The Harrowed Halls of Duhn Korinth
Name: Thunderous landing
Talent: Greatleap (Discipline)
The Adept Leaps through the air and brings his Weight to bear upon his enemy with such ferocious vigor that witnesses claim he produces a thunderclap. Whether striking his foe directly, or sweeping through his opponent’s body, the concussive force batters all surrounding the Skyraider and sends his enemy flying backward with his excessive blow.
The standard action combines movement, the use of this talent must be decided before the use of greatleap and therefore declaring an attack to knockdown if the melee attack hits.The Adept replaces his Damage test with his Greatleap Success test result. The target is slammed away from the adept (direction chosen by adept) one hex per result level of success difference between the knockdown test and the attack test (a fumble automatically sends the target rank hexes) a pathetic or poor result always results in a knockdown.
The Adept leaps from a high vantage, using his mastery of catching wind to gather it rather than letting it slow his down, at the last moment releasing the stored wind downward with such force that witnesses have been known to be struck stunned with awe. The inventor of this knack boasts it is of great use assaulting other skyships, and earthbound buildings as the landing reverberates through the ship, or structure leaving the entire crew stunned and surprised, giving a crucial few seconds to ambush the sentries preventing an alarm, whereas standard windcatching is most beneficial at night when the decent is prolonged and the raiders are in the air for far longer and land with more stealth. The Cannonball allows for rapid ambush during the day.
He further claims that mastery of the technique allows his more experienced raiders to crash through the upper deck assaulting the bowels of their target completely unaware.
Adept makes his windcatcher test as normal, and may alter his final landing position as normal (falling at a 1:1 ratio as normal for a good result), and when in position he then plummets like a dropped stone landing with a loud bowelquivering velocity. the resulting shockwave upon landing has been claimed to leave a crater.
if the landing location has sufficient debris (dust, dirt, sand, refuse) it is kicked up in the area providing the skyraider some protection from view.
Name: Super Slow Motion Double handed Overhead Flying Downstrike:
Prerequisite: Greatleap, or high above opponent
When the Skyraider employs this particular technique he traditionally Greatleaps into the air straight up raising his two-handed weapon over his head, and at the apex of his leap the wind catches him midair to slow his decent dramatically. With his weapon grasped firmly overhead slowly gliding down toward his enemy, The adept lets out a legendary battle bellow “shashabooey!” as his technique gathers it full effect.
legend tells of this legendary warrior who’s tale is the stuff of legend, beware you may just bear witness to this awesome technique so awesome you will go blind from overexposure to pure awesomeness.
Name: Cauterize Wounds
Talent: Flaming Wounds
Prerequisite: Received multiple wounds from a single attack
The Cauterize knack Erupts uncontrollably rather than focusing the inner fire of the adept into a violent eruption of rage. The adepts sweat, blood, and any other liquid covering him instantly boils into steam. His wounds erupt into vents of fiery mist, cauterizing them closed, in a painful manner that leaves horrid scarring, allowing the adept to press onward into battle no worse for wear.
The Adept Makes a Fireblood test against the wounds he just received, if successful instead of healing health the adept instead heals number of wounds equal to his success threshold. but no more than the wounds received (average=1 good = 2 wounds, excellent = 3, Exceptional = 4)