Thursday, August 29, 2019

Commonwealth Martial Style - The Flynn School

The Flynn School

This is a highly acrobatic and flashy style, favored by young nobles and sailors. While not quite as popular as the Dashing Fox style it has schools in most cities. It is less individualistic and more cohesive in tradition so members fight very similar to each other. Some learn to use an off hand weapon such as the Main-Gauche but the preference is to keep the off hand free to help with acrobatic moves.


Students are expected to learn the basics, but Evade and Feint are commonly practiced as well.
4 points
Skills: Acrobatics; Jumping; Sabre
Techniques: Acrobatic Stand; Bind Weapon (Sabre); Breakfall; Evade (Acrobatics); Feint (Sabre); Spinning Strike (Sabre);
Cinematic Skills: Flying Lunge (Sabre); Grand Disarm (Sabre); Rapier Wit; Springing Attack (Sabre)
Cinematic Techniques: Push
Optional Skills: Climbing; Main-Gauche; Running.
Optional Techniques: 
Perks: Naval Training; Weapon Bond


The emphasis is on movement and agility over weapon skill resulting in a more defensive style.
13 points
Skills: Acrobatics (H) DX+1 [8]; Jumping (E) DX+1 [2]; Sabre (A) DX [2].
Additional Skills: Flying Leap.
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Claim to Hospitality; Extra Attack 2; Perfect Balance; Terrain Adaptation; Weapon Master (Sabre).


While some breadth is added, those of Master rank primarily excel at movement skills and swordsmanship. At this level a lot more training is done with the sabre.
17 points
Skills: Acrobatics (H) DX+2 [12]; Jumping (E) DX+1 [2]; Sabre (A) DX+1 [4].
Additional Skills: Flying Leap.
Perks: Armor Familiarity; Sheer Speed (DF11).
Optional Traits: Enhanced Dodge 3; Quicksilver Strike


Action 3 Furious Fists: Acrobatic Stand; Balancing; Disarming; Dive n' Roll; Evade; Feint; Rappelling; Retain Weapon; Roll With Blow; Rope Up; Running Climb; Skidding; Sliding; Spinning; Toe Flip.
Dungeon Fantasy 11 Power-Ups: Backstabber [10 points +5/level]; Botte Segrete [20]; Chandelier Leap [10]; 
Monster Hunters Power-Ups 1: Duck and Cover [20/level]; Greater Weapon Bond [5/level]; Quicksilver Strike [12]; Weapon Specialist [10/level].

Ancestor Totem (Flynn)

Role: Acrobat
You can channel the founder of the school! His expertise and abilities are able to significantly enhance your own. Flynn was famous for his seemingly supernatural acrobatic skills and was also an renowned fencer. He was charming, a bit of a womanizer, and daredevil and social daring-do. He can be channeled using either Ritual Magic or Savoir-Faire (Dojo).
Emblematic Traits
Advantages: Appearance; Brachiator; Daredevil; Fearlessness; Super Climbing; Super Jump 2.
Disadvantages: Compulsive Carousing; Lecherousness.


Partial Manifestation: DX+3 [60]; Fearlessness 2 [4]; Perfect Balance [15]; Ridden [15]; Super Climbing 2 [6]; Super Jump 1 [10]; Code of Honor (Gentleman's) [-10]; Compulsive Carousing [-5]; Impulsiveness (9) [-15]; Lecherousness (12) [-15]. 65 points.
Note: This channeled version includes no skills as the stylist is going to already have good levels.

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