SCYTHE WARRIOR
The scythe has a pretty simple function; one uses it to reap. Masters of
this weapon typically take it for one of two reasons. A) You can buy a
scythe anywhere and pesky daimyo’s or lords don’t complain about you
owning one (though they’ll likely get pretty suspicious if they see you
carrying it around all the time). This makes it one of the perfect peasant
weapons and something you can train with even in the most restrictive of
cultures. B) Death carries a scythe and if it’s good enough for him it’s
good enough for you. Those motivated by reason B tend to favor dark
clothing and make way too many ominous comments but if you get
enough ale in them they’re okay sorts. Like many of the hooked
weapons scythe masters make extensive use of the curved blade. The
sharpness of the angle between the blade and the haft combined with
the length of the curved blade itself allow one to use it for a number of
special tricks.
    Masters of the scythe add 2% per rank on to their base chance. They add +1 damage at ranks 3, 6 and 9.  
Masters of the scythe must be full rank in the net before they may choose this skill. They may choose one of the
following abilities at rank 1, 3, 5, 7, 9 and 10.

Clear path: A scythe is made to clear vegetation after all. This allows you to move more quickly through
overgrown areas.  You may move at your TMR -1 while clearing your path.

Taint of death: If you possess an MA of 10 of higher you may expend 1 FT to keep your opponent from coming
back from the dead by means of a healer. The victim must first receive an exorcism before attempting a
resurrection at -20% chance.

Clear shield: You may choose to attack so as to clear the target’s shield. When doing this you ignore the target's
shield defense but your attack must count as piercing damage type and you do -3 damage.

Desperation hook: If you’re falling and near a protrusion you may reach out with your weapon and hook the
protrusion. You take half the damage for the distance you’ve fallen in doing this. You may also use this in
response to a pit, effectively granting you a second saving throw though you take 1d5 damage (Not absorbed by
armor) from slamming against the wall if forced to resort to this. The protrusion must be within your normal reach
with the weapon + 5 feet; thus a scythe can reach 10 feet.

Hook legs: You do normal damage while performing a trip attack.

Hook and pass: With a swift motion you hook your target and pull him through your square and into another
square. While doing this you protect your square with your own body. The target must be your size or less. If the
target is friendly this works automatically and can even move them further than they can normally move in a pulse;
for example they run their entire movement distance to just “behind” you, then you act and Hook them through
your square to the square in “front” of you. If used against an unwilling target you must make a regular melee
attack. You then make a Strength check opposed by the target’s Strength check (Roll under 3 X PS – Your
opponent’s PS). Add a +10% bonus for each two feet you are taller then you opponent. If you win you may move
the target to any adjacent square. If you lose the defender may immediately react and make a Strength check (3 X
PS) check to try to trip you.

Defensive Fighting: You are able to use you scythe defensively to give you +4% to defense per rank as a
scythe master. While using a shortened grip you suffer -10% to hit and -3 damage.

Extra Attack: You may make an additional attack with your weapon.