Heron’s Grasp Style
Descrição
Heavy weapons and shields are fine battlefield options, and many can be used to reduce one's profile of vulnerability and intercept incoming attacks. Other heavy weapons rely on pure power to overwhelm defenses and end a fight decisively. However, polearms particularly are well-adapted to fighting cumbersome armaments, as they can be used to trap and pull aside these weapons, stripping the wielder of a defensive benefit or pinning a heavy weapon in place by depriving the wielder of the leverage to lift it. Like a heron sweeping in for a fish, a polearm wielder can tear a foe's weapon aside, leaving them to be cut down by the next soldier in line.
Regras
- Ativação
While you perform an Attack action check using a polearm, you may spend as follows:
+: Choose one Cumbersome weapon that one target with vigilance lower than or equal to spent this way is wielding. That character loses any persistent benefits of that weapon and cannot use it for actions. This effect persists until the end of your next turn.
Texto do livro
Writ of the Wilds · Chapter 2: The Duty of Survival › New Techniques › Kata · p. 116
Mostrar o texto como impresso
Heavy weapons and shields are fine battlefield options, and many can be used to reduce one's profile of vulnerability and intercept incoming attacks. Other heavy weapons rely on pure power to overwhelm defenses and end a fight decisively. However, polearms particularly are well-adapted to fighting cumbersome armaments, as they can be used to trap and pull aside these weapons, stripping the wielder of a defensive benefit or pinning a heavy weapon in place by depriving the wielder of the leverage to lift it. Like a heron sweeping in for a fish, a polearm wielder can tear a foe's weapon aside, leaving them to be cut down by the next soldier in line.
Activation: While you perform an Attack action check using a polearm, you may spend as follows:
+: Choose one Cumbersome weapon that one target with vigilance lower than or equal to spent this way is wielding. That character loses any persistent benefits of that weapon and cannot use it for actions. This effect persists until the end of your next turn.
