Athlete's Guild

Acrobat, Stamina, Strongman

Viewed as advanced specimens, Athletes have mastered the physical arts. Through rigorous training, the athlete attempts to balance the points of union between speed, agility, fortitude, strength and grace. Their ultimate goal is to achieve what appears to be physically impossible.

Regional Headquarters: Unknown (Rhukichii)
Racial Callings: Miu
Areas of Influence: Acrobat, Fortitude, Strongman

Expectations:

1: Never stop mastering your skills.
2: Show courtesy and respect to all regardless of physical ability.
3: Always be willing to lend a hand with a task that can showcase your prowess.

Acrobat

Level 1 - Novice

Practical Use: Lithe
Category: P
Limitation: U
Description: Escape semi-flexible restraints (Requires five minutes of RP/Struggling). May safely walk a wide beam or fallen tree limb (4" minimum of width). Standing jump of 5'.

Special Use: Deflect
Category: A
Limitation: TDL
Description: Deflect a blow by knocking away someone's attack, making them miss it's mark. Deflect allows you to call the Tagline: Deflect, on an attack made on someone or yourself within a five foot radius of you, negating the attack.

 

Level 2- Apprentice

Practical Use: Coordinated Movement
Category: P
Limitation: U
Description: Escape rigid restraints as above, safely walk a narrow railing, branch or rope (Minimum of 2" width), or jump a ten foot gap from a small run.

Special Use: Surefooted
Category: P
Limitation: TDL
Description: You may recover from a single misstep without penalty. This may be used to avoid falling off a narrow area, a missed jump for a jumping stone, or similar situation. It may also be used to avoid traps situated in the floor, such as pressure plates, pit traps, or snare traps.

 

Level 3- Journeyman

Practical Use: Escape Artist

Category: P
Limitation: U
Description: May be used to escape built in restraints such as stocks, straight jackets and the like, safely walk a tightrope or wire. (Minimum of 1" in width.)

Special Use: Monkey Leap


Category: A
Limitation: TDL
Description: You may leap into a tree and camouflage yourself within it's branches. Any movement or sound breaks this concealment allowing others to attack you with magic or ranged weaponry. You must be near a tree to use this skill. Tagline: Monkey Leap, followed by Camouflage on a three-count. Anyone watching you conceal can see through the attempt and attack you as appropriate. Large items may not be carried in your hands as at least one arm must remain on the tree to simulate that you are holding on.

 

Level 4- Master

Practical Use: Uncageable
Category: P
Limitation: U
Description: May be used to escape a restraining cell such as prison, cage, or other such structure with one hour of planning. May walk across surfaces less than one inch in width, and also leap ten feet from a standstill.

Special Use: Floor Show

Category: A
Limitation: OPD
Description: Your training has moved to a level where you may dodge, flip and roll with such grace that nothing seems to hit you. For a limited amount of time (Minutes= to TSL), you may call a dodge against any attack or trap missing the Tagline: True Strike. You must remain in constant movement at a steady walk or jog and have your hands empty. After stopping you must take at least one minute to regain your breath.

 

Level 5 - Grand Master

Practical Use: Unbound
Category: P
Limitation: U
Description: You are essentially immune to all effects which would restrain movement (Bind/ Entangle/etc). All bindings you allow to be put on you you may escape within three seconds of concentration, further you may jump up to twenty feet with a short running start.

Special Use: Flurry of Movement
Category: P
Limitation: OPE
Description: Through use of dazzling techniques of movement and grace you are immune to any force that would seek to stop you. For one minute you may call Immune to any effect abilities used against you, including Voice Effects. During this time you may attack others, pick up items or do as you wish for the entire time. After one minute of time you must then collapse for one minute due to exhaustion.

Stamina

Level 1 - Novice

Practical Use: Toughness
Category: P
Limitation: U
Description: Can shrug off most non-lethal blows, acts and resets as all toughness. (+1 toughness per odd level in Fortitude Skill)

Special Use: Resist Toxin
Category: A
Limitation: TDL
Description: May be used to Resist a single Disease or Poison effect.

 

Level 2 - Apprentice

Practical Use: Callous
Category: A
Limitation: U
Description: Reduce all non-magical projectile damage to one.

Special Use: Sprint
Category: A
Limitation: TDL
Description: May haste for one minute without need to rest afterwards allowing use of skills immediately afterward. Haste may only be used if you are moving at a brisk walk, and use the Tagline "Haste." While in Haste you may not attack non-Hasted targets, and non-Hasted targets may not attack you. Note: if they hold their weapon out and you run into it, then you take a wound as normal.

 

Level 3 - Journeyman

Practical Use: Burst
Category: A
Limitation: TDL
Description: You may move with such a flurry of speed it seems as if you almost teleport from one location to another. Throw one Brown (natural abilities) packet, you must then move to the exact spot that packet lands with all haste, while marking yourself as out of play, only to come to rest at the location of the packet. Note, this is not an actual Teleport. You cannot use this ability to bypass obstacles, and any traps you set off in moving still go off and affect you.

Special Use: Interrupt
Category: A
Limitation: TDL
Description: May race to interrupt one action such as a killing blow, destruction of an object, etc. Action must be taking place with 20' of your location. Once you call Interrupt, you must move with all due speed to the location of the action you are interrupting. You are out of play until you get there.

 

Level 4- Master

Practical Use: Rugged
Category: A
Limitation: U
Description: You are Immune to the effects of Lesser Diseases and Poisons. Greater Diseases and Poisons have a reduced effect, functioning as a Lesser version. Instant Death Poisons do not kill you, but instead drop you into a Coma. Your constitution such that is also takes an additional five minutes to bleed out.

Special Use: Workout Regimen
Category: A
Limitation: TDL
Description: By taking 10 minutes to workout and exercise you may grant yourself an additional five points of Toughness for one hour.

 

Level 5 - Grandmaster

Practical Use: Indestructible
Category: A
Limitation: U
Description: You are so hearty that any effect that would be considered a mortal blow may be shrugged off as if it were merely a flesh wound. (May take a mortal blow for five points of normal damage.)

Special Use: Juggernaut
Category: A
Limitation: OPD
Description: Limb wounds seem to mean nothing to you, requiring a torso wound to bring you down. (Effects of limb wounds are ignored, though three limb wounds do still require healing or you will bleed out at your normal count.) Once activated this ability is active for one hour.

Strongman

Level 1- Novice

Practical Use: Strong
Category: A
Limitation: U
Description: Can carry one person at full speed or lift objects of 250 lbs, can also hold a door shut against a single person with no issues. If a door is being held by a character with Strongman, and forced open by another, they compare their TSL to determine who wins.

Special Use: Recover
Category: A
Limitation: TDL
Description: Recover from a Fumble effect. Tagline: Recover.

 

Level 2- Apprentice

Practical Use: Stout
Category: A
Limitation: U
Description: Can carry two people at full speed or lift objects up to 500 lbs. May a hold a door against multiple opponents.

Special Use: Break
Category: A
Limitation: TDL
Description: Smash a single tagged item with a single blow. Tagline: Shatter. Breaking some items may have consequences. A fire pot will actually explode, etc. An item can resist this with a Destruction Resist. Some items may be Immune to Destruction.

 

Level 3 - Journeyman

Practical Use: Tenacious

Category: A
Limitation: U
Description: May lift up to 750 lbs of weight, also you may now throw simple objects with harming effect. (May make non tagged rocks to throw at others for damage. Thrown Weapons must be a natural color but have a white stripe in order to represent these are your special weapons and can be picked up during a hold, and should be made following Thrown Weapons guidelines.) Must have Thrown Weapon skill to use Thrown Weapons. As these are limited Improvised Weapons, they cannot be enhanced.

Special Use: Death Grip

Category: A
Limitation: TDL
Description: Your grip is such that it is very hard to get you to let go of an item you hold on to. Tagline: Recover to Fumble effects.

 

Level 4 - Master

Practical Use: Steadfast
Category: A
Limitation: U
Description: May use a two handed melee weapon with only a single hand accurately, further all melee attacks are given an additional +1 to damage. You may now lift 1000 lbs of weight. You may only wield one two-handed weapon. Your off-hand may only have a longsword or shorter weapon. Further, a 2 handed weapon in one hand loses the bonus point of damage inherant in holding it with two hands. Because of the bonus from this skill, the two hander would do 2 points in one hand, or 3 points in both hands.

Special Use: Dogged
Category: A
Limitation: TDL
Description: Such is your strength and determination that even while wounded you may drag yourself towards safety as long as you are not dead. May remain conscious and mobile even while critical. Must move at a slow walk.

 

Level 5 - Grandmaster

Practical Use: Herculean Strength
Category: A
Limitation: U
Description: No task is able to defeat you; nearly any object may, with Plot attendance and five minutes of effort, be destroyed. Also may be used to move nigh-immovable object or other truly heroic feat.

Special Use: Destructive
Category: A
Limitation: TDL
Description: Your strength is so massive, that a single blow from you may destroy your opponents utterly. Tagline: Mortal Blow.