one dagger and have three open hexes adjacent to them, if there are not three open hexes the dance is somewhat impaired and provides only 3% per rank. They add 2% to their base chance to strike with the dagger or knife, and add 1 on to the damage at ranks 3, 6, and 9.
Rank 2: +1 IV with dagger or knife, may throw two dagger or knives at once with no penalties.
Rank 3: The art of tumbling: Members may choose to perform a forward tumble that ends with a normal attack. A practitioner of the Way may tumble full TMR forward if they roll under 3 x AG + 6% per rank. If successful they add 10% to the base chance and +2 to damage. A member may also perform a withdrawing tumble that allows them to tumble backwards the distance of their TMR by rolling 3 X AG +3% per rank They may not attack but may parry attacks made against them if their opponent misses by 30 or more. Defensive tumbling adds 15% to the defense of the member for that pulse. If the roll to tumble fails the practitioner only moves ½ of the intended TMR and receives no benefits to attack to defense.
Rank 4: Quick draw, Member may draw and use a dagger in the same pulse. Extra attack with dagger or knife.
Rank 5: Member needs only one open hex around them to perform the dance and he or she may throw a dagger or knife in any direction without penalty. Discern weakness: Members of the Way may discern the weakness of an opponent’s armor and attack at -20% to hit but the opponent’s armor only absorbs half of what it normally does because of the exploited weakness. This ability may be used in conjunction with normal attacks, throwing or barrage of blades.
Rank 6: Multiple throw: Member may throw up to four daggers or knifes in a pulse at four different targets. Extra attack with dagger or knife. Members may also throw a dagger or knife in any direction accurately without any penalty. Endurance is treated as grievous.
Rank 8: Blades of deflection: The rapid movements of the dance are such that the practitioner is able to deflect thrown or ranged attacks. If the member roles under ½ of his or her base chance to hit they are able to deflect a ranged attack. Close in dance: The practitioner may perform the dance effectively in their own hex, and need no adjacent opening hexes. Auto grievous if armor is penetrated, roll 2 d10 and add numbers for results.
Rank 10: Barrage of blades: By expending 2 FT per attack a member may make more than 4 attacks in a given round Character must subtract -10% (accumulative) for each additional attack added to the normal four. There is no limit to the number attacks as long as the member has sufficient FT and is still armed with a dagger or knife. A Master of the Dance may not spend more than 1/3 of FT in a given pulse without rolling to be stunned unless they have magical means to remain alert.
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